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William Theodore Harpell

William Theodore Harpell

Mental characteristics

Personal history

A descendant of the Harpell family, an eccentric yet noble clan of wizards from the north, renowned for their knowledge in history and cartography of the northern regions.   Born and raised in the Ivy Mansion in Longsaddle, northwestern Faerûn, William was trained in the arts of wizardry ever since he could remember. His descendancy gave him access to great teachers and vast amounts of knowledge and introduced him to various relevant contacts.   William was an outlier in his family in terms of his world view. His sociopathic approach to acquaintances allowed him to forge himself into a powerful man capable of anything to achieve success, which is contradictory to the approach taken by the Lords' Alliance, his family's main ally, and by extension most of his clan.   Despite that he never made any enemies on his way and never stopped in his pursuit of power. Once he felt like he exhausted the resources at his family house, he decided to leave on an adventure in search of new ways to become the greatest wizard in history.

Personality Characteristics

Motivation

You will become the greatest wizard the world has seen in generations.

Personality Quirks

Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes.

Social

Family Ties

Noble Family: Harpell   Family Alliances:
  • Lords' Alliance
  • Mithral Hall
  • Religious Views

    Worshiper of Azuth
    Alignment
    Lawful Evil
    Species
    Children
    Eyes
    Grey
    Hair
    Blond
    Height
    5'11"
    Weight
    231lbs

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    William Theodore Harpell

    Wizard 10 Class & Level
    Noble Background
    Human Race
    Lawful Evil Alignment

    Strength 10
    +0
    Dexterity 20
    +5
    constitution 16
    +3
    intelligence 20
    +5
    wisdom 14
    +2
    charisma 13
    +1
    Total Hit Dice 10
    Hit Die 1d6+3
    4 proficiency bonus
    17 Passive perception
    0 Strength
    5 Dexterity
    3 Constitution
    9 Intelligence
    6 Wisdom
    1 Charisma
    saving throws
    5 Acrobatics
    2 Animal Handling
    9 Arcana
    4 Athletics
    1 Deception
    9 History
    6 Insight
    1 Intimidation
    10 Investigation
    2 Medicine
    5 Nature
    2 Perception
    1 Performance
    5 Persuasion
    5 Religion
    5 Sleight of Hands
    5 Stealth
    2 Survival
    skills
    18
    AC
    68
    Hit Points
    5
    Initiative
    30ft
    Speed
    Languages: Common, Dwarvish, Elvish

    Tools: Cards

    Weapons: Daggers, Darts, Slings, Quarterstaves, Light crossbows
    Proficiencies
    NameBonusRangeDamageType
    Quarterstaff+2 1d20+2 5ft1d6 1d6 Bludgeoning
    Fire Bolt+9 1d20+9 120ft2d10+5 2d10+5 Fire
    Ray of Frost+9 1d20+9 60ft2d8+5 2d8+5 Frost
    Attacks
    Spell Save DC: 17 --- Spell Attack Bonus: +9

    Mage hand: 30ft
    Shield: +5AC
    =lvl1=
    Magic Missile: 120ft, 3x(1d4+1+5)/force
    Thunderwave: 15ftcube, CONsave, 2d8+5/thunder, 10ft push
    =lvl2=
    Scorching Ray: 120ft, 3x(2d6+5)/fire
    Shatter: 60ft10ftR, CONsave, 3d8+5/thunder
    =lvl3=
    Fireball: 150ft20ftR, DEXsave, 8d6+5/fire
    =lvl4=
    Wall of Fire: 120ft, 60x20x1, DEXsave, 5d8+5/fire
    =lvl5=
    Cone of Cold: 60ftCone, CONsave, 8d8+5/cold
    Spellcasting
    scholar's pack, fine clothes (navy/blue), signet ring, scroll of pedigree, purse

    Broom of Flying
    Wand of Secrets

    arcane focus (birch wand, incrusted with silver)

    spellbook - blue leather cover with silver inlays
    Equipment
    If you do me an injury, I will crush you, ruin your name, and salt your fields.
    Personality Traits
    Power. If I can attain more power, no one will tell me what to do. (Evil)
    Ideals
    I will face any challenge to win the approval of my family.
    Bonds
    I secretly believe that everyone is beneath me.
    Flaws
    Can read lips (Observant)

    Can secure an audience with a local noble.

    Regain half level [5] spell slots during short rest.

    Prep spells: INT+LVL
    Learn 2 spells per lvl

    School of evocation
    -Shield 1+spell lvl creatures from AoE
    -Potent cantrips
    -Add INT to EVO spells damage

    =lvl14=
    Overchannel: spells lvl1-5 deal max damage[1/1]

    =lvl18=
    Spell Mastery:
    Choose 1xlvl1 and 1xlvl2 spell - they can be cast as cantrips at their base level.

    =lvl20=
    Signature Spells:
    Choose 2xlvl3 spells, they can be cast as cantrips at their base level[1/1](short rest)

    Features & Traits

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