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Wizard 16 RWalk97

CLASS & LEVEL PLAYER NAME


Ollym
Half-Orc Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +3 Dexterity
+4 Constitution +8 18 130 --
+1 • +10 Intelligence
CLASS
• +7 Wisdom INITIATIVE HIT POINTS
13
+1 Charisma
Total 16d6 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage made to maintain your
concentration on a spell when you
+3 take damage DEFENSES HIT DICE DEATH SAVES

17 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+5
+4 +2

+5
Animal Handling WIS
Arcana INT
Crossbow, Light, Dagger, Dart, Quarterstaff,
Rapier, Sling

18 P +6 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Vehicles (Land)
+1 Deception CHA
+5 History INT === LANGUAGES ===
INTELLIGENCE
+2 Insight WIS Common, Orc, Telepathy
30 ft. (Walking)
+5 P +6 Intimidation CHA
+5 Investigation INT
20 +2 Medicine WIS SPEED

+5 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +7 Perception WIS


P +6 Performance CHA === ACTIONS === throw you make to maintain your concentration on a
+2 +1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
spell.

Help, Hide, Ready, Search, Use an Object, It ends early if you are incapacitated, if you don
+5 Religion INT
15 Opportunity Attack, Grapple, Shove, Improvise, medium or heavy armor or a shield, or if you use two
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object hands to make an attack with a weapon. You can also
dismiss the Bladesong at any time you choose (no
+3 Stealth DEX === BONUS ACTIONS === action required).
CHARISMA Bladesong • 5 / Long Rest
+2 Survival WIS
5 times per long rest, you can use a bonus action Telekinetic: Shove
As a bonus action, you can try to telekinetically
+1 to start a Bladesong, which lasts for 1 minute and
grants you the following benefits: shove one creature you can see within 30 ft. of you.
When you do so, the target must succeed on a
You gain a +5 bonus to your AC, your walking speed Strength saving throw (DC 18) or be moved 5 ft.
13 increases by 10 ft., you have advantage on Acrobatics toward or away from you. A creature can willingly fail
checks, and you gain a +5 bonus to any CON saving this save.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

17 PASSIVE WISDOM (PERCEPTION)


Vicious Rapier, +1 +9 1d8+4 Piercing Martial, Finesse, Green-Flame Blade: 2d8 Fire, 2d8+5 Fire

Unarmed Strike +6 2 Bludgeoning


12 PASSIVE WISDOM (INSIGHT)

15 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Wizard 16 RWalk97
CLASS & LEVEL PLAYER NAME
Ollym
Half-Orc Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== WIZARD FEATURES === It ends early if you are incapacitated, if you don drop to 1 HP instead once per long rest.
medium or heavy armor or a shield, or if you use two
* Hit Points • PHB 113 hands to make an attack with a weapon. You can also | 1 / Long Rest • Special
dismiss the Bladesong at any time you choose (no
* Proficiencies • PHB 113 action required). * Savage Attacks • BR 41
When you score a critical hit, roll one of the weapon’s
* Spellcasting • PHB 114 | 5 / Long Rest • 1 Bonus Action dice one additional time and add it to the extra
You can cast prepared wizard spells using INT as your damage.
spellcasting modifier (Spell DC 18, Spell Attack +10) * Ability Score Improvement • PHB 115
and wizard spells in your spellbook as rituals if they
have the ritual tag. You can use an arcane focus as a * Extra Attack • SCAG === FEATS ===
spellcasting focus. You can attack twice, instead of once, whenever you
take the Attack action on your turn. Moreover, you can * Telekinetic • TCoE 81
* Arcane Recovery • PHB 115 cast one of your cantrips in place of one of those You learn the <em>mage hand</em> cantrip, and can
Once per day when you finish a short rest, you can attacks. cast it without verbal or somatic components and make
choose expended spell slots to recover - up to a the spectral hand invisible. If you already know this
combined level of 8, and none of the slots can be 6th * Song of Defense • SCAG spell, its range increases by 30 ft. Its spellcasting
level or higher. When you take damage while your Bladesong is ability is the ability increased by this feat.
active, you can use your reaction to expend one spell
| 1 / Long Rest • Special slot and reduce that damage to you by an amount As a bonus action, you can try to telekinetically shove
equal to five times the spell slot’s level. one creature you can see within 30 ft. of you. When
* Arcane Tradition • PHB 115 you do so, the target must succeed on a Strength
| 1 Reaction saving throw (DC 13 + the ability modifier of the score
| Bladesinging increased by this feat) or be moved 5 ft. toward or
* Song of Victory • SCAG away from you. A creature can willingly fail this save.
* Training in War and Song • SCAG You add +5 to the damage of your melee weapon
You gain proficiency with light armor, one type of attacks while your Bladesong is active. | Intelligence •
one-handed melee weapon of your choice, and the Increase your Intelligence score by 1, to a maximum of
Performance skill if you don’t already have it. 20. The spell’s spellcasting ability is Intelligence.
=== HALF-ORC RACIAL TRAITS ===
* Bladesong • SCAG | Telekinetic: Shove: 1 Bonus Action
5 times per long rest, you can use a bonus action to * Ability Score Increase • BR
start a Bladesong, which lasts for 1 minute and grants * Telepathic • TCoE 81
you the following benefits: * Darkvision • BR 41
You can see in darkness (shades of gray) up to 60 ft. | Intelligence •
You gain a +5 bonus to your AC, your walking speed Increase your Intelligence score by 1, to a maximum of
increases by 10 ft., you have advantage on Acrobatics * Menacing • BR 41 20. The spell’s spellcasting ability is Intelligence.
checks, and you gain a +5 bonus to any CON saving You gain proficiency in the Intimidation skill.
throw you make to maintain your concentration on a * Fey Touched • TCoE 79
spell. * Relentless Endurance • BR 41 Increase your Intelligence, Wisdom, or Charisma score
When you are reduced to 0 HP but not killed, you can by 1, to a maximum of 20.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Vicious Rapier, +1 1 2 lb.

