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Reven the Grim

Wizard (Necromancer) 4 Class & Level
Sage Background
Half Elf Race
Alignment

Strength 12
+1
Dexterity 14
+2
constitution 12
+1
intelligence 17
+3
wisdom 11
+0
charisma 12
+1
Total Hit Dice 3
Hit Die
1d6+1
+1 proficiency bonus
+1 Strength
+2 Dexterity
+1 Constitution
+5 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+5 Arcana
+1 Athletics
+1 Deception
+5 History
+2 Insight
+1 Intimidation
+5 Investigation
+0 Medicine
+3 Nature
+0 Perception
+1 Performance
+1 Persuasion
+3 Religion
+4 Sleight of Hands
+2 Stealth
+3 Survival
skills Version 2 proficiencies

 
14
Armor Class
22
Hit Points
+2
Initiative
30ft
Speed
WeaponAttackDamage
Dagger 1d20+4 1d4+2
Attacks
Weapons: Daggers, darts, slings, combat sticks, light crossbows.
Languages: Common, Elvish, Dwarven

Proficiences
Prepare Int modifier + Lv spells every long rest (takes 1 min per spell lv). Cast a prepared spell using a spell slot. Casting does not un-prepare the spell.

Preparing takes 1 min per spell lv

Can ritual cast unprepared spells with ritual tag for extra 10 min.
Spellcasting
Dwarven boom stick

Explorers pack:12
Backpack (5lbs), Bedroll (7lbs), Mess kit (1lb), tinderbox (1lb), 10 torches (1lb each, 10lbs), 10 days of rations (2lbs each, 20lbs), Waterskin (full, 5lbs), 50 ft Hemp Rope (10lbs).

Studded Leather Armour (13lb)

Small Knife, Quill and Ink, Mystery Letter, common clothes, Arcane Focus: Rod

Spellbook (page 114)

Equipment
I'm convinced people are always trying to steal my secrets

Personality Traits
Nothing should fetter the infinite possibility inheerent in all existence
Ideals
I sold my soul for knowledge. I hope to gain it back
Bonds
Most people scream and run when they see a demon. I stop for notes.
Flaws
Half-Elven traits:
Darkvision: See in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. No color in darkness, only shades of gray.
Fey Ancestry: Advantage on saving throws against being charmed, and magic can’t put you to sleep.

Sage Background: Researcher, Know where to find info, even if you don't know the info.

Wizard things:
Arcane Recovery: Once per day, after a short rest regain half your level rounded down in slots
Arcane Tradition: Necromancy: Gold and Time to copy Necromancy spells is halved
Grim Harvest: Once per turn when you kill a creature with a spell of 1st lv or higher regain hp = spell lv x2 or x3 if the spell is necromancy. It doesn't work on undead.

Observant Feat:
+1 to intelligence
lip-read so long as you understand the language
+5 to passive perception and passive investigation

Features & Traits

Heroes Enabled

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

Explorers pack

Adventuring Gear

Common

: Backpack (5lbs), Bedroll (7lbs), Mess kit (1lb), tinderbox (1lb), 10 torches (1lb each, 10lbs), 10 days of rations (2lbs each, 20lbs), Waterskin (full, 5lbs), 50 ft Hemp Rope (10lbs).  Rairity:


The statblocks of your class features

School of Necromancy


Hit Points

Hit Dice: d6 per School of Necromancy level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.


Class Features

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.   Inured to Undeath Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.   Command Undead Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.   Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Size Medium
Speed Your base walking speed is 30 feet.

Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.   Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Worldsmith_Jimmy.

Statblock Type

Character Sheet (Legacy)

Link/Embed