Azolon Cal'telonis | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Azolon Cal'telonis

Wizard (Illusion) 15 Class & Level
Dolten (Ward of Witchtown) Background
High Elf Race
Neutral Good Alignment

Strength 10
+0
Dexterity 16
+3
constitution 16
+3
intelligence 22
+6
wisdom 14
+2
charisma 11
+0
Total Hit Dice 15
Hit Die
1d6+3
+5 proficiency bonus
+0 Strength
+3 Dexterity
+8 Constitution
+11 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+11 Arcana
+0 Athletics
+0 Deception
+11 History
+2 Insight
+0 Intimidation
+11 Investigation
+2 Medicine
+7 Nature
+7 Perception
+0 Performance
+0 Persuasion
+7 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
16
Armor Class
131
Hit Points
+5
Initiative
30ft
Speed
Spireroot d20+8 1d8+6
SPELL ATTACK+11
SPELL DC19
Attacks
[GENERAL PROFICIENCIES]

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Saving Throws: Intelligence, Wisdom, Constitution
Skills: Arcana, History, Investigation, Perception,

[LANGUAGES]
Common, Elven, ???, ???
Proficiences
** CONTINGENCY **

Snapping twice causes the "Blink" spell to go off on Azolon.

*** SPELLS KNOWN ***

[CANTRIPS]
  • Blade Ward (from feat)
  • Minor Illusion (from school)
  • Message
  • Light
  • Chill Touch
  • Shocking Grasp
  • Toll the Dead

  • [1st Level]
  • ** ALL **
  • [2nd Level]
  • ** ALL **
  • [3rd Level
  • ** ALL **
  • [4th Level]
  • ** ALL **
  • [5th Level]
  • Wall of Light
  • Teleportation Circle
  • Legend Lore
  • Mislead
  • Modify Memory
  • Geas
  • Bigby's Hand
  • Dominate Person
  • Cone of Cold
  • Far Step
  • [6th Level]
  • Mental Prison
  • Scatter
  • Globe of Invulnerability
  • Disintegrate
  • Flesh to Stone
  • Contingency
  • [7th Level]
  • Plane Shift
  • Teleport
  • Prismatic Spray
  • Project Image
  • [8th Level]
  • Demiplane
  • Feeblemind

  • *** SPELLS PREPARED ***

    1st: False Life, Color Spray, Mage Armor, Shield,
    2nd: Invisibility, Mirror Image, Detect Thoughts
    3rd: Counterspell, Remove Curse, Slow, Haste, Dispel Magic
    4th: Banishment, Confusion, Polymorph
    5th: Far Step, Modify Memory
    6th: Flesh to Stone
    7th: Teleport
    8th: Feeblemind
    Spellcasting
    Spireroot

    A gnarled branch taken from the tree in which the Spire, Azolon's school on Glies, serves as its foundation. Hearkening back to his original mission as tasked by the Mage's Guild of Majital, this device serves little purpose beyond enabling its holder to teleport and to menace with its inhospitable twists and turns.

  • Attunement
  • Teleport, 3 times per long rest

  • Shadowshift

    A set of robes that served as a belated gift from the Empress of the Shadowfell for exposing the traitor in her court. Their appearance is possessed of mass, unlike its fabric, which much like smoke or shadow is purely intangible. They are generally dark in appearance and adorned with gold thread along the hem, a fact spied when the shadows themselves cease to roil from time to time. Other bits of gold are evident in decoration about its surface, especially upon the back, whereupon the sigil of the Spire is most evident. The sigil itself is withered tree imposed upon an arcane rune of power.

  • Attunement
  • +3 AC
  • Permanent "blur" spell effect

  • A silver ring etched with the crest of Witchtown

    Nearer inspection of this piece of jewelry would afford its viewer the immediate revelation that, upon the spherical interior of this otherwise unassuming ring is the crest of Witchtown, the famed bulwark city of Dolten. A more knowledgeable arcanist would be able to tell that this ring once housed an entity not native to this plane, one of chaotic intent. It has since been repurposed and excised of its inhabitant; the dull white light that encircles this ring would be the first hint to any keen eye that a less malicious thing fills this ring. It is a gift from the Druidic Circle of Glies as a result of Azolon's attempts in the midst of the burgeoning migrational populace to educate and ensure the natural prosperity of that land is never again threatened as it was.

  • Attunement
  • +2 Wisdom
  • Heal, once per long rest
  • Equipment
    [FEATS]
    Resilent: +1 Con & Constitution Saving Throw Proficiency

    [TRAITS]
    +2 Dex, +1 Int
    Keen Senses: You have proficiency in the Perception skill.
    Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
    Trance: 4 hours meditation instead of 8 hours sleep. No dreaming.
    Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
    Emperor’s Gift: You gain a +2 to your initiative rolls.
    Cantrip: You know one cantrip of your choice from the wizard spell list. Spell is: Blade Ward.

    [ORIGIN TRAITS]
    Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.
    A Doltenian has a strong mind. +1 Wisdom

    [SUBORIGIN TRAITS]
    You know not to trust things as they seem. You receive a +2 to passive perception and investigation.
    You have had several dark mothers raise you. Through them you are well connected. You see the world in many different ways. Skill Prof – Investigation
    Corruption Bonus – +1 Constitution
    Corruption ability: You do not trust anyone completely, you may not benefit from allies performing the help action.

    [CLASS TRAITS]
    Improved Minor Illusion
    When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

    Malleable Illusions
    Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

    Illusory Step
    Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

    Once you use this feature, you can't use it again until you finish a short or long rest.
    Features & Traits

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    Created by

    Big Poop.

    Statblock Type

    Character Sheet (Legacy)

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