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vampire ♦ sage (custom) ♦ school of necromancy wizard 3 ♦ cultivator 1 Vital Statistics |
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HP 20/20 (d6) | Strength 10 (+0) | Speed walk 35 ft / climb 35 ft | Dexterity 15 (+2) | Initiative +2 | Constitution 14 (+2) | Proficiency +2 | Intelligence 16 (+5*) | AC 12 | Wisdom 14 (+4*) | Passive 14 | Charisma 9 (-1) |
Racial Features |
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Darkvision | Dim light 60 ft / Darkness as if dim | Deathless Nature | You don't need to breathe. | Spider Climb | You have a climbing speed equal to your walking speed. Additionally, at 3rd level you can move up, down and across vertical surfaces and upside down along ceilings, while leaving your hands free. | Vampiric Bite | Which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Your fanged bite is a natural weapon |
Proficiencies |
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Languages | Common, undercommon, elvish | Skills | Arcana, Lore, Insight, Animal Handling | Tools | Includes a broom, basket, a pair of shears, and several glass canisters. In some cases, this kit also comes with a plaid apron and a few simple rags for cleaning and tying up one's hair. It is meant for the care of small farm animals. 4 gp, 8 lbsRancher's Tools (small) |
Wizard Features |
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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. | 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. |
Equipment |
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A quill, a belt pouch containing 10 gp, a bottle of black ink, a letter from a dead colleague posing a question which you have not yet been able to answer and a set of common clothes. A spellbook, a dagger, an arcane focus, a Backpack,book of lore,ink,ink pen,parchment (10),little bag of sandscholar's pack |
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|  Magic Statistics |
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Spell DC 13 | Spell Attack +5 | Spells Known 10 | Spell Slots Cantrips 3 at will ♦ Lvl1 4 ♦ Lvl 2 2 | Spells Prepared 6 (INT + lvl) | Typical Daily Preparations Jump, Snare, Detect Magic, Sense Emotion, Fortune's Favor, Misty Step |
Known Spells |
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Cantrips | Action, ranged attack, 120 ft. You create a ghostly, skeletal hand in the space of a creature within range. 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).Chill Touch, 1 Minute, touch, instant. This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.Mending, Action, 30 ft, Instant or 1 hour. You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Shape Water | Level 1 | 1 reaction, 60 ft, 1 minute. Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.Feather Fall, Action, touch, 1 minute. You touch a creature. The creature’s jump distance is tripled until the spell ends.Jump, Action, Self, Con 1 minute. You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.Sense Emotion, 1 minute, touch, until dispelled/triggered. While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.Snare, Action, self, con 10 minutes. 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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic, Reaction, self, 1 round. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements | Level 2 | Action, touch, 10 days. You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.Gentle Repose, 1 minute, 60 ft, 1 hour. You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.Fortune's Favor, 1 action, 60 ft, instant. Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.Knock, Bonus action, self, instant. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.Misty Step |
Cultivator Features |
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Media | Training, Spirits | Animal Reader | You have a gift for relating well to animals, and can learn about them just with simple interactions. As long as an animal isn't hostile or doesn't flee, you can spend 10 minutes in an animal's presence to learn two of the following:- An animal's Natural personality trait.
- What it likes to eat, or at the very least, what it will tolerate eating.
- How it interacts with other animals in its biome or locale or how it views people.
- Whether or not an animal is in physical or emotional distress.
- What you might be able to do to get the animal to trust you or someone else.
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