Grand Necromancer

Kavra's page

13 posts. Alias of Vrog Skyreaver.


Full Name

Kavra

Race

Human

Classes/Levels

Wizard (Abjurer) 10

Gender

Male

Size

Medium

Age

35

Alignment

Lawful Good

Strength 10
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Kavra

Combat Info:

Saves: STR +0, DEX +2, CON +2, INT +9, WIS +4, CHA +0

HP 62
AC 12/15
Prof +4
Init +2

Speed 30'

Spell attack: +9 to hit

Skills | Proficiencies | Background:

Acrobatics +4, Arcana +9. Athletics +4, Medicine +9, Perception +4 | Navigator's Tools, Vehicles (Water) | Sailor
[/spoilers]

[spoiler=Feats]
Warcaster

Class Features:

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. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition: Abjuration
Arcane Ward: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hp equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.

Projected Ward: Starting at 6th level, when a creature that you can see within 30' of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration: Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part o f casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Spellbook:

Cantrips: Acid Splash, Blade Ward, Mage Hand, Prestidigitation, Shocking Grasp

1st: Burning Hands, Expeditious Retreat, Longstrider, Mage Armor, Protection from Evil and Good, Shield, Thunderwave, Unseen Servant, Witch Bolt

2nd: Blindness/Deafness, Darkvision, Melf’s Acid Arrow, Misty Step, Rope Trick, Scorching Ray, See Invisibility, Shatter

3rd: Fireball, Nondetection, Protection from Energy, Remove Curse, Vampiric Touch

4th: Banishment, Evard's Black Tentacles, Fire Shield

5th: Cone of Cold, Conjure Elemental, Planar Binding, Wall of Force

Equipment:

Dagger, Atheme (Arcane Focus), Explorer's Pack, Belaying Pin, 50' Silk Rope, Lucky Charm, Common Clothes, 10 gp