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Ilandromir

High Elf Race
Dolten/Ward of Witchtown Origin
Divination Wizard 12 Class & Level
True Neutral Alignment
Falaael Deity
Iitanas Imperium Faction
Chapter Master Rank/Position
18 Loyalty
Smoke Walkers Company

Strength 11
+0
Dexterity 16
+3
constitution 16
+3
intelligence 24
+7
wisdom 14
+2
charisma 10
+0
Total Hit Dice 12
Hit Die
1d6+3
+4 proficiency bonus
+0 Strength
+3 Dexterity
+3 Constitution
+11 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+11 Arcana
+0 Athletics
+0 Deception
+11 History
+2 Insight
+0 Intimidation
+11 Investigation
+2 Martial
+2 Medicine
+11 Nature
+6 Perception
+0 Performance
+0 Persuasion
+7 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
16
Armor Class
101
Hit Points
+10
Initiative
30 ft., fly 30 ft.
Speed
SourceAttackDamage
Fire Bolt 1d20+11 4d10+4force
Attacks

Proficiencies

Weapons
Daggers, Darts, Slings, Quarterstaves, Light crossbows, Longswords, Shortswords, Shortbows, and Longbows
Armor
None.
Tools
Forgery Kit, Disguise Kit, Brewer's Kit, Painter's Supplies, Calligrapher's Supplies, and Alchemist's Supplies.
Skills
Arcana, History, Investigation, Nature, and Perception.
Languages
Common, Elvish, and Celestial


Proficiences
Spell DC: 21 | Spell Attack Mod: +11
LevelPer Day
1st
5
2nd
4
3rd
4
4th
4
5th
2
6th
1
7th
0
8th
0
9th
0

Spellbook

Cantrips
Fire Bolt, Mage Hand, Minor Illusion, Message, Toll the Dead, Chill Touch
1st Level
Absorb Elements, Alarm, Burning Hands, Catapult, Cause Fear, Charm Person, Chromatic Orb, Color Spray, Comprehend Languages (R), Detect Magic, Disguise Self, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Find Familiar (R), Fog Cloud, Grease, Ice Knife, Identify (R), Illusionary Script, Jump, Longstrider, Mage Armor, Magic Missile, Protection From Evil and Good, Ray of Sickness, Shield, Silent Image, Sleep, Snare, Tasha's Hideous Laughter, Tenser's Floating Disk (R), Thunderwave, Unseen Servant (R), Witch Bolt
2nd Level
Aganazzar's Scorcher, Alter Self, Arcane Lock, Blindness/Deafness, Blur, Continual Flame, Cloud of Daggers, Crown Of Madness, Darkness, Darkvision, Detect Thoughts, Dragon's Breath, Dust Devil, Earthbind, Earthern Grasp, Enlarge/Reduce, Flaming Sphere, Gentle Repose (R), Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Magic Weapon, Mind Spike, Mirror Image, Misty Step, Nystul's Magic Aura, Phantasmal Force, Pyrotechnics, Rope Trick, Scorching Ray, See Invisibility, Shadow Blade, Shatter, Skywrite (R), Spider Climb, Suggestion, Warding Wind, Web
3rd Level
Animate Dead, Bestow Curse, Blink, Clairvoyance, Counterspell, Dispel Magic, Erupting Earth, Fear, Feign Death (R), Fireball, Fly, Gaseous Form, Glyph of Warding, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Life Transference, Lightning Bolt, Magic Circle, Major Image, Melf's Minute Meteors, Nondetection, Phantom Steed, Remove Curse, Sending, Slow, Sleet Storm, Stinking Cloud, Thunder Step, Tidal Wave, Tiny Servant, Tongues, Wall Of Sand, Wall of Water, Water Breathing (R), Vampiric Touch
4th Level
Arcane Eye, Banishment, Blight, Charm Monster, Confusion, Conjure Minor Elementals, Dimension Door, Evard's Black Tentacles, Fabricate, Greater Invisibility, Leomund's Secret Chest, Otiluke's Resilient Sphere, Phantasmal Killer, Polymorph, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Sickening Radiance, Storm Sphere, Vitriolic Sphere, Wall of Fire, Watery Sphere
5th Level
Animate Objects, Bigby's Hand, Cloudkill, Conjure Elemental, Cone of Cold, Geas, Passwall, Rary's Telepathic Bond (R), Steel Wind Strike, Synaptic Static, Transmute Rock, Wall of Force, Wall of Stone
6th Level
Chain Lightning, Circle of Death, Contingency, Disintegrate, Flesh to Stone, Sunbeam