Barrier Tattoo (Very Rare) 1 --

SP 0

EP 0

GP 0

PP 0
WEIGHT CARRIED

2 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

195 lb. Barrier Tattoo (Very Rare) 1 --

PUSH/DRAG/LIFT

390 lb.

EQUIPMENT

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Wizard 16 RWalk97
CLASS & LEVEL PLAYER NAME
Ollym
Half-Orc Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

cover. You learn one cantrip that requires an attack roll


You learn the <em>misty step</em> spell and one from a chosen spell list. Your spellcasting ability for
1st-level spell of your choice from the divination or this cantrip depends on the spell list you chose from.
enchantment school of magic. Once per long rest you
can cast each of these spells without expending a spell | Intelligence - Wizard •
slot. You can also cast these spells using spell slots Your spellcasting ability for this cantrip is Intelligence.
you have of the appropriate level. The spells’
spellcasting ability is the ability increased by this feat.

| Intelligence •
Increase your Intelligence score by 1, to a maximum of
20. The spells’ spellcasting ability is Intelligence.

* Keen Mind • PHB 167


Increase your INT score by 1. You always know which
way is north, the number of hours left before the next
sunrise or sunset, and can accurately recall anything
you have seen or heard within the past month.

* Alert • PHB 165


You gain a +5 bonus to initiative, you can't be
surprised while you are conscious, and other creatures
don’t gain advantage on attack rolls against you as a
result of being unseen by you.

* War Caster • PHB 170


You have advantage on CON saving throws that you
make to maintain your concentration on a spell when
you take damage. You can perform the somatic
components of spells even when you have weapons or
a shield in one or both hands. You can use your
reaction to make an opportunity attack to cast a spell
that has a casting time of 1 action and targets only that
creature.

| 1 Reaction

* Spell Sniper • PHB 170


When you cast a spell that requires you to make an
attack roll, the spell’s range is doubled. Your ranged
spell attacks ignore half cover and three-quarters

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Ollym
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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INT 18 +10
Wizard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Mage Hand Telekinetic -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Green-Flame Blade Spell Sniper +10 1A Self/5 ft. Sphere S,M Instantaneous SCAG 142 5 ft. Sphere, S/M

=== 1st LEVEL === 4 Slots OOOO

O Silvery Barbs Fey Touched -- 1R 60 ft. V Instantaneous SACoC 38 1/LR, V

=== 2nd LEVEL === 3 Slots OOO

O Detect Thoughts <C> Telepathic WIS 18 1A Self V,S,M Concentration, up to 1 minute PHB 231 1/LR, D: 1m, V/S/M

O Detect Thoughts <C> Telepathic WIS 18 1A Self V,S,M Concentration, up to 1 minute PHB 231 D: 1m, V/S/M

O Misty Step Fey Touched -- 1BA Self V Instantaneous PHB 260 1/LR, V

SPELLS

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