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Ianthe

14 Level (0/165000 XP for level-up) Lucifer (Shallow Yards) Background Half-elf Race / Species / Heritage NE Alignment
Wizard (Necromancy/Chronurgy/Divination)
Level 14
Hit Dice: 14/14
1d6+5 Class 1

STR
11
+0
DEX
14
+2
CON
20
+5
INT
28
+9
WIS
20
+5
CHA
24
+7
303
Hit Points
+12
Initiative (DEX)
19
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+14 Attack mod
INT Ability
+9 Abi Mod
22 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+2 Dexterity
+10 Constitution
+14 Intelligence
+10 Wisdom
+15 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+19 Arcana INT
+0 Athletics STR
+10 Deception CHA
+19 History INT
+7 Insight WIS
+15 Intimidation CHA
+19 Investigation INT
skills
+15 Medicine WIS
+9 Nature INT
+15 Perception WIS
+20 Performance CHA
+15 Persuasion CHA
+19 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Ability Scores
Str: 11
Dex: 14 + 1 (Lightly Armored) + 1 (Moderately Armored) + (1 Valstrax) + 2 (void event asi) - 8 (Gate of Justice) +1 (Caim/Khyne Origin) = 12
Con: 17 + 1 (ASI level 4) + 1 (Resilient Con) + 1 (ASI 8) = 20
Int: 18 + 1 (Shallow Yards) + 3 (dragon origin) + 2 (racial/Azanoth) + 2 (Item) + 2 (Caim/Khyne origin) = 28 (cap 28)
Wis: 13 + 1 (Shallow Yards) + 1 (Racial) + 1 (Skill Expert) + 1 (ASI 8) + 3 (Eye of the Grand Arbiter) + 2 (Item)= 20 (cap exceeded; item grants 5th level spell slot)
Cha: 17 + 2 (racial) + 1 (ASI 4) + 2 (item) + 2 (asi 12)= 24 (cap is 24)



 


Feat
Resilient (Con), Lightly Armored, Skill Expert, Moderately Armored, Metamagic Adept, Tough.


ASI 4
+1 Cha, +1 Con. Resilient Con (+1 Con and proficiency in CON saves.)


ASI 8
+1 Wis, +1 Con. +1 Dex, Lightly Armored: You gain proficiency in Light Armor.


ASI 12
+2 Cha; Tough


Dragon Background
Origin: +3 to Intelligence, Constitution or Wisdom. Taking +3 Int.

Skill: Choose one from Intimidation, Stealth or Arcana. Taking Intimidation prof.

Shallow Yards: +1 Int, +1 Wis; Investigation expertise.


 


Dragon/Other Rewards
You may cast the spell Animate Dead once per long rest without using a spell slot. (Does this only get cast at 3rd level?)

Battle in Vita: Taking 1 feat. Skill Expert: +1 Wis, Prof and Expertise in Performance.

5th Beacon of the Void: Eldritch War Form and +2 ASI.
Eldritch War Form:
While standing in the magical darkness created by the Darkness spell, you can, as a bonus action, activate your Eldritch War Form. Your rolls of a 1, 2, 4, or 5 are counted as if a 20 was rolled. You may use this a number of times equal to your Intelligence modifier.
+2 ASI (22 int -> 24int)

Osiris Dragon Reward: +5 HP

Valstrax Hunt Reward: +1 Dex

Suavemente Hunt Reward:
Azanoth's True Chosen (Exiled): Gain Expertise in your 1st level class chosen Skills. You choose one of your racial ability score increases and get double the bonus and can go past the cap of 20 (Up to a max of 26). As well, You no longer need to roll hp on Level you automatically choose the maximum on that Dice.

Void Hunt Reward (Triple Insect God thing): Moderately Armored: (+1 dex; medium armor + shield prof)

Void Hunt Reward (Victoria/Shin Agama: Metamagic Adept

Bastet Ambrosia: 1.) Two Feats (+4 max from max feats). 2.) Gain a Fighter Feature from levels 1-11: Action Surge.

Hendrix Hookah Ambrosia: Gain two spell slots of the highest spell level you currently have (6th Level).

The Dreamer: Int cap 24->26.

Academy Ruins with Stea: Int cap 26 -> 28.

Suavemente:

There's an eye on the back of my head, literally!: As a reaction, you can grow an eye anywhere on your body. When you do so, it allows you to act as normal on a surprise round.

+20 HP from 6 Tickets 9/3/2023 Trading Log


Half-elf
+1 Wis, +2 Int, +2 Cha (Int doubled from Azanoth's True Chosen).

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility: You gain proficiency in two skills of your choice. (Perception and Religion)

Languages: You can speak, read, and write Common, Elvish, and
Infernal.


