AntiBrewdin Level 20

Wizard
Rock Gnome

Experience

355000

Level

20

Inspired

false

Proficiency

6

Armor Class

12

Initiative

2

Temporary Hit Points

0

Hit Die

1d6

Speed

25

Max Hit Points

182

Current Hit Points

182
-1
Strength
8
2
Dexterity
14
5
Constitution
20
6
Intelligence
22
1
Wisdom
13
1
Charisma
13

Le Skills

(Dex)
Acrobatics:
2
(Wis)
Animal Handling:
1
(Int)
Arcana:
6
(Str)
Athletics:
-1
(Cha)
Deception:
7
(Int)
History:
6
(Wis)
Insight:
1
(Cha)
Intimidation:
1
(Int)
Investigation:
12
(Wis)
Medicine:
7
(Int)
Nature:
6
(Wis)
Perception:
1
(Cha)
Performance:
1
(Cha)
Persuasion:
1
(Int)
Religion:
6
(Dex)
Sleight of Hand:
2
(Dex)
Stealth:
8
(Wis)
Survival:
1

Equipment

Spellbook
Scholar's Pack
Dark Common Clothes with Hood
Crowbar
Arcane Focus
Thieves' Tools
Bag of 30 small rocks

Wealth

Platinum

0

Gold

0

Silver

0

Copper

0

Weapons

Quarterstaff
Strength
Attack
1d20
+5
Damage
1d8
-1
Light Crossbow (8/320)
Dexterity
Attack
1d20
+8
Damage
1d8
+2
Dagger
Dexterity
Attack
1d20
+8
Damage
1d4
+2
Sling
Dexterity
Attack
1d20
+8
Damage
1d4
+2

The Story of AntiBrewdin Level 20

Wizard skills: Investigation, Medicine
Background: Criminal (Deception, Stealth)

============
Gnome traits
============
Darkvision
Advantage on Int, Wis, Cha saves vs magic
2x proficiency bonus on Arcana checks related to magic, tech, alchemy items or objects
Proficient with Tinker's Tools - can create tiny clockwork devices

=======
HP
=======
6 -> level 1
+ 4*19 -> level 2-10
+ 5*20 -> con mod
= 182

========
Spell slots
========
Level 1: 4
Level 2: 3
Level 3: 3
Level 4: 3
Level 5: 3
Level 6: 2
Level 7: 2
Level 8: 1
Level 9: 1

========
Spellbook
========
Cantrips: 5
6 first level + (2*19) = 44 spells

============
Prepared Spells
============
20 (level) + 6 (int modifier) = 26
Spell Mastery: Misty Step, Silent Image
Signature Spells: Fly, Counterspell

===============
Improved Minor Illusion
===============
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

===========
Malleable Illusions
===========
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

=============
Illusory Duplicate
=============
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can't use it again until you finish a short or long rest.

=========
Illusory Reality
=========
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.

Edit AntiBrewdin Level 20:

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If your armor is not heavy, you can add your Dex modifier to your overall Armor Class.

If you are wearing light or medium armor, you must cap your dex modifier additional armor to +2 only.

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Something to remember me by

Quick Stats

Click on a stat to see applied bonuses.
Str: 8 (-1)
No Modifiers
Dex: 14 (+2)
No Modifiers
Con: 20 (+5)
Racial Bonus two: 1
Level 12 Bonus 2: 1
Level 16 Bonus 1: 2
Level 19 Bonus 1: 2
Int: 22 (+6)
Racial Bonus one: 2
Level 4 Bonus 1: 2
Level 8 Bonus 1: 2
Level 12 Bonus 1: 1
Wis: 13 (+1)
No Modifiers
Cha: 13 (+1)
No Modifiers

Saving Throws

Strength: -1
Dexterity: +2
Constitution: +5
Intelligence: +12
Wisdom: +7
Charisma: +1

Spell Casting

Spell DC : 20 
Spell Attack : +12

Prepared Spells

Click a spell name to toggle details.