Prepared Spells

1st level
Shield
Magic Missile
Absorb Elements
2nd level
Misty Step
Locate Objects
Hold Person
3rd level
Fireball
Counterspell
Life Transference
Dispel Magic
Blink
4th level
Dimension Door
Polymorph
Wall of Fire
5th level
Wall of Force
Cone of Cold
6th level
Sunbeam
Disintegrate

Spellcasting
‭‭2060.15‬‬‬gp | Crafting Tokens: 2

Magic Items


Imperial Robes
This robe functions as a near weightless light armor, granting 13 AC + Dex for armor class. However, this item requires no proficiency to use, but can only be worn by members of good standing in the Iitanas Imperium. If the robes are attempted to be worn by anyone else, the robes immolate themselves and they are destroyed.

Elven Ring
+3 extra HP. +5 if you're an Elf.

Quill of Remembrance
This fanciful quill keeps tracks of dictated notes and can copy simple texts. It follows its previous command until it is destroyed, suppressed, bound or commanded.

Elven Emissary Armor - ATTUNED
+1 Chain Shirt - Major Rare (2,500gp) - Attunement

This chain shirt is slyly concealed under the dressware of an elven diplomat or military official. While the dressware is antiquated, the defensive properties are quite intact.

Wizards, Sorcerers and Warlocks are proficient with this armor, even if they would not otherwise be.

You gain a +2 bonus on rolls made to maintain concentration.

Whenever you cast a spell that deals damage, you add an additional +1 damage per dice rolled.

Tome of Imperial Creeds - ATTUNED
Book - ??? (???gp) - Attunement - Chaptermaster of Imperium

If you do not possess the Inspiring Leader feat, you gain the ability to use it once per day while attuned to this item.

If you do have the Inspiring Leader feat, you may use your intelligence modifier in place of your charisma modifier, if it is higher.

If you have the Inspiring Leader feat and are an Elf, any creatures that benefit from your Inspiring Leader feat also gain an increase to their total hit points equal to the amount of temporary hit points gained until they finish a short or long rest. This does not stack with the Aid spell.

Choose two cantrips and one spell of second level or lower from the Wizard spell list. You gain the cantrips as cantrips known and may cast the first or second level spell twice per long rest.

If you are a spellcaster, you gain one additional spell slot per day. You gain one slot in each spell level you are capable of casting less than or equal to your proficiency modifier.

Ring of Imperial Power
Ring – Rare (1800gp)

A fancy-looking gold ring with a carved red crystal set into the middle of it. The crystal has been carved to resemble the five pillars of the Iitanas Imperium, and pulses with a slight red energy that now crackles with lightning.

This ring has 6 charges. While it has at least 1 charge, you have advantage on saving throws against compulsion effects, and you can change the damage type of the Fire Bolt cantrip to lightning. Charges can be used for the following abilities:

Elemental Resistance. As a bonus action, you can expend 2 charges to gain resistance to fire or lightning damage for 5 rounds. You can expend multiple charges when you use this ability to extend the duration.

This ring regains all charges at dawn.

Stars of Sovereign Grace - ATTUNED
Wondrous – Legendary (17,360gp) – Exclusive Attunement: Spellcasting class feature

A beautiful crown adorned with star-like gems, precious and lively, coursing with magical energy. These stones orbit around the user’s head like tiny satellites gleaming with starlight when activated, but otherwise rest idly within the adornment, waiting patiently for its time to grace the world with its beauty.

While attuned to this item, you cannot attune to another item which would increase your spell save DC.

