Remove these ads. Join the Worldbuilders Guild

Elias Rathdos of House Lizardskin

Wizard 8 Class & Level
Noble Background
Human Race
True Neutral Alignment

Strength 12
+1
Dexterity 14
+2
constitution 14
+2
intelligence 18
+4
wisdom 8
-1
charisma 10
+0
Total Hit Dice 11
Hit Die
1d6+2
+4 proficiency bonus
+1 Strength
+2 Dexterity
+1 Constitution
+8 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
-1 Animal Handling
+8 Arcana
+2 Athletics
+0 Deception
+8 History
+3 Insight
+1 Intimidation
+8 Investigation
-1 Medicine
+4 Nature
-1 Perception
+4 Performance
+4 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
-1 Survival
skills History, Persuasion, Investigation, Insight, Arcana, Performance, INT Saves, WIS Saves proficiencies

 
14
Armor Class
74
Hit Points
+2
Initiative
40'
Speed
Longsword+6d8+2
Acid Tongue+5d8 + 1d4 Acid
Well-crafted Longsword+5d10 Lightning
Attacks
Dice, Light Armor, Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Longswords, Tinkers Tools, Thieves Tools, Common, Elvish, Undercommon, Giant

XP: 36,500/48,000


Proficiences
See App
Spellcasting
(168pp,228gp, 9sp, 7cp) Fine Clothes, Signet Ring, Scroll of Pedigree, Arcane Focus, Explorer's Pack (Backpack, Bedroll, Mess Kit, 2 Tinderboxes, 20 torches, 10 Pitons, three Waterskins, 150 feet of Hempen rope), Spellbook, Studded Leather Armor, Dagger, +1 Longsword, Crowbar (30/5), Portable Ram (8), Hammer, 5 Gallon Stockpot, Grappling Hook (30), 5 Coconut Oil flasks, Lockpicks (10), Fire Stone, Tinkerer's Tools, Healing Potion (1+d2), Bag of Holding, 3x Golden Hammer, Galen's Book, Acid Tongue, Robe of Many Eyes, Key of Opening, Poor Cloak of Lightning Dragon, Giant Key
Equipment
Outgoing, good-natured, generally a nice guy. Would lay down his life for his friends.
Personality Traits
Thinks that humanity is worth saving, and will go to the ends of the earth to make it happen. Wants to find out the truth of what happened in the past.
Ideals
Anyone who will stand up for him is worth standing up for.
Bonds
Sees the best in everyone, regardless of upbringing and situation. Tends to be overconfident.
Flaws
Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Ritual Casting: You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.

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.

Bladesong: Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).
While your Bladesong is active, you gain the following benefits:
• You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
• Your walking speed increases by 10 feet.
• You have advantage on Dexterity (Acrobatics) checks.
• You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Mobile: You are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Extra Attack: When you make an attack with a weapon, you may attack an additional time.

Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Song of Defense: Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD

Clothes, Fine

Adventuring Gear Common

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Cost: 15gp Weight: 6lb


 

DnD 5e Player's Handbook p. 151

Arcane Focus (Orb)

Adventuring Gear Common

Cost: 20gp Weight: 3lb


 

The statblocks of your class features

Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + Con Mod
Hit Points at Higher Levels: 1d6 + Con Mod

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs. light crossbows
Tools: None
Saving Throws: Int, Wis
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Class Features

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.  

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of ten schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th. 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. 1£you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. Vou always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.


Starting Equipment

• (a) a quarterstaff or (b) a dagger   • (a) a component pouch or (b) an arcane focus   • (a) a scholar's pack or (b) an explorer's pack   • A spellbook


Spellcasting

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.  

Spellbook

At 1st level. you have a spellbook containing six 1st-level wizard spells of your choice.  

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to east your spells of 1st level and higher. To east one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can east it using a 1st level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to east the spell: aI least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

lntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intlelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier.  

Ritual Casting

You can east a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.  

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.  

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.   Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.   Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   Replacing the Book: You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level o f the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder o f your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.   The Book’s Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection o f notes scrounged together after you lost your previous spellbook in a mishap.


Subclass Options

School of Abjuration

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.  

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.   While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.   Once you create the ward, you can't create it again until you finish a long rest.  

