Carl XVI Gustav | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Carl XVI Gustav

Wizard 1 Class & Level
Noble Background
Human Variant Race
Neutral Alignment

Strength 8
-1
Dexterity 16
+3
constitution 12
+1
intelligence 14
+2
wisdom 12
+1
charisma 14
+2
Total Hit Dice 1
Hit Die
1d6+1
+2 proficiency bonus
-1 Strength
+3 Dexterity
+1 Constitution
+4 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+2 Arcana
-1 Athletics
+2 Deception
+4 History
+3 Insight
+2 Intimidation
+4 Investigation
+1 Medicine
+2 Nature
+1 Perception
+2 Performance
+4 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills

 
13
Armor Class
7
Hit Points
+3
Initiative
30
Speed
Attacks
Languages: Common, Elvish, Undercommon.
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: Blackjack.
Saving Throws: Intelligence, Wisdom +2.
Skills: Insight, Investigation, History, Persuation +2.

Proficiences
Prepare list of wizard spells available to cast. Choose spells from a spellbook equal to your Int modifier + your level.
Arcane recovery (1 hour rest to restore 1 use).

Cantrips (infinite uses)

Mold Earth
1 action, dismiss 1 action, 30 feet, instant or 1 hour. Components: S.
If 5-foot cube of dirt or stone in range and sight. Excavate, move and deposit 5 feet. Change shapes and colors for 1 hour.
Swap terrain from normal too difficult or vice versa for 1 hour.
Max 2 uses of non-instantaneus effects active at a time.

Message
1 action, 120 feet, lasts 1 round. Components: V, S, M (a short piece of copper wire)
Point and whisper. Only the target hears and can reply in a whisper that only you can hear.
Blocked by Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood.
Doesn’t have to follow a straight line, can travel freely around corners or through openings.

Shocking Grasp
1 action,touch, instant. Components: V, S. Bonus on attack roll if target is wearing metal.
Damage 1d8 lightning damage, target cant reaction roll until start of next turn. 5th level (2d8), 11th level (3d8), and 17th level (4d8)

LVL 1

Magic Missile
1 action, 120 feet, instant. Components: V, S.
Damage 1d4 +1 force damage per missile. 3 missiles. Creates 1 additional missile for each slot level above 1st. Can direct at multible targets.

Disguise Self
1 action, self, 1 hour. Components: V, S.
Only visual changes.
Changes apperance of self, clothes, armor, weapons and other belongings on me.
Changes height by 1 foot. Appear fat, thin or in between.
Fails physical inspection. A creature can use its action to inspect and must succeed on an investigation check against you spell save DC.

Feather Fall
1 reaction, 60 feet, 1 minute. Components: V, M (a small feather or piece of down).
Up to five falling targets. Slowing descent to 60 feet per round, no falling damage until spell ends. Spell ends when target hits groundor time runs out.

Jump
1 action, touch, 1 minute. Components: V, S, M (a grasshopper’s hind leg).
Targets jump distance is tripled untill the spell ends.

Mage Armor
1 action, dismiss 1 action, touch, 8 hours. Components: V, S, M (a piece of cured leather).
Touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends.
The target’s base AC becomes 13 + its Dexterity modifier. Spell ends if targets dons armor or if I dismiss.

Fog Cloud
1 action, 120 feet, concentrarion, up to 1 hour. Components: V, S.
Creates a 20-foot-radius sphere of fog centered at point withing range. Spreads around corners.Heavily obscures area.
It lasts for the duration or until a wind of at least 10 miles per hour disperses it. Radius increases by 2 feet for each slot level above 1st.
Spellcasting
A spellbook.
A component pouch.
A backpack.
A set of fine clothes.
A signet ring.
A scroll of pedigree.
A purse containing 25 gp.
A book of lore.
A dagger.
A bottle of ink
An Ink pen
10 sheets of Parchment
A little bag of sand
A small knife.
Equipment
The common folk love me for my kindness and generosity.
I've enjoyed fine food and drink among the upper echelon. Rough living grates on me.
Flattery and persuasion is my preferred tricks for getting what I want. If that fails, Thievery and assassination will do.
I'm a born gambler who can't resist taking a risk for a potential payoff.
I judge people by their actions, not their words.
I'm confident in my own abilities and do what I can to instill confidence in others.
Personality Traits
Power. If I can attain more power, no one will tell me what to do. (Evil)
Respect: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
Wealth and information are just tools used for getting more power.
If you do me an injury, I will crush you, ruin your name and salt your fields. (Evil)
If to do me a favor. I will raise you up high, ruin your enemies and make your lands prosper. (Good)
Always punch upwards, unless you get hit first.
Ideals
Parents dead of old age. Only child. No other family.
Secretly wishes for a new family, close friends, partners in search of more power.
My ill-gotten gains go to support myself and those close too me.
My family, guild, or coven is the most important thing in my life, even when they are far from me.
Bonds
Absolutely hates not being in charge.
I'll do almost anything for power, wealth and information.
I'm convinced that no one could ever fool me in the way I fool others.
I am suspicious of strangers and suspect the worst of them.
I'm never satisfied with what I have. I always want more.
I'd rather kill someone in their sleep than fight fair.
Flaws
Arcane recovery
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).
None of the slots can be 6th level or higher.

Human Variant
+1 Dex, +1 Int, +1 Feat.

Actor
+1 charisma
Skilled at mimicry and dramatics, you gain the following benefits:
You have advantage on Deception and Performance checks when trying to pass yourself off as a different person.
Mimic the speech of another person or the sounds made by other creatures.
Must have heard the person speaking, or heard the creature make the sound, for at least 1 minute.
A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.

Noble:
Always welcome in the high society and people assume that you have the right to be wherever you are.
Common folk and the merchants make each and every effort to accommodate you and avoid your displeasure.
People who has high birth treat you as a member of the same social sphere. You can secure an audience withe the local noble.
Features & Traits

Heroes Enabled

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Created by

deluxetaco.

Statblock Type

Character Sheet (Legacy)

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