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Myrcandul Mollip

Gnome (Forest) Race
Majital, Arcane Student Origin
Wizard, Transmutation Sage 12 Class & Level
Chaotic Good Alignment
Raquel Deity
Mages Guild Faction
Council Mage Rank/Position
20 Loyalty
Da Balzdheep-Love Unit (Da B.L.U.) Company

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 22
+6
wisdom 11
+0
charisma 11
+0
Total Hit Dice 12
Hit Die
1d6+2
+4 proficiency bonus
+1 Strength
+4 Dexterity
+7 Constitution
+11 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+14 Arcana
+0 Athletics
+0 Deception
+10 History
+0 Insight
+0 Intimidation
+10 Investigation
+0 Martial
+0 Medicine
+10 Nature
+4 Perception
+0 Performance
+0 Persuasion
+10 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
23
Armor Class
81
Hit Points
+3
Initiative
25ft
Speed
Spells Prepared
Spell LevelPer Day
Chill Touch, Detect Magic, Prestidigitation, Mage Hand, Mending, Message, Minor Illusion, Mold Earth, Toll the Dead
0th
-
Absorb Elements, Chromatic Orb, Shield, Magic Missile
1st
5
Misty Step, [Spiritual Weapon]
2nd
3
Counterspell, Dispel Magic, Fireball, Hypnotic Pattern, Slow, [Mass Healing Word]
3rd
3
Greater Invisibility, Dimension Door, Polymorph
4th
3
Hold Monster, Synaptic Static, Wall of Force
5th
2
Disintegrate, Soul Cage
6th
1
Spell DC: 18 - Spell Attack Mod: +10 - Total Prepared: 18 [+2]
Attacks
Equipment
Daggers, Darts, Slings, Quarterstaffs, Light crossbows (Wizard)
Shields (Academy)

Saving Throws
Intelligence, Wisdom (Wizard)
Constitution (Sage)

Skills
Arcana (Origin) [Expertise: Sage]
Nature, Perception (Sub-Origin)
History, Religion (Wizard)
Investigation (Lip Service)

Tools
Calligrapher's Supplies (Faction) (Academy: Expertise)
Alchemist's Supplies (Academy)

Languages
Common, Gnomish
Primordial (Academy)

Cap Increases
Intelligence +2 (Mages Guild)


Proficiences
Spell Save DC = 18
Spell Attack Bonus = +10
Total Prepared Spells = 18
Cantrips
Chill Touch
Detect Magic
Prestidigitation
Mage Hand
Mending
Message
Minor Illusion
Mold Earth
Toll the Dead
1st Level
Absorb Elements
Alarm (R)
Burning Hands
Catapult
Cause Fear
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages (R)
Detect Magic
Disguise Self
Earth Tremor
Expeditious Retreat
False Life
Featherfall
Find Familiar (R)
Fog Cloud
Grease
Ice Knife
Identify (R)
Illusory Script (R)
Jump
Longstrider
Mage Armour
Magic Missile
Protection from Good/Evil
Ray of Sickness
Shield
Silent Image
Sleep
Snare
Tasha's Hideous Laughter
Tenser's Floating Disk (R)
Thunderwave
Unseen Servant (R)
Witch Bolt
2nd Level
Aganazzar's Scorcher
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Cloud of Daggers
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Dragon's Breath
Dust Devil
Earthbind
Enlarge/Reduce
Flaming Sphere
Gentle Repose (R)
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth (R)
Magic Weapon
Maximilian's Earthen Grasp
Melf's Acid Arrow
Mind Spike
Mirror Image
Misty Step
Nystul's Magic Aura
Phantasmal Force
Pyrotechnics
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shadow Blade
Shatter
Skywrite (R)
Snilloc's Snowball Swarm
Spider Climb
Suggestion
Warding Wind
Web
3rd Level
Animate Dead
Bestow Curse
Blink
Catnap
Clairvoyance
Counterspell
Dispel magic
Enemies Abound
Erupting Earth
Fear
Feign Death (R)
Fireball
Flame Arrows
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Leomund's Tiny Hut (R)
Life Transference
Lightning Bolt
Magic Circle
Major image
Melf's Minute Meteor's
Nondetection
Phantom steed (R)
Protection from Energy
Remove curse
Sleet Storm
Sending
Slow
Stinking Cloud
Thunder Step
Tidal Wave
Tiny Servant
Tongues
Vampiric Touch
Wall of Sand
Wall of Water
Water Breathing (R)
4th Level
Arcane Eye
Banishment
Blight
Charm Monster
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Evard's Black Tentacles
Fabricate
Fire Shield
Greater Invisibility
Hallucinatory Terrain
Leomunds Secret Chest
Locate Creature
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph
Stoneskin
Sickening Radiance
Stone Shape
Storm Sphere
Vitriolic Sphere
Wall of Fire
Watery Sphere
5th Level
Animate Objects
Bigby's Hand
Cloud Kill
Cone of Cold
Conjure Elemental
Contact Other Plane (R)
Control Winds
Creation
Danse Macabre
Dream
Far Step
Geas
Hold Monster
Legend Lore
Modify Memory
Negative Energy Flood
Passwall
Rary's Telepathic Bond (R)
Seeming
Skill Empowerment
Steel Wind Strike
Synaptic Static
Telekinesis
Wall of Force
Wall of Light
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Homunculus
Disintegrate
Eyebite
Flesh to Stone
Globe of Invulnerability
Magic Jar
Mental Prison
Otto's Irresistible Dance
Soul Cage
Sunbeam
Tenser's Transformation
True Seeing


Cleric Spells
2nd Level: Spiritual Weapon
3rd Level: Mass Healing Word

Spellcasting
Mages Guild
Faction
Mad Man (10,15,14,15,11,11)
Stat Array
- 3 max hp from Create Homunculus
Titles

Veteran: This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

 

Raquel's Blessing?

