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Koralyn Whitehart

12 Level (0/120000 XP for level-up) Sage Background Variant Human Race / Species / Heritage Lawful Neutral Alignment
Wizard
Level 12
Hit Dice: 12/12
1d6+3 Class 1

STR
10
+0
DEX
12
+1
CON
16
+3
INT
20
+5
WIS
14
+2
CHA
11
+0
48
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+1 Dexterity
+7 Constitution
+9 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+9 Arcana INT
+0 Athletics STR
+0 Deception CHA
+9 History INT
+6 Insight WIS
+0 Intimidation CHA
+9 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+6 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +4 STR 1d6 Bludgeoning
 Versatile
Attacks

Spell Book

=========================
Variant Human
ASI: +1 INT, +1 DEX
Language: Draxa, Common
Prof: Perception
Feat - Linguist: Halfling(Linguist Feat) , Primordial(Linguist Feat) , Thri Kreen (Linguist feat)
=========================
Background: Sage
Prof: Arcana, History
Languages: Elvish, Dwarvish

Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

=========================

LEVEL 1:

Spellcasting lol

Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

LEVEL 2:

Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wizardly Quill
2nd-level Order of Scribes feature

As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.

Awakened Spellbook
2nd-level Order of Scribes feature

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

You can use the book as a spellcasting focus for your wizard spells.
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

LEVEL 3:

Cantrip Formulas
3rd-level wizard feature

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

LEVEL 4:

ASI: Feat: Resillient +1 CON

LEVEL 5:

Nada:

LEVEL 6:

Manifest Mind
6th-level Order of Scribes feature

You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. Once you conjure the mind, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

LEVEL 7:

Nada

LEVEL 8:

ASI: Feat: Keen Mind: +1 INT,
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.

LEVEL 9:

Nada

LEVEL 10:

Master Scrivener
10th-level Order of Scribes feature

Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.

The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

LEVEL 11:

Nada

LEVEL 12:

ASI: +2 INT


Features & Traits
Quarterstaff, Ink (1 ounce bottle), Backpack, Clothes Common, Spellbook, Wand, Small Knife, Book, Ink (1 ounce bottle), Ink Pen, Parchment (one sheet), Little Bag of Sand, Small Knife

Equipment Copper: 10, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips:
Minor Illusion, Prestidigitation, Mage Hand, Encode Thoughts, Light

Spell preparate (17/17):
1st: Chromatic Orb, Mage Armor, Shield, Silvery Barbs
2nd: Hold Person, Arcanist Magic Aura, Detect Thoughts
3rd: Counterspell, Dispel Magic, Fly, Sending
4th: Polymorph, Private Sanctum
5th:Dominate Person, Telekinesis, Wall of Force
6th: Chain Lightning

Spellbook:
1st: Chromatic Orb , Mage Armor, Comprehend Language, Alarm, Detect magic, Identify, Find Familiar, Shield, Silvery Barbs, Unseen Servant
2nd: Dragon's Breath , Arcanist Magic Aura, Blur, Levitate , Hold person, Invisibility, Detect Thoughts
3rd: Fireball, Glyph of warding, Counterspell, Dispel Magic, Fly, Intellect Fortress, Remove Curse, Sending
4th: Fabricate, Elemental Bane , Polymorph, Greater Invisibility, Private Sanctum
5th: Modify Memory, Hold Monster, Dominate Person, Passwall, Telekinesis, Creation, Wall of Force
6th: Fizban's Platinum Shield , Disintegrate, Chain Lightning, Contingency

Spell nello Spellbook: 40
Spellcasting
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana , History, Insight, Investigation, Perception

Languages: Draxa(Human) , Common(Human) , Elvish(Sage) , Dwarvish (Sage) , Halfling(Linguist Feat) , Primordial(Linguist Feat) , Thri Kreen (Linguist feat)

Languages & Proficiencies
Conoscenza. Il sentiero del potere e del miglioramento personale è attraverso la conoscenza.

Tutto deve essere imparato, niente deve essere dimenticato.

Non far del male a chi non vuole farti del male.

Ideals
Devo diffondere la mia conoscenza con il mondo.

Bonds
Sono facilmente distraibile dalla promessa di informazioni.

Imparo dettagli inutili che non serviranno mai.

Il cambiamento delle persone mi terrorizza.

Non mi è possibile comprendere appieno i sentimenti delle persone.

Quando parlo con qualcuno di un argomento di mio interesse, finisco per parlarne fino a che la discussione non viene interrotta.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Level 1 Spells

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: VSM
Materials: A diamond worth at least 50 gp
Duration: instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Sorcerer, Wizard

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