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Nenarasto Sage

High Elf Race
Magital/Arcane Student Origin
Divination Sage 12 Class & Level
Lawful Neutral Alignment
Runetharis Deity
Mage's Guild Faction
Ambassador Rank/Position
Loyalty
The Cerulean Vanguard Company

Strength 10
+0
Dexterity 13
+1
constitution 12
+1
intelligence 21
+5
wisdom 12
+1
charisma 10
+0
Total Hit Dice 12d6
Hit Die
1d6+1
+4 proficiency bonus
+0 Strength
+1 Dexterity
+5 Constitution
+8 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+12 Arcana
+0 Athletics
+0 Deception
+10 History
+1 Insight
+0 Intimidation
+10 Investigation
+5 Martial
+1 Medicine
+6 Nature
+4 Perception
+0 Performance
+0 Persuasion
+10 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
65
MV
3
Prestige
2
Attunement Slots
21
Armor Class
57
Hit Points
+4
Initiative
30 ft
Speed
Attacks
Sage proficiencies:
Inner Strength. You are now proficient in constitution saving throws.
Prestige 3 Expertise: Arcana
Proficiences
Spell Save DC: 21 (22 for Evocation and Illusion using Dumora w/ 2 attunement slots
Spell Attack Mod: 10

Prepare 18 spells:
2 6th Level spells (Scatter and Mass Suggestion)

Sage:
Arcane Bolt (3). Starting at 4th level, you can use a bonus action to unleash a powerful bolt of astral energy. Make a ranged spell attack against a creature within 120 feet of you, dealing 2d4 + 2 astral damage for every four Wizard levels you possess. You can use this ability five times and regain expended uses when you finish a short or long rest.

This ability is considered a spell for the purposes of counterspell. You can find the associated spell level in the table below.

Arcane Bolt Table
Wizard Level Damage Spell Level
Level 4 2d4+2 Level 3
Level 8 4d4+4 Level 4
Lvl 12 6d4+6 Level 5
Spellcasting
Mage's Guild
Faction
The Specialist
Stat Array
Sage:
4th Level
Veil of the Sage. A shimmering mystic veil of magic coats your body, granting you a permanent Mage Armor effect that provides a base AC of 13 + either your dexterity modifier or intelligence modifier. (your choice) Should this effect be dispelled it will automatically reapply at the end of your next turn.

8th Level
Aether Manipulation. As a bonus action, you can manipulate the Aether on the battlefield, causing specific effects depending on your Arcane Tradition feature. The number of uses will be determined below with all uses refreshing on a short or long rest.


Divining Aether. You can choose to add up to a +3 or -3 to one result of your portent die (a die cannot be increased past 17 or reduced below 3 as a result of using this ability). Also, when you use this ability you can grant all allies within 30 feet of you advantage on their next attack roll or ability check. This ability has 3 uses.

12th Level
Tradition Mastery. Your arcane tradition grants additional benefits:
Sealed Fate.Whenever you use a portent die to affect a roll, no additional effects or abilities from other creatures can be used to affect the same roll. This can be overcome by certain powerful bosses. Additionally, when you roll your portent die at the end of a long rest, you can choose one of them, the chosen die gains an additional use.
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.


Created by

ResePieces.

Statblock Type

Verum Character Sheet

Link/Embed