Remove these ads. Join the Worldbuilders Guild

Duuza Boldspeaker, PhD

Barbarian 1/Wizard 5 6 Class & Level
Archaeologist Background
Minotaur Race
LN Alignment

Strength 14
+2
Dexterity 14
+2
constitution 14
+2
intelligence 18
+4
wisdom 8
-1
charisma 8
-1
Total Hit Dice 6
Hit Die
1d6+2
+3 proficiency bonus
+2 Strength
+2 Dexterity
+2 Constitution
+7 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
-1 Animal Handling
+7 Arcana
+2 Athletics
-1 Deception
+7 History
-1 Insight
+2 Intimidation
+7 Investigation
-1 Medicine
+4 Nature
-1 Perception
-1 Performance
+2 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills

 
14
Armor Class
38
Hit Points
+1
Initiative
30
Speed
Quarterstaff 1d20+5 1d6+2 1d8+2
Horns 1d20+5 1d6+2 1d8+2
Rage (2/LR)
Attacks
Cartographer's Tools,

Common, Loross, Minotaur
Proficiences
9 prepared spells. DC 15, +7 to hit
Rituals marked with * and not prepared but know
Cantrips: (4) Mage Hand, Fire Bolt, Mending, Message
1st level (4 slots): Comprehend Languages*, Feather Fall, Detect Magic*, Identify*, Catapult, Magnify Gravity
2nd level (3 slots): Knock, Levitate, Spider Climb, Scorching Ray
3rd level (2 slots): Dispel Magic, Tiny Hut*, Fly
Spellcasting
A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, Netherese amulet, component pouch, spellbook, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope, cold weather clothes, snowshoes & crampons

25 gp
Equipment
I love a good puzzle or mystery.
Personality Traits
Dangerous artifacts must be kept out of the hands of dangerous people.
Ideals
I aim to bring honor to my mentor, Professor Zaal, by bringing more unlikely people into the world of academia.
Bonds
I sometimes get angry when people get between me and my work.
Flaws
Historical Knowledge
-When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Goring Rush
-Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Hammering Horns
-Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Adjust Density
-As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
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

RealLifeLoreNerd.

Statblock Type

Character Sheet (Legacy)

Link/Embed