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Sothanas Takamayan

Shadow Reaper Race
Majital (Oasis Native) Origin
Wizard 26 Class & Level
Lawful Evil Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 20
+5
intelligence 42
0
wisdom 11
+0
charisma 11
+0
Total Hit Dice
Hit Die
1d+5
+3 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+10 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+0 Animal Handling
+17 Arcana
+0 Athletics
+0 Deception
+5 History
+6 Insight
+0 Intimidation
+17 Investigation
+0 Martial
+0 Medicine
+5 Nature
+2 Perception
+0 Performance
+0 Persuasion
+5 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
29
Armor Class
302
Hit Points
+5
Initiative
40
Speed
Attacks
Arcana, Investigation, Perception
Proficiences
Cantrips: Chill Touch, Poison Spray, Prestidigitation, Green Flame Blade
Level 1 Spells: Shield, Ray of Sickness, False Life, Chromatic Orb, Feather Fall, Magic Missile, Jim's Magic Missile, Absorb Elements,
Level 2 Spells: Enlarge/Reduce, Dragon's Breath, Misty Step, Hold Person
Level 3 Spells: Fireball, Disspell Magic, Counterspell, Remove Curse, Phantom Steed, Haste, Thunderstep, Vampiric Touch, Mass Healing Word, Revivify
Level 4 Spells: Death Ward
Level 5 Spells: Greater Restoration, Legend Lore, Wall of Force, Immolation
Level 6 Spells: Disintegrate, Heroes Feast, Arcane Gate, Harm
Level 7 Spells: Finger of Death, Ressurection
Level 8 Spells: Feeblemind, Power Word Stun, Feeblemind
Level 9 Spells: Wish, Shapechange
Spellcasting
RoseCutter Scythe, Quarterstaff, Arcane Focus, Scholar's Pack, Spellbook, Mechanical Hand, Monster Manual, Robe of the Archmagi, Cloak of Billowing
Equipment
MADman
Stat Array
Majital (Oasis Native): +1 Int, Detect Magic at will, Arcana prof, Archmage Curriculum
You have taken the basics of magic classes within the university. As the archmage has taught your class himself, you understand the concept of magic more than most of your age.

You gain expertise in the arcana skill, and checks with it are always at advantage.
You can pick another class spell-list (Cleric, Druid, Ranger, Warlock, Sorceror, Wizard) and treat them as your own class spell-list (This does NOT give spell slots).

Skill Prof – Investigation

Cheater Debuff: If you should cast a spell that is not from your spell-list, roll a d6. On a 5 or 6, the spell backfires and deals xd4 psychic damage to the caster instead. x = spell level.
Reaper Race (Undead)
Size: Medium
Speed: 30ft walk, 5ft fly speed
Age: They age by how long they have been dead and do not die of old age.
Darkvision: You can see in dim light within 120 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.
Undead: You are counted as an undead creature, you are vulnerable to radiant damage and immune to poison damage.
Poison Heal: You heal half of a poisons amount. e.g. 12 poison damage = 6 healing.
Old Tales: You gain prof in a single exotic weapon of your choice, this becomes your undead weapon and may use your bonus action to make it appear in your hand.
Undead Constitution: You cannot die of old age or be magically aged, every 1 minute that passes you heal 1d20r15.
Languages: Common & NecroSpeak
Tough
Resilient (Con)
Skill Expert (Insight proficiency and Investigation Expertise)
War Caster
2nd level;
Finishing Presence
You have a 30ft aura around you, when a creature makes a saving throw within your aura you can use your reaction to make them auto-crit fail a saving throw. If the creature is still alive after this effect, it loses 2 ASI of one stat of your choice. You can use this feature equal to your INT Mod.

End It All
You weapon uses your INT mod, you also apply your INT mod to your initiative. You can also cast mage armour at will on yourself without components and a spell slot, and it uses your INT mod instead of DEX to calculate AC.

6th level;
The World Will Burn
As an action you can choose creatures within 30ft of you equal to your INT mod, they must make a saving throw of your choice against your spell DC. On a fail the creatures begin to burn and melt as they undergo the 1st level heat metal effect except they don't make the con save at the end of each turn. Each Creature that dies under this effect go under the disintegration effect leaving all their items into your inventory. You can only use this feature once per short rest.

10th level;
It is Time
Your finishing presence features now takes 4 ASI of one stat instead. When a creature makes a save against a spell that you cast on them and use your finishing presence feature on it, then the spell effect acts as if the spell had been upcasted by 2 levels higher than the level you casted it at.

14th level;
Goodbye, world.
When a creature within 60ft of you fails a saving throw, you gain 1d10+wizard level in temp hp. You gain one World Stack and can have a max equal to your INT mod and can only gain double your INT mod before taking a long rest to gain more. E.g. You gain a max of 5 at a time for a 20 int wizard but can only gain a max of 10 gains before you don't gain anymore World Stacks. You can expend a World Stack to auto-crit succeed a saving throw as a reaction on yourself, You can also expend a World Stack to restore a spell slot between 1 to 5 of your choice as an action.

Metamagic adept: +2 sorc points, Distant spell and transmute spell

Witch Sight
Source: Player's Handbook
Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Mobile 1

Spellsniper 2
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

CORNMEHARDER.

Statblock Type

Verum Character Sheet

Link/Embed