Remove these ads. Join the Worldbuilders Guild

Maggie Mackletongue

10 Level (0/85000 XP for level-up) Homeless Background Reborn Kobold Race / Species / Heritage Neutral Evil Alignment
Necromancy Wizard
Level 10
Hit Dice: 10/10
1d6+0 Class 1

STR
8
-1
DEX
16
+3
CON
10
+0
INT
20
+5
WIS
10
+0
CHA
12
+1
70
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30ft
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+3 Dexterity
+0 Constitution
+9 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+9 Arcana INT
-1 Athletics STR
+5 Deception CHA
+9 History INT
+0 Insight WIS
+1 Intimidation CHA
+9 Investigation INT
+5 Begging CHA
skills
+0 Medicine WIS
+5 Nature INT
+0 Perception WIS
+1 Performance CHA
+5 Persuasion CHA
+9 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +7 DEX 1d4+3 Piercing
Wand of Orcus +2 STR 1d6+2d12-1 Piercing + Necrotic
Attacks

Spell Book

Wizard Features!
-------------------------------------
Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 5, and none of the slots can be 6th level or higher.


Necromancy Savant
The gold and time you must spend to copy a necromancy spell into your spellbook is halved.


Grim Harvest
Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.


Undead Thralls
You add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, its max HP is increased by 10 and it adds +4 to its weapon damage rolls.


Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.


Kobold Features!
-------------------------------------
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. You gain proficiency in Deception and Stealth!


Deathless Nature
You have escaped death, a fact represented by the following benefits:
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.


  • Knowledge from a Past Life
    You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Features & Traits
    Dagger
    Spellbook
    Staff
    Scholar's Pack
    Trashbag of Holding
    2 Unknown Drugs
    4 Vials of Anadact

    Maggie's Wand (Wand of Orcus)
    Maggie's Wand (Wand of Orcus) - +3 Mace - 1d6 + 2d12 Damage

    Protection. You gain a +3 bonus to Armor Class while holding the wand.

    Spells. The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: Animate Dead (1 charge), Blight (2 charges), Circle of Death (3 charges), Finger of Death (3 charges), Power Word Kill (4 charges), or Speak with Dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn. While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).

    Call Undead. While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points (see the Monster Manual for statistics). The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn. While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them.

    Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.

    Personality. The wand's purpose is to help satisfy Orcus's desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1000000, Platinum: 0 Money
    Cantrip
    Chill Touch
    Ray of Frost
    Frostbite
    Presidigitation

    1st Level
    Grease
    Mage Armor
    Shield
    Blindness/Deafness

    2nd Level
    Gentle Repose
    Mirror Image
    Ray of Enfeeblement
    Wither and Bloom

    3rd Level
    Animate Dead
    Bestow Curse
    Feign Death
    Haste
    Slow
    Summon Undead

    5th Level
    Danse Macabre
    Enervation
    Negative Energy Flood
    Spellcasting
    ARMOR
    None
    WEAPONS
    Crossbow, Light, Dagger, Dart, Quarterstaff, Sling
    TOOLS
    Leatherworker's Tools
    LANGUAGES
    Common, Draconic, Sylvan

    Languages & Proficiencies


    ™ & © 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.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Fizzy Biscuit.

    Statblock Type

    Character Sheet (latest)

    Link/Embed