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Professor Benji Scribblepuff

Rabbitfolk Race
Bosra Origin
Wizard 2 Class & Level
Neutral Good Alignment
Maddox Deity
Fair Guild Faction
Copper Rank/Position
Loyalty
Company

Strength 8
-1
Dexterity 13
+1
constitution 14
+2
intelligence 18
+4
wisdom 14
+2
charisma 12
+1
Total Hit Dice 1
Hit Die
1d6+2
+2 proficiency bonus
-1 Strength
+1 Dexterity
+2 Constitution
+6 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+6 Arcana
-1 Athletics
+1 Deception
+6 History
+4 Insight
+1 Intimidation
+8 Investigation
+2 Martial
+2 Medicine
+6 Nature
+2 Perception
+1 Performance
+1 Persuasion
+6 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
11
Armor Class
16
Hit Points
+1
Initiative
30
Speed
Attacks
Skill Proficiences
Skill Proficiencies -

Investigation (Expertise) (Clever: Animal Instincts)
Nature (Clever: Planning)
History (Bosra)
Insight (Lip Service)
Arcana (Wizard)
Religion (Wizard)

 


Weapon Proficiences
Weapon Proficiencies -

Daggers
Darts
Slings
Quarterstaffs
Light Crossbows

 


Tool Proficiences
Tool Proficiencies -

Calligrapher's Supplies (Clever: Planning)


 


Languages
Languages -

Common
Zooean
Elvish, Draconic (Clever: Way With Words)


 

Proficiences
Prepared Spells (P) = Int (4) + Wiz Level (2) = 6.

Spell Save DC = 8 + 2 + 4 = 14

CaptripsDescription
Chill Touch You create a...
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
FrostbiteYou cause...
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mind SliverYou drive a...
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1st LevelDescription
Detect MagicFor the...
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
(P) Protection from Evil and GoodUntil the...
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
(P) ShieldAn invisible...
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
(P) Magic MissileYou create...
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
IdentifyYou choose...
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
(P) Ice KnifeYou create...
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
(P) CatapultChoose one...
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.[spoiler]
(P) Chromatic OrbYou hurl a...
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.[spoiler]

Spellcasting
-Weapons-
Quarterstaff
Staff (Arcane Focus)
Dart (x5)
Net


-Magic Items-
Third of Inner Eye
It has the appearance of a third of an eyeball. It however is quite hard and has connectors on two sides of the eye.

Once per day can be used to grant advantage on either an insight or investigation check.


-Consumables-
Component Pouch
Caltrops (bag of 20) (x3)
Piton (x4)
Hempen Rope (50 feet)
Waterskin (x2)
Ball Bearings (bag of 1000) (x1)
Block and Tackle
Rations (1 day) (x5)
Insect Repellent (block of insense) (x3)


-Tools-
Calligrapher's Supplies


-Contrainers-
Backpack
Pitcher
Vial (x3)
Sack (x4)


-Loot-
Simple Clothes
Book
Ink (1-ounce bottle)
Ink Pen
Parchment (one sheet) (x10)
Little Bag Of Sand
Small Knife
Spellbook
Bedroll
Ale (gallon) (x2)
Ale (mug)
Paper (one sheet) (x5)
Tinderbox
Bell
Blanket
Canvas (1sq. yd.) (x1)
Salt (1lb) (x3)
Sealing Wax (x1)
Soap
Theki Root
Signal Whistle
Loaf of Bread (x3)
Grappling Hook


== Currency: 3 Gold | 1 Electrum | 44 Copper ==

== Total Weight: 111.7 / 120 ==
Equipment
Fair Guild
Faction
8/13/13/15/14/12
Stat Array
Beastfolk - (Rabbitfolk)
Beastfolk (Rabbitfolk) - Clever

Ability Score Increase. Increase Intelligence score by 2, and increase a different one by 1 (Con).

Type. Humanoid.

Size. Small. (Considered Medium).

Speed. Your walking speed is 30 feet.

Planning: You gain proficiency in one skill (Nature) and tool (Calligrapher's Supplies) of your choice.

Way with Words: You can speak, read, and write additional two languages of your choice. (Elvish), (Draconic). You gain advantage on intelligence checks to decipher codes and take half as much time. You can also create your own codes (DC equal to your Intelligence score + your proficiency bonus. 20).

Animal Instinct: You have proficiency in Perception or Investigation. (Investigation). You gain expertise with this 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.

Blood Break (Brain): Choose two unique actions to take. Choose which one you take after seeing the results of both. Once used, this feature cannot be used again until you’ve taken a short or long rest

Languages. You can speak, read, and write Common and Zooean.


 


Bosra
Bosra
Gain +1 to an Ability Score of your choice (Int)

Ruin Keeper
Increases the maximum of an ability score of your choice to 22. (Int)

Gain Proficiency in History


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.


Arcande Tradition: Order of Scribes
Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!


Wizardly Quill
As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.


Awakened Spellbook
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

You can use the book as a spellcasting focus for your wizard spells.
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

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

TheLostPeon.

Statblock Type

Verum Character Sheet

Link/Embed