Delfen Ondabarl
Medium Human Archmage , Neutral Good
Armor Class 17
Hit Points 74
Speed
30ft
Saving Throws Intelligence +10, Wisdom +9
Skills Arcana +10, History +10, Insight +9, Religion +10
Senses Passive perception 13
Languages Common, elvish, dwarvish, celestial.
Description
Delfen is a powerful wizard of advancing years, renowned throughout Faerun for the might of his magic, his patience and a magical instructor, and his kindness.
Ideals
Community: Delfen believes in co-operation and mutual support as a powerful means of bringing good into the world.
Bonds
His tower, his students, and the people of Daggerford.
Flaws
Sometimes too willing to try and find the good in people.
Spellcasting Ability: Intelligence
Spell Attack: +10
Spell Save DC: 18
Spell Slots: 1st: 4 | 2nd: 3 | 3rd: 3 | 4th: 3 | 5th: 3 | 6th: 1 | 7th: 1 | 8th: 1 | 9th: 1
At will: Blade Ward, Frostbite, Firebolt, Light, Mending
Special Abilities
Arcane Recovery: 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.
Channel Arcana: 3 charges
Divine Arcana: Bonus action, +2 bonus to the attack roll or spell save DC of the next spell cast.
Chanel Divinity - Preserve Life: As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your wizard level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Disciple of Life: Whenever a spell of 1st level or higher is used to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Blessed Healer: When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Supreme Healing: When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Spell Mastery: L1: Shield | L2: Hold Person
Spell Level | Available in Spellbook | Prepared |
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1 | Bless, Chromatic Orb, Cure Wounds, Detect Magic, Mage Armour, Magic Missiles, Protection from Evil and Good, Sleep, Shield, Unseen Servant | Chromatic Orb, Cure Wounds, Magic Missiles, Shield, Unseen Servant |
2 | Hold Person, Lesser Restoration, Mirror Image, Misty Step, Scorching Ray, See Invisibility, Spiritual Weapon | Scorching Ray, Spiritual Weapon |
3 | Beacon of Hope, Counterspell, Dispel Magic, Fireball, Fly, Lightning Bolt, Magic Circle, Revivify | Counterspell, Fireball |
4 | Death Ward, Fabricate, Greater Invisibility, Guardian of Faith, Stoneskin, Wall of Fire | Greater Invisibility, Guardian of Faith, Stoneskin |
5 | Animate Objects, Hold Monster, Mass Cure Wounds, Raise Dead, Telekinesis | Animate Objects, Hold Monster |
6 | Disintegrate, Globe of Invulnerability, Heal, Mass Suggestion, Planar Ally | Disintegrate, Globle of Invulnerability, Heal |
7 | Divine Word, Forcecage, Reverse Gravity, Teleport | Divine Word, Teleport |
8 | Feeblemind, Holy Aura, Mind Blank | Feeblemind |
9 | True Polymorph, True Resurrection, Wish | True Polymorph, Wish |
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