Fountain of Youth Event: +1 1st level spell slot

 

Majital

Majital is abundant in two things. Sand and Magic. This desert country although lacking in natural resources, makes up for this by being the home of the wizards guild. Majitalians are a people who value knowledge, ambition and privacy. Their cunning nature is matched only by the beauty of their darkened skin. Majitalians all possess the following abilities as well as a choice of sub-type.

To some magic is a calling, but to a Majitalian, it is apart of everyday life. Majitalians begin play with Detect Magic as an at will ability. This functions as the spell in all other respects. You also have proficiency in the Arcana skill.

+1 Intelligence

Arcane Student

The study of the Arcane may seem like the purpose of the few, but in Majital, all children receive a rudimentary magical education. Their are a few that take this education further than the basics. Even if they have no intention of being spellcasters. These few who take it as far as they are able, are respected among their peers regardless of their calling. Indeed they use these lessons to strive themselves to further greatness.

You are an arcane student, even if you study abroad, your thirst for the knowledge of the arcane drives you. While it may not be your main passion, it is constantly in your shadow, guiding you in your career.

Your training in the arcane translates into other professions more easily than most. You receive skill proficiency in two other skills of your choice.

Every student has that one spell that stands out to them. You were no different. Choose a single wizard cantrip, you cast that at character level.

Gnome

Attributes: +2 Int, +1 Dex
Size:.Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Darkvision:.Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Wizard 1
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.

Wizard 2
School of Transmutation: You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Minor Alchemy: Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Wizard 6
Transmuter's Stone
Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

  • Darkvision out to a range of 60 feet

  • An increase to speed of 10 feet while the creature is unencumbered

  • Proficiency in Constitution saving throws

  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

  • Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

    If you create a new transmuter's stone, the previous one ceases to function.

     

    Wizard 10
    Shapechanger: At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
    Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

     

    Sage 4
    Inner Strength: You are now proficient in constitution saving throws.
    Veil of the Sage: A shimmering mystic veil of magic coats your body, granting you a permanent Mage Armor effect that provides a base AC of 13 + either your dexterity modifier or intelligence modifier (your choice). Should this effect be dispelled it will automatically reapply at the end of your next turn.

     

    Sage 8
    Alchemist’s Aether: Bonus Action: You target an area of ground within 30 feet, and create a wall that is up to 15 feet in length, 5 in width and 10 in height. The wall cannot fill a space occupied by a creature. On one side of the wall you can choose to create a 15 foot cube of difficult terrain as part of the same action. The wall crumbles and the terrain reverts to normal after a minute or once the wall is reduced to 0 HP. The wall has an AC of 14, 40 HP and is resistant to Slashing and Piercing damage. The Base HP of the wall is increased to 55 and the AC to 16 at lvl 12. This ability has 2 uses.

     

    Sage 12
    Transmute Self: Golem Skin. As an action, you can temporarily transmute yourself into a stone or metallic (your choice) humanoid for 1 minute. For the duration you are immune to Poison and Necrotic Damage, as well as the Exhaustion, Petrified, and Poisoned conditions. You also gain temporary hit points equal to your wizard level and are resistant to Bludgeoning, Piercing, and Slashing damage unless from an adamantine or siege weapon (you are instead vulnerable if the weapon is adamantine). While in this form you do not need to breathe but can still cast spells and abilities normally. The effect ends early if you fall unconscious. Once used you cannot use this ability again until you finish a short or long rest.

     

    Prestige 1 Sage
    Arcane Bolt (3): Starting at 4th level, you can use a bonus action to unleash a powerful bolt of astral energy. Make a ranged spell attack against a creature within 120 feet of you, dealing 2d4 + 2 astral damage for every four Wizard levels you possess. You can use this ability three times and regain expended uses when you finish a short or long rest.
    This ability is considered a spell for the purposes of counterspell
    Level 4: 2d4+2, 3rd level spell
    Level 8: 4d4+4, 4th level spell
    Level 12:, 6d4+6, 5th level spell

     

    Prestige 2 Sage
    Skill Improvements (1): Choose an Intelligence Skill (Arcana, Investigation, History, Nature, Religion). You gain proficiency in the chosen skill. If you already have proficiency with the chosen skill, you gain expertise instead

    Prestige 3 Sage
    Arcane Bolt (5): Arcane Bolt has 5 uses per short rest, instead of 3

    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    MasterMithos.

    Statblock Type

    Verum Character Sheet

    Link/Embed