Remove these ads. Join the Worldbuilders Guild

Jangnem Chronicler

Goliath Race
Majital Ruin dweller Origin
Enchantment Wizard 8 Class & Level
Neutral Good Alignment
Runetharus Deity
Mages guild Faction
member Rank/Position
Loyalty
Company

Strength 13
+1
Dexterity 10
+0
constitution 14
+2
intelligence 20
+5
wisdom 12
+1
charisma 10
+0
Total Hit Dice d6
Hit Die
1d6+2
+3 proficiency bonus
+1 Strength
+0 Dexterity
+2 Constitution
+8 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+8 Arcana
+4 Athletics
+0 Deception
+8 History
+4 Insight
+0 Intimidation
+8 Investigation
+1 Martial
+1 Medicine
+5 Nature
+1 Perception
+0 Performance
+3 Persuasion
+8 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 

MV

Prestige

Attunement Slots
10
Armor Class
42
Hit Points
+0
Initiative
30
Speed
Attacks
Relationships:
old companion Joanna.
Equipment
Mages guild
Faction
Specialist
Stat Array
GOLIATH
------------------------------------------------
Natural Athlete. You have proficiency in the Athletics skill.

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

-----------------------------------------------------

Wizard
----------------------------------------------------
School of Enchantment
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

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

Hypnotic Gaze
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Instinctive Charm
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
---------------------------------------------

ASIs
--------------------------------------------
int 1 con 1
Skilled
You gain proficiency in any combination of three skills or tools of your choice. (History, Insight, Persuasion)

--------------------------------------------

Religion
-------------------------------------------
Church Boon
+1 Intelligence

Lip Service
Proficiency in Arcana Skill

---------------------------------------------------------
Origin
----------------------------------------------------------
Majital
Majitalians begin play with Detect Magic as an at will ability. This functions as the spell in all other respects. You also have proficiency in the Arcana skill.

+1 Intelligence

Ruin dweller
You gain a +2 bonus to saving throws vs spells.

Skill Prof – Investigation
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

Keyhall.

Statblock Type

Verum Character Sheet

Link/Embed