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Jackel

??? Race
The Unknown Origin
Wizard (Enchantment) 8 Class & Level
Chaotic Evil Alignment
None Deity
Factionless Faction
??? Rank/Position
N/A Loyalty
??? Company

Strength 11
+0
Dexterity 12
+1
constitution 14
+2
intelligence 20
+5
wisdom 16
+3
charisma 18
+4
Total Hit Dice 12
Hit Die
1d6+2
+3 proficiency bonus
+1 Strength
+1 Dexterity
+2 Constitution
+8 Intelligence
+6 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+8 Arcana
+1 Athletics
+11 Deception
+5 History
+7 Insight
+8 Intimidation
+5 Investigation
+3 Martial
+3 Medicine
+5 Nature
+7 Perception
+11 Performance
+8 Persuasion
+5 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
0
Attunement Slots
18
Armor Class
52
Hit Points
+3
Initiative
30ft
Speed
Chill touch 1d20+8 2d8
Fire Bolt 1d20+8 2d10
Ice Knife 1d20+8 1d10
Attacks
Cantrips: Chill Touch, Fire Bolt, Message, Poison Spray
1st Level: Hideous Laughter, Ice knife, Shield
2nd level: Alter self, Blur, Detect Thoughts
3rd level: Counterspell, Fireball, Haste
4th level: Dimension Door, Phantasmal Killer

Spellcasting
Factionless
Faction
???
Stat Array
Actor-Skilled at mimicry and dramatics, you gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
• You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

War Caster-Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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Enchantment Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

Hypnotic Gaze
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Instinctive Charm
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
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

Eldardrake;).

Statblock Type

Verum Character Sheet

Link/Embed