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Giblet

Goblin Race
Badlands/WoefulWarrior Origin
Wizard 14 Class & Level
Chaotic Good Alignment
Sekelcuse Deity
Factionless Faction
- Rank/Position
- Loyalty
- Company

Strength 11
+0
Dexterity 16
+3
constitution 16
+3
intelligence 20
+5
wisdom 11
+0
charisma 10
+0
Total Hit Dice 14
Hit Die
1d6+3
+5 proficiency bonus
+2 Strength
+5 Dexterity
+5 Constitution
+10 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+10 Arcana
+0 Athletics
+5 Deception
+5 History
+0 Insight
+0 Intimidation
+10 Investigation
+0 Martial
+0 Medicine
+10 Nature
+0 Perception
+0 Performance
+0 Persuasion
+5 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 

MV

Prestige
3
Attunement Slots
13
Armor Class
110
Hit Points
+0
Initiative
30
Speed
Attacks
Armor: none
Weapons: simple weapons
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Nature, Investigation
Tools: Calligrapher's Supplies
Proficiences
Cantrips
Mage Hand
Message
Fire Bolt
Prestidigitation
Mending

First Level
Shield
Magic Missile
Find Familiar
Feather Fall
Mage Armour
Comprehend Languages
Unseen Servant

Second Level
Scorching Ray
Misty Step
Hold Person
Enlarge/Reduce
Alter Self

Third Level
Fireball
Haste
Counterspell
Dispell Magic
Fly
Glyph of Warding

Fourth Level
Banishment
Stoneskin
Mordenkainen's Private Sanctum
Dimension Door
Phantasmal Killer

Fifth Level
Far Step
Hold Monster
Telekinesis
Planar Binding

Sixth Level
Globe of invulnerability
Guards and Wards
Disintegrate

Seventh Level
Teleport
Plane Shift

Spellcasting
a dagger
an arcane focus
a scholar's pack
a spellbook


Equipment
Factionless
Faction
Mad Man
Stat Array
Racial Features
+2 Dex, +1 Con
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.


Fury of the Small
When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.


Nimble Escape.
You can take the Disengage or Hide action as a bonus action on each of your turns.


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Class
Abjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved




Arcane Ward
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.



Projected Ward
Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.


Improved Abjuration
Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.


Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

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Feats

Observant
Quick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

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

IntScoot.

Statblock Type

Verum Character Sheet

Link/Embed