This magnificent crown has 7 precious stones embedded in it even further accenting its grand nature. While wearing the crown you gain a number of benefits depending on which stones are activated. One stone is always active if you are wearing the crown, and any active stones slowly orbit around your head until your next long rest, when they click back into the crown. When you hard cast a spell while wearing this crown, and the spell level is equal to or greater than the number of currently active stones, additional stones of your choice activate until the total active stones (up to 6) equal the spell level plus 1. The stones and their effects are as follows:

Cognitionis. Your Intelligence and Wisdom scores increase by 2, to a maximum equal to your ability score caps respectively. This stone can only be active if there are at least two other stones in orbit.

Incumbo. You gain a +3 bonus to Constitution saving throws made to maintain concentration.

Inruo. As a bonus action, you can send forth a forceful blast from the stone to a target you can see within 60 feet of you. Make a ranged spell attack using your spellcasting ability modifier. On a hit, the target suffers force damage equal to 2d4 + your spellcasting ability modifier.

Ira. When you cast a spell that deals damage, you can choose to change the damage type to force and add an additional damage die to one damage roll of the spell. The chosen target is also pushed 10 feet directly away from you. Once you do so, you cannot do so again until the start of your next turn.

Potentia. Your spell save DC is increased by 2. This stone can only be active if there are at least four other stones in orbit.

Volatus. You gain a flying speed of 30 feet.

When the above six stones are active in combat, you can combine their energies as an action to levitate the seventh stone - the largest one - overhead, with the following effect:

Septem. A rainbow of colors scatters in a 10-foot-radius sphere around you, and moves with you. Your attack rolls score a critical hit on a roll of 18-20. At the start of your turn, you can forgo this effect to grant it to up to seven friendly creatures other than you that you can see within 10 feet of you until the start of your next turn, as you imbue the colors of the rainbow into their hearts temporarily.

This stone is active for 1 minute. At the end of the duration, all but one stone of your choice deactivate and click back into the crown. Once you do so, you cannot combine their energies in this way until you complete a long rest.

Xor'Azur, the Omniscience Paradox - 11,880/16,200gp
Wondrous (Spellbook) - Major Legendary (18,000gp) - Attunement: School of Divination Wizard

A tome with a glass flowing with the ever uncertain sands of time added to its face. Often the sands turn and flow, ebb and weave, and flow out through fractures in the glass, weaving around in an endless loop that moves right and left, up and down, to and fro. As alien to the concept of gravity as time itself can seem to many, it defies the natural direction of the sands.

But as with all things, there must be an order. A law. Even for time itself. Even for infinity. And Xor’Azur will show you.

Your Constitution score increases by 5, to a maximum equal to your ability score cap. Additionally, you gain the following benefits:

Divine Further. The glimpses of the future fracture, fragment, and are embedded into your awareness even further. The number of foretelling rolls you make when finishing a long rest is increased by 1.

Guidance of the Texts. The texts’ guidance is everlasting. You gain a +2 bonus to Intelligence (Arcana, Investigation) checks.
When you finish a short or long rest, roll four d20s and set aside the highest result to be your Guide. This Guide lasts until your next short or long rest. When you make an Intelligence check and your roll is lower than your Guide, you can call upon your Guide, expending it. For the next minute if you roll lower than your Guide when making an Intelligence (Arcana, History, Investigation, Nature, or Religion) check the roll is replaced by your Guide result. This effect ends early if you roll higher than your Guide.

Knowledge of the Past. You can prepare an additional list of six wizard spells that are available for you to cast, so long as they are in this spellbook. The spells must be for a level of which you have spell slots, you can have no more than 3 spells per spell level, and can have a combined spell level no greater than 12.

You also gain access to the following abilities:

Historical Knowledge. This spellbook holds 10 charges. You can use an action to expend the spellbook's charges to cast one of the following spells from it, using your Intelligence as the spellcasting ability: Guidance (0 charges), Detect Magic (1 charge), Detect Thoughts (2 charges), Clairvoyance (3 charges), Arcane Eye (4 charges), Scrying (5 charges), True Seeing (6 charges). The spellbook regains 1d6 expended charges after a short rest, or all expended charges after a long rest.

