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Green Wizard - Tanky in Dungeons & Dragons 5e

Green Wizard - Tanky

Variant Human Race
Daorak/Daborakian Noble Origin
Cleric - Forge 1 Class & Level
Lawful Good Alignment
Ezokhine Deity
Mage's Guild Faction
Member Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 11
+0
constitution 11
+0
intelligence 16
+3
wisdom 16
+3
charisma 10
+0
Total Hit Dice 1
Hit Die
1d8+0
+2 proficiency bonus
+3 Strength
+0 Dexterity
+0 Constitution
+3 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+5 Arcana
+3 Athletics
+0 Deception
+5 History
+5 Insight
+0 Intimidation
+3 Investigation
+3 Martial
+3 Medicine
+3 Nature
+5 Perception
+0 Performance
+0 Persuasion
+5 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 

MV
1
Prestige
1
Attunement Slots
18
Armor Class
8
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Mace 1d20+5 1d6+3 Bludgeoning
Sacred FlameDex DC 13 Ignores Cover 1d8 Radiant
Magic MissileAlways Hits 1d4+1 x3 Force
Attacks
Weapons: Simple
Armor: Light, Medium, Heavy, Shield
Tools: Smith's Tools, Calligrapher's Tools, Brewer's Supplies (Faction)
Skills: Arcana (Racial), History (Origin), Perception (Divinity), Religion, Insight
Proficiences
Cantrips:
---Arcane--
Mage Hand (Guild Band)
---Divine---
Sacred Flame
Light
Guidance

1st Level:
---Divine---
Identify (Domain)
Searing Smite (Domain)
Shield [Sacred Spells: Cleric]
Magic Missile [Sacred Spells: Cleric]
Spellcasting
Mace
Chain Mail, Shield (Holy Symbol)
Light Crossbow, Bolt (20)
Explorer's Pack
Taltaken Vambrace
Taltaken Mask (Equipped)
Bandolier (2)
Healing Potion (3)
Pole of Collapsing
Smith's Tools
Guild Letter of Introduction
Traveler's Clothes
Guild Band (Mage Hand)
15gp
Equipment
Mage's Guild
Faction
Mad Man
Stat Array
War Caster - Advantage on Concentration SAves. Can perform Somatic spells with both hands occupied. AoO can be a single target spell.
Ezokhine Boons: All crafting materials are Blessed. Receive +1 Crafting Token per mission. Second Attunement slot at level 6 Cleric.
Spellcasting: Cleric. Prepare 4 Spells. Spells +5 to Hit, DC 13.
Divine Domain: Forge. Heavy Armor and Smith's Tools proficiency
Blessing of the Forge: Touch a non-magical weapon or armor at the end of a long rest, it becomes magical until next long rest.
+2 Intelligence Cap
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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