Wizard
Spellcasting

Arcane Recovery:
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended 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.


Necromancy
Necromancy Savant:
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest:
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature's hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.



Features & Traits
Spellbook

Mundane Items

Coin of Courage (Event Reroll item)
Dual Blades
Dagger
Component Pouch
Gilded Skull (worth 300gp)
Scholar's Pack
Studded Leather Armor
50pgs of paper
Magical Ink?
10gp of charcoal
50% off coupon to Tortle forge.
Family album
Ozy's Chess set still set up on their last match
Pure Yggdrasil Sap Ambrosia (from Gilaug's house)


Magic Items
Bag of Holding

+1 Half-Plate armor

+1 Shield

Bag of Beans (8 beans)

Cracked Sun Sigil: Advantage to all Intelligence saves.

Phonic Phantasmal Instrument:
Special reward to Party
Non-attunement
Grants a +1 to Cha based skills and Saving throws, as well a Passive +1 to spell Attacks & DCs.

Eye of Ra


Eye of Azor
+3 to Wis and Prof to CHA Saves

Azor's Tri-Shot
Whenever you use a cantrip that uses a spell attack it applies a 10 ft Cleave.

Azor's Lich Dice
When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each roll can be used only once per true combat. When you finish a long rest, you lose any unused foretelling rolls.

Azor's Ray
You can shoot an 8th level Disintegration Ray from your eyes up to a 100 foot line 10 radius (Uses you spell save dc of Int) You can only do this once per month and you gain 3 stacks of Exhaustion.


Hand of Niz'Mizzit
+Int Score and Cha Score to Max HP

Niz's Overload
Whenever you cast a cantrip you cast an additional time as a free action once per 2nd round in true combat.

Niz's Mastery
The first time you use a spell slot to cast a damaging spell in the round of true combat. You gain a stack of Fire-mind up to a max of 7 and lose these stack after completing a long rest or become unconscious. You may use this stacks to cast an additional spell on your turn still based on the casting time. Once using these stack you cannot regain it till your next long rest and combat.

Niz's Counter Flux
You can cast counter spell at 8th level from your hand and until the end of your next turn your spells becomes uncounterable and cannot be interacted with from outside sources (except from Sierra or Leonidas/Harbinger). You can only do this once per month and you gain 3 stacks of Exhaustion after doing so.

 


Mask of the Beasts
+1 spell casting focus

Hells Bite: Empowered by the 9th circle, all necrotic damage or fire damage that you deal is converted to piercing cold damage to overcome immunities and resistances.

Face of my fathers: As an action you can Hell Shape into a 3 headed Horned Devil that has your own modifiers and an added ability "Julius's Betrayal". once per long rest.

"Julius's Betrayal": As an action, you can perform a bite attack in a 15ft cone, creatures must make a Con Save against your spellcasting modifier. The attack does 10d10 piercing cold damage and restrains creatures. On a save they take half damage and are not restrained.


Wing of Feather
Glorious Eagles. Two Angelic Eagles assists Ianthe by collecting life essence from restrained or crowd controlled creatures. At the start of Ianthe’s turn, she regains 1d6 hit points for every restrained hostile creature within 30 feet of him. Ianthe doesn’t regain hit points from creatures that are constructs or undead.

Eye in the Skies- As an action, Ianthe can see through the eyes of one Glorious Eagles and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the Glorious Eagles have. During this time, Ianthe is deaf and blind with regard to his own senses.

Angelic Revival. When Ianthe dies or worse, her body is destroyed and a swarm of Eagles with 42 hit points appears in the space Ianthe Occupied. Ianthe revives at 42 hit points at the start of the 3rd turn. Can only be used once per 3 months.

Soul Fragments. When a hostile creature other than a construct or undead is slain by Ianthe, it rises as a Glorious Eagle and counted as undead under Ianthe’s control after 1d10 minutes and joins her army.

Spells:
Glorious Feather.
Cantrip
2 Ranged Spell Attack
range 60 ft, one target.
Hit: (Xd4) piercing damage plus necrotic damage equal to half Ianthe’s missing Max hit points. X is equal to the amount of Undead they control

Justice’s Hand.
Cantrip
1 Action
Self (30-foot cone)
Ianthe unleashes eldritch power in a 30-foot cone. Each creature in the area must make a Spell save DC Constitution saving throw, taking 5d6 necrotic damage on a failed save, or half as much damage on a successful one. The necrotic damage ignores any temporary hit points the target may have and directly affects its hit points, and the target can’t regain hit points until the end of its next Turn.

