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Alexander Williams in Dungeons & Dragons 5e

Alexander Williams

Beastfolk - Clever Race
Escaped Exeriment - Unchained Origin
Wizard - Transmutation 6 Class & Level
Lawful Neutral Alignment
Yisui Deity
N/A Faction
N/A Rank/Position
N/A Loyalty
N/A Company

Strength 10
+0
Dexterity 12
+1
constitution 12
+1
intelligence 20
+5
wisdom 16
+3
charisma 10
+0
Total Hit Dice 6
Hit Die
1dd6+1
+3 proficiency bonus
+0 Strength
+1 Dexterity
+1 Constitution
+8 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+8 Arcana
+0 Athletics
+0 Deception
+8 History
+6 Insight
+0 Intimidation
+11 Investigation
+3 Martial
+3 Medicine
+8 Nature
+6 Perception
+0 Performance
+0 Persuasion
+8 Religion
+1 Sleight of Hands
+4 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
11
Armor Class
33
Hit Points
+1
Initiative
30
Speed
Attacks
Skills: Arcana, Insight, Perception, Stealth, History, Nature, Religion
Expertise: Investigation
Armor: none
Weapons: daggers, darts, slings, quarterstaff, light crossbows
Tools: Alchemist Supplies, Calligrapher's Supplies
Saving Throws: Intelligence, Wisdom
Languages: Common, Zooean, Elvish, Dwarvish, Sylvan

AP System
----------------
Con: Potent Hit Die
Dex: Calligrapher's Supplies Proficient
Wis: Nature Proficient
Int: Sylvan, Religion Proficient
Proficiences
Cantrips
----------------
Fire Bolt
Prestidigitation
Message
Mending

1st Level
--------------
Find Familiar
Magic Missises
Feather Fall
Mage Armor
Shield
Catapult
Spellcasting
Quarter Staff
Arcane Focus
Scholars Pack
Spell Book
Equipment
N/A
Faction
N/A
Stat Array
Way with Words: You can speak, read, and write additional two languages of your choice. You gain advantage on intelligence checks to decipher codes and take half as much time. You can also create your own codes (DC equal to your Intelligence score + your proficiency bonus).

Animal Instinct: You have proficiency in Perception or Investigation. You gain expertise with this skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Blood Break(Brain): Choose two unique actions to take. Choose which one you take after seeing the results of both.

Once used, this feature cannot be used again until you’ve taken a short or long rest

Broken free of your bounds,you invited a force into your body that has left some strange tendencies and needs. Leaving the mark of a brain with broken chains somewhere on your body.

Elfsbane: As a bonus action you can activate elfsbane for 1 minute. You deal an extra 2d6 damage to any creature of elven descent. Once use you cannot use this feature until finishing a long rest.

Telepathy - You can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once
Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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