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Beth

7 Level (0/34000 XP for level-up) Courtier Background Shifter - Wildhunt Race / Species / Heritage Lawful Neutral Alignment
House of Cards Warmage
Level 7
Hit Dice: 7/7
1d8+4 Class 1

STR
14
+2
DEX
18
+4
CON
18
+4
INT
20
+5
WIS
15
+2
CHA
14
+2
64
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
35ft walk, 5ft climb, 5ft swim
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+4 Dexterity
+7 Constitution
+8 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+2 Athletics STR
+8 Deception CHA
+8 History INT
+5 Insight WIS
+2 Intimidation CHA
+5 Investigation INT
skills
+5 Medicine WIS
+5 Nature INT
+2 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+5 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Warmage

Tower Apprentice
I gain the Prestidigitation and Shocking Grasp cantrips. These don't count towards my total cantrips known.

Arcane Fighting Style: Blaster
The spell DC for my Warmage cantrips increases by 1.

Warmage Edge
Once per turn I can add my Intelligence modifier to a dice roll of a Warmage cantrip.

Bluff
Gain proficiency in Deception and Playing Cards. Can use Intelligence instead of Charisma for Deception checks.

Deck of Fate
A lot of shit I ain't writing here.

Arcane Surge
I double the dice on a non-critical hit. Once per short/long rest.

Tactical Insight
At 6th level, you learn how to use ambient magical power to defend yourself from your foes’ magical attacks. You can add your Intelligence modifier to saving throws you make against spells and other magical effects that deal damage.

High Stakes
You've mastered a very risky card trick using your Deck of Fate. On your turn, you can choose any number of cards from your hand and place them on the bottom of your deck (no action required), losing 2 hit points per card you chose. You then draw until you have five cards in your hand again.
Shifter-Geppetin
Wildplush Shifter
Adorable. You were designed to be appealing to children. As such, you gain proficiency in the Persuasion skill, and have advantage on Charisma (Persuasion) rolls you make against children or other humanoids that are fond of cute things

Construct Anatomy. Even though you were constructed, you are a living creature. You are immune to nonmagical diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish.
Instead of sleeping, you enter an inactive state for 8 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. You can still be placed into a torpor by sleep- inducing magic.

Innocuous. Geppettin are generally indistinguishable from non-living dolls of the same type. Because of that, they can be very stealthy when required. You have advantage on Charisma (Deception) checks you make to appear as a mundane toy.

Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus and have advantage on Wisdom checks. You can shift a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tricks:
Corrosive Cantrip
Severe Cantrip
Gamble
Signature Focus

Feats
Level 4 Feat: Observant: +1 INT
Level 4 ASI: +2 DEX

Features & Traits
Fine Clothes
Leather Armour
Dagger
Fulcrum Dagger
Component Pouch
Explorer's Pack
Weaver's Tools
Tent
Playing Cards X2
Deck of Fate
Lute
Common Clothes x2
Tinker's Tools
Fulcrum Studded Leather
Healing Potion x2
2 wrapped pieces of candy
595gp
--------------------------------------------------
Magic Stick
Wonderous

is a stick, it glow slightly

Magic stick powers - This stick cannot be damaged in any way shape or form

Stick Transfer - When you sleep with this stick 10 ft or less away you, you may bring one item with you to your dreams. The item returns with you when you awaken. You may do this once per long rest

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips:
Prestidigitation
True Strike
Acid Splash
Fire Bolt
Minor Illusion
Mage Hand
Cheat
Caustic Blade
Spellcasting
Armour: Light Armour
Weapons: Simple Weapons
Tools: Weaver's Tools, Lute, Playing Cards
Skills: Insight, Persuasion (Background), Survival (Shifter), History, Medicine, Deception (Warmage)
Languages: Common (Shifter), Elvish, Dwarvish (Background)

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.

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Kilayna.

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