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Solza

Human Race
Haunted One Origin
Necromancy Wizard 4 Class & Level
Chaotic Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 16
+3
constitution 16
+3
intelligence 16
+3
wisdom 12
+1
charisma 12
+1
Total Hit Dice d6
Hit Die
1d3+3
+2 proficiency bonus
+0 Strength
+3 Dexterity
+5 Constitution
+5 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+5 Arcana
+0 Athletics
+1 Deception
+5 History
+3 Insight
+1 Intimidation
+7 Investigation
+1 Martial
+1 Medicine
+3 Nature
+3 Perception
+1 Performance
+1 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
30
Hit Points
+1
Initiative
30 ft.
Speed
Prepared SpellsSpell LevelPer Day
Chill Touch, Prestidigitation, Message0th-
Absorb Elements, Mage Armor, Magic Missile, Shield1st4
Hold Person, Misty Step, Tasha's Mind Whip2nd3
Spell DC: 13 - Spell Attack Mod: +5 - Total Prepared: 7
Attacks
Saving throws
Wisdom, Intelligence, Constitution


Weapons
daggers, darts, slings, quarterstaffs, light crossbows


Skills
Wizard: Insight, History
Origin: Arcana, Investigation (Expertise)
Skill Expert: Perception

Proficiences
Spell Attack
Prof(2) + INT Mod(3) = +5


Spell DC
8 + Prof(2) + INT Mod(3) = DC13


Prepared Spells
INT Mod(3) + Wizard Level(4) = 7


Spell List

Cantrips:
  • Chill Touch
  • Prestidigitation
  • Message
  • Mind Sliver

  • 1st Level:
  • Mage Armor
  • Magic Missile
  • Shield
  • Feather Fall
  • Find Familiar (R)
  • Absorb Elements
  • Comprehend Languages (R)
  • Detect magic (R)

  • 2nd Level:
  • Hold Person
  • Tasha's Mind Whip
  • Mirror Image
  • Enlarge/Reduce

  • Spellcasting
    92gp
    Wizard Equipment

  • Set of Common clothes
  • A component pouch
  • A spellbook


  • Gothic Trinket
    A lantern with a black candle that never runs out and that burns with green flame


    Monster Hunter Pack

  • chest
  • Crowbar
  • hammer
  • three wooden stakes
  • holy symbol
  • flask of holy water
  • set of manacles
  • steel mirror
  • flask of oil
  • tinderbox
  • three torches



  • Equipment
    Mad Man
    Stat Array
    Human
    Ability Scores: +1 All
    Languages: Common, Elvish
    Background Languages: Abyssal


    Wizard
    Level 1:
    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.

    Level 2:
    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
    Resilient CON: Choose one ability score(CON). You gain the following benefits:
  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.


  • 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

    Neemster51.

    Statblock Type

    Verum Character Sheet

    Link/Embed