Projected Ward

Starting at 6th level, when a creature that you can see within 10 metres of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.  

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.  

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.   Furthermore, you have +1 resistance to damage from spells. This feature can not increase your resistance above 1.  

School of Conjuration

Conjuration Savant

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

Minor Conjuration

Starting at 2nd level when you select this school, you can use your full action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 4 metres of you. This object can be no larger than 1 metre on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 2 metres.   The object disappears after 1 hour, when you use this feature again, or if it takes any damage.  

Benign Transposition

Starting at 6th level, you can use your full action to teleport up to 10 metres to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.   Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.  

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.  

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 shielding.  

School of Enchantment

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.  

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As a full action, choose one creature that you can see within 2 metres of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.   On subsequent turns, you can use your full action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 2 metres away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.   Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.  

Instinctive Charm

Beginning at 6th level, when a creature you can see within 10 metres of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.   You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.  

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.  

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.   Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.  

School of Evocation

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.  

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.  

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.  

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.  

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell.   The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 force damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the force damage per spell level increases by 1d12.  

School of Illusion

Ilusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.  

Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.   When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.  

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your full action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.  

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a half action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.   The object can't deal damage or otherwise directly harm anyone.  

School of the Magi

Faith of the Magi

Spells that deal with fire, water, ice, and light cost half as much time and gold to copy into your spellbook, beginning when you join this school at 2nd level.  

Daena

When you choose this arcane tradition at 2nd level, you accept the call to fight against the forces of destructive chaos in the universe. When you kill an evil or chaotic creature with a spell, your magic is strengthened. For one minute, the save DC for your spells increases by +1; if the creature is both chaotic and evil, your spell save DC increases by +2. You may not increase your spell DC by more than +2 in this way.  

Asha

As you progress in the ways of the magi, you increase in your understanding of the universe. At 6th level, when you successfully dispel magic or counter a spell being cast, you may make an Intelligence check against a DC of 10 + the level of the spell countered or dispelled; on a success, you regain a spell slot of a level equal to or lower than the spell level just countered or dispelled.  

Words of Power

At 10th level, your knowledge of the Truth allows you to speak words of power. When you are the target of an attack, spell or ability, you may use your reaction to command your adversary to desist. The target makes a Wisdom saving throw; on a failure, the attack or spell is lost. If a chaotic or evil creature is targeted this way, it also takes radiant damage equal to your Intelligence modifier. If a creature that is both chaotic and evil is affected this way, it takes damage equal to you Intelligence modifier + half your wizard level. Once you have used this ability, you may not use it again until you have completed al long rest.  

Flames Born of Water

Your mystic training has taught you that while fire is a conduit to truth, water is what gives birth to the sacred flame. At 14th level, when you cast a spell that conjures, controls, or manipulates water or ice of 5th level or below, as a bonus action at the end of your turn, you may cast a spell of the same or lower level that conjures, controls, or manipulates fire, as long as the casting time for that spell is one action or one bonus action. Once you have used this ability, you may not do so again until you have finished a short or long rest.  

School of Necromancy

Necromancy Savant

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

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points 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

At 6th level, 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, it has additional benefits:   The creature’s hit point maximum is increased by an amount equal to your wizard level.   The creature adds your proficiency bonus 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.  

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.   Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.  

School of Transmutation

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 30 litres 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.  

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 20 metres   • An increase to speed of 4 metres while the creature is unencumbered   • Proficiency in Constitution saving throws   • +1 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.  

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.  

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.   MAJOR TRANSFORMATION: You can transmute one nonmagical object—no larger than a 2-metre cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.   PANACEA: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.   RESTORE LIFE: You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.   RESTORE YOUTH: You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.  

School of War Magic

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.   When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.  

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.  

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one.   Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.   Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.  

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.  

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.


LvlProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32
2nd+2Arcane Tradition33
3rd+2342
4th+2Ability Score Improvement443
5th+34432
6th+3Arcane Tradition Feature4433
7th+344331
8th+3Ability Score Improvement44332
9th+4443331
10th+4Arcane Tradition Feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Arcane Tradition Feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spell5433332211

Blade Singer


Hit Points

Hit Dice: d6 per Blade Singer level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Restriction: Elves Only Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.   Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.   Training in War and Song When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.   You also gain proficiency in the Performance skill if you don't already have it.   Bladesong Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.   You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).   While your Bladesong is active, you gain the following benefits:   • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).   • Your walking speed increases by 10 feet.   • You have advantage on Dexterity (Acrobatics) checks.   • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).   You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.   Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Song of Defense Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.   Song of Victory Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 to all ability scores.
Size Medium
Speed 30 ft

Humans

  From the world came a race short lived but visionary, resolute and ambitious, they would become one of the most powerful races across the world of Armageddon. They are humans.  

Lore

 

Humble Beginnings

Humans are a curious race, many claim that they were created by the gods themselves while others say they came into the world on their own. Humans have been known throughout history but not one could tell you where they came from and where they are going to, directionless and free humans do very much as they please.   Humanity is vast and varied with no two humans alike. Views, ideals and alignments change from person to person, culture to culture, town to village, with humans having no innate morality but instead the gift of choosing their own and in turn their own destiny.  

Glorious Artisans, Harrowing Destroyers

Many of the great and powerful kingdoms and empires that exist the breadth Amrageddon came from the mind of humans and stand testiment to humanities will and ingenuity. From the Myrterrian Empire to the four kingdoms of Torronos humanity has errected great kingdoms and civilizations but have also destroyed as many if not more.   With their thirst for knowledge and their never ending push foward humanity has created many great things but also  

The race of men are seen with many eyes as being both great and terrible,  

Human Traits

 

Ability Score Increase

Your ability scores each increase by 1.

Age

Humans reach adulthood in their late teens and live less than a century.

Alignment

Humans tend toward no particular alignment. The best and the worst are found among them.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples based on who they deal with but also your place in society may influence your choice of languages: nobles may speak Elvish or Celestial while lower merchants may speak Dwarvish etc.  

Variant Human

  You may use these racial features instead of the stand features for humans.  

Ability Score Increase

Two different ability scores of your choice increase by 1.

Skills

You gain proficiency in one skill of your choice.

Feat

You gain one Feat of your choice.
 

Languages. You know Common and another language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SCAG pg. 142

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 Feet
Components: V, M
Materials: A weapon
Duration: 1 Round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Available for: Sorcerer, Warlock, WIzard

PHB pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

PHB pg. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S, M
Materials: A bit of fleece
Duration: 1 Minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. I you create a sound, it's volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger that a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB: P. 252

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: a pearl worth at least 100 gp and an owl feather
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
  If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Available for: Artificer, Bard, Wizard

PHB: P. 238

Expeditious Retreat

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Artificer, Sorcerer, Warlock, Wizard

PHB: P. 224

Comprehend Language

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 276

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a pinch of fine sand, rose petals, or a cricket
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

PHB: P. 233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 257

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Available for: Artificer (Armorer), Sorcerer, Wizard

PHB: P. 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

PHB: P. 239

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: V, M
Materials: A small feather or piece of down
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Artificer, Bard, Sorcerer, Wizard

Level 2 Spells

PHB: P. 260

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space.
Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
  Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
  If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
  A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
  A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Available for: Artificer (Armorer), Sorcerer, Warlock, Wizard

PHB: P. 273

Scorching Ray

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2*D6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Available for: Artificer (Artillerist), Druid (Wildfire), Sorcerer, Wizard

PHB, Page 260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

PHB: P. 250

Haste

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a shaving of licorice root
Duration: Concentration, Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 228

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 255

Lightning Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: Self (100-foot line)
Components: V, S, M
Materials: a bit of fur and a rod of amber, crystal, or glass
Duration: Instantaneous
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Artificer (Armorer), Sorcerer, Wizard

PHB: P. 243

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a wing feather from any bird
Duration: Concentration, Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Artificer, Sorcerer, Warlock, Wizard

PHB: P. 258

Major Image

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a bit of fleece
Duration: Concentration, Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
  As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
  Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 4 Spells

PHB: P. 266

Polymorph

4-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a caterpillar cocoon
Duration: Concentration, Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
  The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
  The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
  The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.
  Wizard of the coasts (2018): This spell can’t affect a target that has 0 hit points
Available for: Bard, Druid, Sorcerer, Wizard

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


Created by

Aydox.

Statblock Type

Character Sheet (Legacy)

Link/Embed