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Ossenna of the Light

Wizard 20 Class & Level
Sage Background
Rock Gnome Race
Lawful Good Alignment

Strength 10
+0
Dexterity 14
+2
constitution 16
+3
intelligence 20
+5
wisdom 16
+3
charisma 10
+0
Total Hit Dice 20
Hit Die
1d6+3
+6 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+11 Intelligence
+9 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+11 Arcana
+0 Athletics
+0 Deception
+11 History
+3 Insight
+0 Intimidation
+11 Investigation
+3 Medicine
+5 Nature
+3 Perception
+0 Performance
+0 Persuasion
+11 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills Armor Proficiencies. –   Weapon Proficiencies. Dagger, Dart, Sling, Quarterstaff, Crossbow, Light   Tool Proficiencies. Tinker’s tools   Languages. Common, Gnomish, Abyssal, Infernal proficiencies

 
12
Armor Class
128
Hit Points
+2
Initiative
25 ft.
Speed
Attacks
Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling, Quarterstaff, Crossbow, Light

Tool Proficiencies. Tinker’s tools

Languages. Common, Gnomish, Abyssal, Infernal
Proficiences
I ... speak ... slowly ... when talking ... to idiots, ... which ... almost ... everyone ... is .. compared ... to
me.

I use polysyllabic words that convey the impression of great erudition.
Personality Traits
Knowledge. The path to power and self improvement is through knowledge. (Neutral)
Ideals
I've been searching my whole life for the answer to a certain question.
Bonds
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Flaws
Darkvision - 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.

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 10.

Spell Mastery - Choose a 1st-level wizard spell and a 2ndlevel wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of
the same levels.

Signature Spells (1/Long Rest) - Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot.If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Transmutation Savant - The gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Minor Alchemy - You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration, the material reverts
to its original substance.

Transmuter’s Stone - You can spend 8 hours creating a transmuter’s stone that stores transmutation magic.

Shapechanger (1/Short Rest) - You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Master Transmuter (Action) - You can consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hp.Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook. Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Cocoagirl.

Statblock Type

Character Sheet (Legacy)

Link/Embed