Wizard 3 - Necromancer
Description:
Personality Traits
I don’t run from evil. Evil runs from me.
I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
Ideals
I try to help those in need, no matter what the personal cost. (Good)
Bonds
There’s evil in me, I can feel it. It must never be set free.
Flaws
I talk to spirits that no one else can see.
Languages: Common
Str 8 (-1)
Dex 15 (+2)
Con 10 (+0)
Int 16 (+3)
Wis 10 (+0)
Cha 14 (+2)
AC 12 - 30 ft - +2 Initiative - +2 Proficiency Bonus - 16/16 HP
Saves:
Str -1
Dex +2
Con +0
Int +5
Wis +2
Cha +2
Skills
Acrobatics +2
Animal Handling +0
Arcana +3 +2 prof
Athletics -1
Deception +2
History +3
Insight +2 prof (Passive 12)
Intimidation +2
Investigation +3 +2 prof (Passive 15)
Medicine +0
Nature +3
Perception +0 (Passive 10)
Performance +2
Persuasion +2
Religion +3
Sleight of Hand +2
Stealth +2
Survival +0
Attacks:
+5 | Chill Touch | 1d8 | 120 foot range, target can't heal for one round, V/S |
+5 | Shocking Grasp | 1d8 electric | V/S |
Proficiencies
Weapons: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling
Armor: None
Tools: None
Features:
Feature: Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.
4 1st level 2 2nd level
Ritual Spells
Detect Magic(1st), Unseen Servant(1st)
Arcane Recovery (Special)
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher.
Cantrips: Chill Touch, Shocking Grasp, Toll the Dead
1st Level: Magic Missle, Sleep, False Life, Shield, Mage Armor, Feather Fall, comprehend languages, floating disc
Rituals: Detect Magic, Unseen Servant
+3 modifier, +5 spell attack, save DC 13
2nd Level Misty Step, Shatter
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
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.
Alchemist's Supplies
Backpack
Bedroll
Blanket
Book
Bottle, Glass
Chalk (1 piece)
Chest
Clothes, Traveler's
Crossbow, Light
Crowbar
Dagger
Hammer
Holy Symbol
Holy Water (flask)
Ink (1 ounce bottle)
Ink Pen
Little Bag of Sand
Magnifying Glass
Manacles
Mess Kit
Mirror, Steel
Oil (flask)
Orb
Parchment (one sheet) x 10
Pouch
Quarterstaff
Sack
Signet Ring
Small Knife
Spellbook
Stake (Wooden) x 9
Paints and brushes
Tent, Two-Person
Tinderbox
Torch x 3
Waterskin