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Ire

7 Level (God :)/34000 XP for level-up) Passed the entrance exam Background Variant Human Race / Species / Heritage Neutral Evil Alignment
Necromancer Wizard
Level 6
Hit Dice: 6/6
1d6+3 Class 1
Peace Cleric :)
Level 1
Hit Dice: 1/1
1d+3 Class 2

STR
15
+2
DEX
14
+2
CON
16
+3
INT
20
+5
WIS
14
+2
CHA
8
-1
55
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
1 / 1
Arcane Recovery
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+2 Dexterity
+6 Constitution
+8 Intelligence
+5 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+8 Arcana INT
+2 Athletics STR
-1 Deception CHA
+8 History INT
+5 Insight WIS
-1 Intimidation CHA
+8 Investigation INT
skills
+5 Medicine WIS
+8 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+8 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Resilient (Con)
Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
-------
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.
-----------
mplement of Peace
When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond
Starting at 1st level, You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

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
Shield
Halfplate
7x Potions of Psychic Resistance
1x Scroll of Blink
10x longbows (Currently on Skele bois)
1x Waterskin of Arcane Infused Water
5x Barbed Devil Claws
(tears inside a crystal vial worth at least 300 gp)
Other Wizard Shit :)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Primordial
Common

Languages & Proficiencies
Cloak of Displacement
Wondrous Item, Rare (requires attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
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Mirror of Life Trapping (Command Word "Reflect")
When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 Hit Points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points.

If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its Command Word and activate it. It remains activated until you use an action to speak the Command Word again.

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's Nature, and Constructs succeed on the saving throw automatically.

An extradimensional cell is an infinite expanse filled with thick fog that reduces Visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can Escape using magic that permits Planar Travel. Otherwise, the creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.

In a similar way, you can use an action to speak a second Command Word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

Notes


™ & © 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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