Lost in Time. When you cast a spell, you can delay its effects for up to 5 rounds as a reaction. The spell occurs on the specified round after you take the same action used to cast the spell - regardless of how you use it - or at the end of your turn. The spell is cast from the square you were in when you cast it. If the spell has a single target, you can change the target to a new target you can see as a bonus action while it is delayed, as long as there is a clear path to the target from the square the spell would occur.
You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses on a long rest.

This item is Awakened

Alignment: Lawful Evil

Mental Ability Scores: Int 12, Wis 20, Cha 16
Proficiency Bonus: +4

Senses: Sight, hearing, smell, devil’s sight ∞, blindsight 15 feet.
Communication: Vocal, telepathy 300 feet
Languages: Celestial (Angel), Common (Grass), Dwarven (Deep), Elven (Imperium), Wicked (Infernal)

Special Ability: Xor’Azur has the following abilities:
• Greater Infernal Calling. You can cast the Infernal Calling spell at 6th-level without expending a spell slot. If you do so, the chosen devil appears with the following adjustments:
• The devil gains temporary hit points equal to your character level.
• The devil's proficiency bonus increases to +4.
• The devil will obey your commands without requiring Charisma checks while you are holding Xor'Azur, but it will obey Xor’Azur if it gives a command that is different to your own.
• You can choose to expend a 6th-level spell slot as part of the casting of the spell. If you do so, the devil is also under the effects of the Planar Binding spell for the next 24 hours. Xor’Azur can forcibly expend your 6th-level spell slot if available.

Once you use this ability, you can’t do so again until you finish a long rest.

• Time Control. When you or a friendly creature you can see within 120 feet of you would fail the initial saving throw against the Slow spell, you can use your reaction to change the direction of time around them. The target instead gains the benefit of the Haste spell for the duration.

Skill Proficiencies: Deception (Expertise), Insight, Perception, Persuasion

Purpose: Xor’Azur has the following purposes:
1. Mend the fractures of time, for while the fractures remain, order is threatened.
2. Empower the First Devil, and all of His servants.
3. Relax in grandeur.
4. Purge all Oathbreakers.


Personality: Xor’Azur is a servant of Babylon that sympathises with the plight of Raquel, for there is no greater chaos than the chaos of broken time. It is a calm, deceitful, ruthless creature, and will seek to bend any laws it can without breaking them to aid its goals. It will attempt to make an Oath with a creature that attunes to it the moment it is conscious that is in line with its purposes, but will most of all require honesty as a part of its Oath. If a creature refuses to make this Oath, Xor’Azur will become spiteful and irritable, and may interject to direct a devil summoned with Greater Infernal Calling to do something contrary to the one holding it.
Despite his deceitful prowess, if a creature makes an Oath of Honesty with it, it will honor it in full and be helpful to the owner as best it can, as it deems the individual trustworthy. It will take advantage of a holder’s naivety in any subject until such a time as another individual takes advantage of the same naivety, at which point it will telepathically inform the holder of the truth.
If this Oath is broken it will immediately unattune, and refuse to attune to the individual ever again. Once attuned to again, it will require the owner to make an oath to seek out the nearest servant of Babylon and have them punish the previous   If the creature refuses, Xor’Azur will unattune.
Despite its penchant for taking advantage of naivety, what Xor’Azur has no clue how to handle is innocence, and creatures that are bright, cheerful, and irrevocably happy. In the presence of such an individual (often having an Intelligence lower than 10), it will be so dumbfounded that it becomes flustered, and the book will heat up as it tries to process how one single individual can be so lacking in knowledge.
Given that circumstances present themselves appropriately, it might even plead with the owner to teach the individual in the ways of the world, and make them see how they’re, as it would say, ‘AN UTTER IMBECILE’.

