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Ted Amos

Wizard9|Babarian1 10 Class & Level
unknown Background
Human Race
Chaotic Neutral Alignment

Strength 13
+1
Dexterity 15
+2
constitution 18
+4
intelligence 19
+4
wisdom 15
+2
charisma 19
+4
Total Hit Dice 6
Hit Die
1d6+4
++8 proficiency bonus
++9 Strength
+0 Dexterity
+12 Constitution
++12 Intelligence
++10 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+10 Arcana
+1 Athletics
+8 Deception
+4 History
+2 Insight
+8 Intimidation
+4 Investigation
+2 Medicine
+4 Nature
+2 Perception
+4 Performance
+7 Persuasion
+8 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Insight, Religion proficiencies

 
16
Armor Class
46
Hit Points
+0
Initiative
30
Speed
WeaponbonusDamage
longsword+51d8
Attacks
daggers, darts, slings, quarterstaffs, light crossbows, light armor, medium armor, shields, simple weapons, martial weapons
Proficiences
13
Spellcasting
longsword, map of his kingdom, Spellbook
Equipment
??
Personality Traits
??
Ideals
??
Bonds
??
Flaws
Rage: In battle, you fight with primal ferocity. On your turn, you can enter rage as a bonus action. While raging, you gain the following benefits if you are not wearing heavy armor: You have an advantage on strength checks and strength throws. When you make a melee attack using strength, you gain +2 damage to the damage roll. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them while raging. Your rage last for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged 2 times, you must finish a long rest before you can rage again.
Unarmored defense: While you are not wearing any armor, your AC is 10+Dex mod + Con mod. You can use a shield and still gain this benefit.
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 slots to recover. The spell slots can have a combined level that is <= /2 your wizard level (rounded up), and none of the slots can be 6th level or higher.
Grim harvest: 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 at least 1st level, you regain hit points = 2*The spells level or 3*if the spell belongs to the school of necromancy. You don't gain this benefit for killing constructs or undead.
Undead Thralls: 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 these benefits: The creature's hit point maximum is increased by an amount = your wizard level. The creature adds your proficiency bonus to its weapon damage rolls.
A King: Can call upon servants to assist him in combat when in a castle bringing 1d4 shield guardians to his aid.
Features & Traits

Heroes Enabled

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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

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Level 0 Spells

Level 1 Spells

Level 2 Spells

Level 3 Spells

Level 4 Spells

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Created by

KrazyCrafter.

Statblock Type

Character Sheet (Legacy)

Link/Embed