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Metius Draad

Gnome (Svirfneblin) Race
Majital / Ruins Dweller Origin
Abjuration Sage 8 Class & Level
Neutral Good Alignment
The Seven Deity
The Mages Guild Faction
Quartermaster Rank/Position
8 Loyalty
-- Company

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 18
+4
wisdom 11
+0
charisma 11
+0
Total Hit Dice 5
Hit Die
1dd6+2
+3 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+7 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+7 Arcana
+0 Athletics
+0 Deception
+7 History
+3 Insight
+0 Intimidation
+7 Investigation
+0 Martial
+0 Medicine
+4 Nature
+0 Perception
+0 Performance
+0 Persuasion
+4 Religion
+3 Sleight of Hands
+6 Stealth
+0 Survival
skills

 
30
MV
1
Prestige
1
Attunement Slots
19
Armor Class
60
Hit Points
+3
Initiative
25
Speed
Attacks
Weapons

  • Daggers
  • Darts
  • Slings
  • Quarterstaffs
  • Light crossbows

  •  


    Languages

  • Common
  • Gnomish (gutteral sounding)
  • Undercommon

  •  


    Skills

  • Arcana (Majital)
  • History (Wizard)
  • Insight (Wizard)
  • Investigation (Ruin Dweller)
  • Stealth (The Seven)

  •  


    Tools

    Calligrapher's Supplies - expertise
    Jeweler's Tools - proficient

     


    Academy

    Shield
    Rapier

     

    Proficiences
    Cantrips

  • Mold Earth
  • Shocking Grasp
  • Fire Bolt
  • Chill touch(Mages guild ring)
  • Prestidigitation (Level 4)

  •  


    All Spells Info
    Spellcasting
    Inventory & Currency Master Google Sheet

    Currency Total

    747.5gp
    46 Crafting tokens
    (See sheet for accounting)

     


    Dream of the Abjurer

    Dream of the Abjurer
    Being Crafted by Metius Draad
    Wondrous (Arcane Focus) - Rare (1,500gp, 15 Days) - Attunement

    Sleek black obsidian etched with markings of various abjuration spells covers the outside of this circular focus. It opens to reveal two faces: one black tourmaline side polished to a mirror finish with a crack radiating from the center and one pearl, similarly polished but complete. It is complete with a crystalline chain and clasp fitted for the pocket of a wizard's robe.

    Distanced Ward. When you cast an Abjuration spell with a range of Self or Touch, you can instead target another creature within 60 feet of you that you can see. You can use this ability three times, regaining all uses after finishing a long rest.

    Duality of Abjuration. When you hit an enemy with a spell attack, you can reduce the target's AC by 1 for 1 minute. You can use this ability three times, regaining all uses after finishing a long rest.

    Abjure Fate. When you fail a saving throw, you can use your reaction to expend a spell slot and gain a bonus to the failed saving throw equal to the level of the spell slot expended. You can use this ability three times, regaining all uses after finishing a long rest.


     

    Equipment
    The Mages Guild
    Faction
    The Mad Man
    Stat Array
    Origin

    Majital: Detect Magic at will, Arcana proficiency, +1 int
    Ruins Dweller: +2 to saves against spells, Investigation proficiency
    Svirfneblin stats: +2 Int, +1 Dex

     

    Quartermaster

    +5HP

     

    Gnome Cunning

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

     


    Superior Darkvision

    Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

     


    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. 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 1 st-level spell slots.

     


    Prepared Spells

    INT mod + Wizard Level

     


    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 a hit point maximum 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.

     


    Divinity:

    Wode: Proficiency in Stealth

     


    Useful Numbers:

    Prepared Spells: 12 [InM+WLv]

    Spell slots available:
    1st: 4
    2nd: 3
    3rd: 3
    4th: 2
    Spell Save DC: 15
    Spell Attack: 1d20+7

    Abjuration Ward: 2*Wizard Level + Int Mod HP

    Short Rest:
    -Arcane Recovery:
    0.5*WizLevel(up)

    Level Up!:
    HP: 4 + Con(+2)
    Spells: Learn 2 of SS's that you have

     


    Sacred Spells:

    Members of the the Mages Guild that are Wizards learn 2 spells from the Cleric Spell list of their choice. Members that are Clerics learn 2 spells from the Wizard spell list of their choice.
  • Spiritual Weapon
  • Death Ward

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    Abjuration Wizard Features

    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 spells magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum 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 cant 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 cant create it again until you finish a long rest.

    Projected Ward: Starting at 6th level, when a creature that you can see within 30 feet 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 a t 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

     


    Abjuration Sage

    4th Level
    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.

    8th Level
    Aether Manipulation. As a bonus action, you can manipulate the Aether on the battlefield, causing specific effects depending on your Arcane Tradition feature. The number of uses will be determined below with all uses refreshing on a short or long rest.

    Warding Aether. You gain a +2 bonus to AC until the end of your next turn, and any allies within 15 feet of you gain a +1 bonus to their AC for the same duration. Creatures affected by this AC also gain DR equal to their proficiency modifier against Non-physical damage. This ability has 4 uses.

    Prestige 1:
    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.

     

    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

    Wargles.

    Statblock Type

    Verum Character Sheet

    Link/Embed