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Flash Ironkeel

Warmage 6 Class & Level
Criminal Background
Tourtan Race
Neutral Good Alignment

Strength 8
-1
Dexterity 10
+0
constitution 18
+4
intelligence 16
+3
wisdom 12
+1
charisma 10
+0
Total Hit Dice 6
Hit Die 1d6+4
3 proficiency bonus
11 Passive perception
-1 Strength
0 Dexterity
4 Constitution
6 Intelligence
4 Wisdom
0 Charisma
saving throws
0 Acrobatics
1 Animal Handling
6 Arcana
-1 Athletics
3 Deception
3 History
1 Insight
0 Intimidation
6 Investigation
1 Medicine
3 Nature
1 Perception
0 Performance
0 Persuasion
3 Religion
0 Sleight of Hands
3 Stealth
1 Survival
skills
19
AC
60
Hit Points
4
Initiative
25ft walking
Speed
Armor:none
Weapons:Daggers,darts,slings,quarterstaffs,
light crossbows.
Tools:none
Languages:Common and tourtan.
Proficiencies
NameBonusDamageType
Sling+31d4 + DEX ModRange
Sling Attack: +3 1d20+3 1d4+0 Damage: 1d4+0 Attacks

Spell Casting


Spell Save DC: 14
Spell Attack bounce: 1d20+6

Cantrips

Fire Bolt
Predigatation
Toll of the dead

Level 1 spells


Catapult
Burning hands
Charm person
Expedeious retreat

Level 2 spells


Maxamillians earthen grasp
Snilloc's snowball swarm
Darkvision

Level 3 spells


Dispell Magic
Thunderous Step
Spellcasting
Explores pack
Equipment
Ponderus and cautious.
Personality Traits
There is a spark of good in every one.
Ideals
I am paying off an old debt to a generous benefactor.
Bonds
I have a weakness for the vice of the city, especially the drink.
Flaws
Spellcasting,
Arcane Recovery
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Arcane Recovery: You have learned the regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose to expend 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.

Arcane Deflection
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Arcane Deflection: when you are hit with an attack or fail a saving throw you can use your reaction to gain a +2 AC to that attack or a +4 bounce to that saving throw. When you use this feature you cannot cast spells other than cantrips until the ending of your next turn.

Tatical wit
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You can give your self a bounces to your initiative rolls equall to your Intelligence modifier

Power Surge
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You can store a maximum number of surges equal to your intelligence modifier (minimum of one).Whenever you finish a long rest the number of your power surges resets to one. Whenever you use counterspell or dispell magic to stop a spell you gain a power surge. If you end a short res with no power surge you gain one. When you deal damage to a creature or object with a wizard spell you can use a power surge to deal extra force damage equal to half of your wizard level to the creature of the object.

Features & Traits

Created by

Rathie645.

Statblock Type

Character Sheet (2018)

Link/Embed