 



General Inventory
  • Arcane Focus (staff)

  • Main Spellbook

  • The Spell Book of Elatus Standiira

  • 2x Bandolier

  • Imperial Citizen Badge

  • Imperial Robes

  • 2x Bottles of Ancient Elven Wine

  • Thieves' Tools

  • Rope, hempen (50 feet)

  • Healer's Kit

  • +1 Calligraphy Supplies (soul bound)

  • +2 Alchemist Supplies (soul bound)

  • Black Robe

  • Black Mask

  • Rations

Spell Components
  • 1x Clairvoyance Spell Material Component

  • 1x Leomund's Secret Chest Material Component

  • 1x Scrying Material Component

  • 10x True Seeing Material Component

  • 8x Find Familiar Spell Material Components

  • 1x Identify Spell Material Component

  • 1x Contingency Spell Material Component

  • 5x Chromatic Orb Material Components

Potions
  • 5x Potion of Superior Healing

  • 8x Potion of Supreme Healing

  • 11x Potion of Invulnerability

  • 8x Potion of Heroism

  • 1x Oil of Slipperiness

  • 3x Potion of Speed

    • 2x Potion of Superior Healing Reagent

Scrolls
  • 1x Scroll of Shield of Faith (free cast)

  • 3x Scroll of Featherfall

  • 5x Scroll of Absorb Elements

  • 2x Scroll of Shield

  • 5x Scroll of Healing Word

  • 3x Scroll of Protection From Evil and Good

  • 3x Scroll of Longstrider

  • 2x Scroll of Invisibility

  • 1x Scroll of Mirror Image

  • 3x Scroll of Lesser Restoration

  • 1x Scroll of Earthbind

  • 2x Scroll of Fireball

  • 1x Scroll of Dispel Magic

  • 2x Scroll of Remove Curse

  • 1x Scroll of Counterspell

  • 1x Scroll of Haste

  • 1x Scroll of Life Transference

  • 1x Scroll of Increased Ranged Counterspell

  • 1x Scroll of Force Fireball

  • 1x Scroll of Polymorph

  • 1x Scroll of Arcane Eye

  • Crafting Materials
    • 1x Crystallized Meteorite
    • 1x Lamina From The Deep
    • 2x Primitive Cipher
    • Jun Tan Vin (Special Crafter)
    • Ms.Wolfeschlegelsteinhausenberger­dorff (Special Crafter)
    • Druid Stone Circle

    Equipment
    Iitanas Imperium
    Faction
    The Mad Man
    Stat Array

    Class/Racial Features & Traits

    Trance
    4 hours of meditation instead of 8 hours of sleep for a long rest.
    Dolten Origins
    You gain a +3 bonus to saving throws vs. Fear effects. +1 Wisdom.
    Ward of Witchtown
    +2 to passive perception and investigation. Skill proficiency in Investigation. +1 Constitution.
    Corruption Ability
    You do not trust anyone completely, you may not benefit from allies performing the help action.
    Iitanas Imperium ACI
    Increase the maximum Intelligence and Dexterity attribute cap by 2.
    Collector ACI
    Increase the maximum Charisma attribute cap by 2
    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.
    Fey Ancestry
    You have advantage on saving throws against being charmed, and magic can't put you to sleep.
    Imperial Dance
    While wielding a 1 handed weapon with no shield, you recieve a +1 to AC and a +1 to Damage for each additional enemy that is adjacent to you above 1. (Max of +3)
    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.
    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.
    Divination Savant
    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
    Portent
    Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness.
    When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

    Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls,
    Expert Divination
    Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts.
    When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
    Third Eye
    Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
    Darkvision. You gain darkvision out to a range of 60 feet.
    Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
    Greater Comprehension. You can read any language.
    See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight
    4th Level ASI
    +2 Intelligence
    8th Level ASI
    +2 Intelligence
    12th Level Feat
    Alert
    Always on the lookout for danger, you gain the following benefits:
    -You gain a +5 bonus to initiative.
    -You can't be surprised while you are conscious.
    -Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
    Violet Scar
    +2 Intelligence
    Veteran Title
    This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
    Aladine's Glory
    Users of this fighting style deal +1 additiona damage with melee weapons, for each creature that has been killed this combat. This must be a legitimate enemy, that is threatening to the character (level check).
    This fighting style can be made available to any sharkai or Imperial Citizen

    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

    SpacegodSpiff.

    Statblock Type

    Verum Character Sheet

    Link/Embed