Chatter Charred Coals Character in Aietherhall | World Anvil
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Chatter Charred Coals

Chatter Charred Coals

Chatter Charred Coals

Kenku Race
Custom Origin
Wizard (Necromancy) 4 Class & Level
Chaotic Neutral Alignment
AHHHHH Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 13
+1
intelligence 21
+5
wisdom 11
+0
charisma 10
+0
Total Hit Dice
Hit Die
1d6+1
+2 proficiency bonus
+0 Strength
+1 Dexterity
+1 Constitution
+7 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+7 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+7 Investigation
+0 Martial
+0 Medicine
+3 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills

 
0
MV

Prestige

Attunement Slots
11
Armor Class
22
Hit Points
+1
Initiative
30
Speed
Attacks
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Armor: None
Skills: Arcana, Investigation
Languages: Common, Auran, Halfling, Elvish, Infernal, Deep Speech, Draconic. (Can only verbally mimic)
Tools: Alchemist Supplies
Proficiences
Cantrips: Prestidigitation, Chill Touch, Toll the Dead
1st Level: Unseen Servant, Feather Fall, False Life, Detect Magic, Ice Knife, Mage Armor, Shield, Inflict Wounds, Invisibility
2nd Level: Alter Self, Blur, Suggestion, Pyrotechnics, Hold Person
Spellcasting
Weapons: Quarterstaff (E)
Equipment: Common Clothes (E), Component Pouch (E) Backpack (E), Bedroll, Mess Kit, Tinderbox, Torches (10), Rations (10d), Waterskin, Hempen Rope (50f)

Equipment
Specialist
Stat Array
Kenku
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.


Wizard (Necromancy)
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
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.


Feats/ASI
Shadow Touched: Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Class/Racial Features & Traits

Resenting the inherent unfairness of their race and others' having significantly lower life expectancies than other races, Chatter began studying the arcane in order to find a solution.

View Character Profile
Alignment
Chaotic Neutral
Children

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