Chains of Justice.
1st Level
1 Action
Self (60-foot line)
Ianthe launches a Angelic claw forward in a 5-foot wide, 60-foot long line. Each creature in the line must make a DC Spell Save Dexterity saving throw. On a failed save, a creature takes 2d8 necrotic damage and is restrained for until the end of Ianthe’s next turn. On a successful save, a creature takes half as much damage and isn’t restrained. At the end of each of its turns, a restrained target can repeat the saving throw, taking 2d8 necrotic damage on a failed save or ending the effects on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

The Unliving Saint of Magi. (Recharges after 3 months) Ianthe enters an Angelic form for 1 minute as an Action.
In this form, Ianthe gains the following benefits for the duration.
− She adds his Charisma modifier to his AC.
− She has a flying speed of 100 ft. and can hover.
− When he enters his Angelic form and at the start of each of her turns, each hostile creature within 30 feet of Ianthe must succeed on a Constitution saving throw or take 2d8 necrotic damage. Ianthe gains an amount of temporary hit points equal to the necrotic damage dealt.
After 1 minute or when Ianthe uses an action to end the effects early, each creature within 15 feet of Ianthe must make a Constitution saving throw, taking necrotic damage equal to twice Ianthe’s Missing Max hit points on a failed save, or half as much damage on a successful one.


4/4 (-5-) attunement slots used. (Exa 1; Red Strand 3; 1 attunement slot destroyed while attuning to Red Strand)

Potions
1 Superior
3 Healing potions
1 antivenom potion
1 Potion of Climbing


Gold and other currencies
32,412GP




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips
Chill Touch, Eldritch Blast, Friends, Glorious Feather, GFB, Justice's Hand, Mage Hand, Mending, Message, Minor Illusion, and Prestidigitation.


1st Level

Absorb Elements, Alarm, Burning Hands, Catapult, Chains of Justice, Comprehend Languages, Detect Magic, Disguise Self, False Life, Featherfall, Find Familiar, Gravity Pulse, Grease, Identify, Illusory Script, Longstrider, Mage Armor, Magic Missiles, Protection from Good and Evil, Shield, Snare, Thunderwave, Unseen Servant


2nd Level

Blindness/Deafness, Blur, Continual Flame, Darkness, Detect Thoughts, Earthbind, Enlarge/Reduce, Gentle Repose, Hold Person, Invisibility, Knock, Locate Object, Magic Weapon, Mind Spike, Mirror Image, Misty Step, Nystul’s Magic Aura, Rope Trick, Shatter, Skywrite, Spider Climb, Scorching Ray, Tasha’s Mind Whip.


3rd Level
Animate Dead, Bestow Curse, Blink, Clairvoyance, Counterspell, Dispel Magic, Fireball, Gaseous Form, Glyph of Warding, Haste, Hypnotic Pattern, Intellect Fortress, Leomund's Tiny Hut, Life Transference, Lightning Bolt, Magic Circle, Nondetection, Protection from Energy, Remove Curse, Starlight, Sending, Sleet Storm, Slow, Summon Undead, Thunder Step, Tongues, Vampiric TouchWall of Water, Water Breathing .


4th Level

Arcane Eye, Banishment, Blight, Confusion, Dimension Door, Fabricate, Field of Stars, Greater Invisibility, Hallucinatory Terrain, Leomund's Secret Chest,Locate Creature, Mordenkainen's Private Sanctum, Polymorph, Resilient Sphere, Sickening Radiance, Stone Shape, Watery Sphere.


5th Level
Animate Objects, Contact Other Plane, Danse Macabre, Dawn, Dream, Far Step, Geas, Golden Sun, Hold Monster, Immolation, Legend Lore, Mislead, Modify Memory, Passwall, Planar Binding, Scrying, Skill Empowerment, Synaptic Static, Telekenesis, Teleportation Circle, Wall of Force, Wall of Light.


6th Level
Arcane Gate, Contingency, Create Undead, Disintegrate, Flesh to Stone, Globe of Invulnerability, Guards and Wards, Investiture of Flame, Investiture of Stone, Investiture of Wind, Investiture of Ice, Otto's Irresistible Dance, Programed Illusion, Soul Cage, Sunbeam, True Seeing.


7th Level
Force Cage, Reverse Gravity, Simulacrum, Teleport
Spellcasting
Armor: Light, Medium.
Languages: Aribel, Common, Dios, Draconic, Draconic Nobili, Elvish, Infernal, Lennoxian, Rahanma, Rokaina, and Undercommon.
Saving Throws: Charisma, Constitution (resilient), Intelligence (Item), Wisdom.
Skills: Arcana(expertise c), History(expertise c), Intimidation(b), Investigation(expertise origin), Medicine (f; expertise origin), Perception(r; expertise origin), Religion(expertise f), Performance (expertise f)
Tools: none.
Weapons: daggers, darts, slings, quarterstaffs, light crossbows

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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