Emilie Character in Aietherhall | World Anvil
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Emilie

Emilie

Yuan-ti Race
- Origin
Wizard (Conjuration) 9 Class & Level
Chaotic Neutral Alignment
Deity
- Faction
- Rank/Position
0 Loyalty
- Company

Strength 10
+0
Dexterity 11
+0
constitution 14
+2
intelligence 22
+6
wisdom 11
+0
charisma 16
+3
Total Hit Dice 8
Hit Die
1d6+2
+3 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+9 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+12 Arcana
+0 Athletics
+6 Deception
+9 History
+0 Insight
+3 Intimidation
+9 Investigation
+0 Martial
+0 Medicine
+5 Nature
+0 Perception
+3 Performance
+3 Persuasion
+6 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

MV

Prestige
3
Attunement Slots
10
Armor Class
50
Hit Points
+0
Initiative
30
Speed
Attacks
+1 ability score increase of your choice (Intelligence)
+2 ability score cap increase of your choice (Intelligence)
A bonus skill, tool, instrument or vehicle proficiency of your choice (Deception)
Skills: Arcana, Investigation, Deception, History
Languages: Common, Abyssal, Draconic, Celestial, Dwarvish, Elven, Primordial, Infernal, Deep Speech, Giant, Uncommon and Sylvan
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Armor: None
Feats: Keen Mind (+1 Intelligence) and Skill Expert (+1 Intelligence, History (Prof.), Arcana (Expertise))
Proficiences
Spells:
4 - Cantrips
Prestidigitation
Fire Bolt
Shocking Grasp
Mending

8 - 1st level spells
Find Familiar
Feather Fall
Burning Hands
Identify
Magic Missile
Mage Armor
Shield
Sleep

4 - 2nd level spells
Enlarge/Reduce
Flaming Sphere
Hold Person
Misty Step
Rope Trick
Scorching Ray

3rd level spells
Fireball
Summon Shadowspawn
Spellcasting
- Belt pouch with 697 GP
  • Dagger
  • Arcane focus
  • Explorer’s pack
  • 6x Rations
  • Spellbook
  • 2x Sets of clothes
  • 1x Basic Healing Potion
  • -Snake familiar
    -100 GP Pearl

    Vilgizar's Skull
    Arcane Focus - Major Very Rare - Attunement

    The skull of a lich covered in a myriad of engravings that once channelled the energies within to maintain the power of a curse. For now, it has been silenced and the same markings can enable one of sufficient skill to channel their own magics through this necromantic icon. The memories and power of the lich linger within and a fraction flow into the caster with each use.

    When making spell attacks with this focus, you gain +1 to the attack roll. Additionally, you ignore half cover when making a spell attacks.

    Capture Vitality. You can expend a number of charges from this item when making a spell or weapon attack, dealing [1d4] bonus necrotic damage per expended stack. You additionally heal for half of this bonus damage or if you are already at your hit point maximum, gain the full value as temporary hit points for up to 1 hour. This item possesses a number of charges equal to twice your proficiency modifier, regaining any expended charges at the end of a long rest.

    Drain Essence. You can as an action, siphon the magical energies from the skull of Vilgizar to replenish your magical energy. You can regain up to two expended spell slots of up to 3rd level or one expended spell slot of up to 6th level. You can perform this action once, regaining its use upon completion of a long rest.

    Expanded Knowledge. While attuned to this item and possess the prerequisite spell slot, you are able to cast the spell Mental Prison as a 6th level spell and Summon Construct as a 4th level spell using your casting ability modifier. While attuned to this item you are always considered to know these spells and they do not count against your prepared spells.

    Negate Life. While attuned to this item, you can as a reaction consume a spell slot of at least third level to reduce the healing of a creature that you can see and is within 120 feet to 0.
    Equipment
    -
    Faction
    15 / 15 / 14 / 11 / 11 / 10
    Stat Array
    Yuan-Ti
    Ability Score Increase
    Your Charisma score increases by 1, and your Intelligence score increases by 2.

    Size
    Purebloods match humans in average size and weight. Your size is Medium.

    Speed
    Your base walking speed is 30 feet.

    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.

    Innate Spellcasting
    You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

    Magic Resistance
    You have advantage on saving throws against spells and other magical effects.

    Poison Immunity
    You are immune to poison damage and the poisoned condition.

    Languages
    You can speak, read, and write Common, Abyssal, and Draconic.


    Wizard
    Spellcasting
    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

    Cantrips
    At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

    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 wizard 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 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 (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

    Learning Spells of 1st Level and Higher
    Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

    Arcane Recovery
    You have learned to regain some of your magical energy by studying your spellbook. 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), and none of the slots can be 6th level or higher.

    For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Arcane Tradition
    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

    Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. (Conjuratiion)

    Conjuration Savant
    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

    Minor Conjuration
    Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

    The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

    Ability Score Improvement
    Observant


    Keen Mind
    Keen Mind
    You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

    Increase your Intelligence score by 1, to a maximum of 20.
    You always know which way is north.
    You always know the number of hours left before the next sunrise or sunset.
    You can accurately recall anything you have seen or heard within the past month.


    Skill Expert
    Skill Expert
    You have honed your proficiency with particular skills, granting you the following benefits:

    Increase one ability score of your choice by 1, to a maximum of 20. (Intelligence)
    You gain proficiency in one skill of your choice. (History)
    Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Arcana)


    Linguist
    Linguist
    Increase your Intelligence score by 1, to a maximum of 20.
    You learn three languages of your choice.
    You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.


    Observant
    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
    Children

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