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Baphomet CS

The document details a character named Baphomet, a Minotaur Wizard/Monk with various attributes, skills, and abilities. It includes information on their race, class, proficiency, spells, and equipment, as well as unique features such as the Boon of Second Chance and various magical items. The character has a high level of experience points and is equipped with multiple proficiencies and traits that enhance their combat and magical capabilities.
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0% found this document useful (0 votes)
6 views2 pages

Baphomet CS

The document details a character named Baphomet, a Minotaur Wizard/Monk with various attributes, skills, and abilities. It includes information on their race, class, proficiency, spells, and equipment, as well as unique features such as the Boon of Second Chance and various magical items. The character has a high level of experience points and is equipped with multiple proficiencies and traits that enhance their combat and magical capabilities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Baphomet

Minotaur Amonkhet
RACE
Smuggler
Boon of Second Chance Wizard / Monk
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 20 17 bladesinging / 3 Street
ARCANE TRADITION
LEVEL

6 PROFICIENCY PASSIVE
PERCEPTION 24 AC INITIATIVE SPEED
ARCANE RECOVERY
1
Once per day when you finish a short rest, you can choose

42 +10,+d4 50
expended spell slots to recover. The spell slots can have a
combined level that is equal to or less than half your wizard
1 INSPIRATION PASSIVE
INSIGHT 12 47 level, and none of the slots can be 6th level or higher.

LEVEL

145
Hit Point
Maximum
Temporary
Hit Points
Bladesong 6/long rest
2
+ Intelligence mod to AC
STRENGTH 4 SAVING THROWS
+ 10 mov speed
145
-1
-1 ATHLETICS
Adv Acrobatic check
+ Intelligence mod to concentration check
8 LEVEL

6
HIT DICE DEATH SAVES
Extra Attack
DEXTERITY Used Total
+10 SAVING THROWS SUCCESSES You can attack twice, instead of once,

+5
● +11 ACROBATICS
+5 SLEIGHT OF HAND
d6
20 FAILURES whenever you take the Attack action on your
turn. Moreover, you can cast one of your

● +17 STEALTH
cantrips in place of one of those attacks.
20 NAME ATK BONUS DAMAGE/TYPE

Horns +11 1d6+5+5 LEVEL

CONSTITUTION ◆ +12 SAVING THROWS


Magically durable
10
+1
crit 4d6+34 When you take damage, you can use your
reaction to expend one spell slot and reduce
Zibeline Pride @ +13 30/30 that damage to you by an amount equal to
12 10 times the spell slot's level. This feature is
twice as efficient against force damage
INTELLIGENCE
SPELL
ATTACK BONUS
SPELL
SAVE DC
Ki Luck LEVEL
+16 SAVING THROWS Song of Victory
14

+5
+17 ARCANA

3 3

19 28


● +17 HISTORY + Intelligence mod to the damage
+5 INVESTIGATION
of your melee weapon attacks
20 +5 NATURE
+5 RELIGION while your Bladesong is active.
FAVOURITE SPELLS
WISDOM ◆ +13 SAVING THROWS NAME RANGE CASTING TIME SAVE LEVEL

+2
+2 ANIMAL HANDLING
+2 INSIGHT C
COMBO
On your turn, you gain a +2 bonus to the
3
+2 MEDICINE
attack rolls of your unarmed strikes for each
14 +14 PERCEPTION

+2 SURVIVAL hit that you have made on that target on


C your turn, to a maximum of +6. This bonus
CHARISMA +5 SAVING THROWS resets to 0 if you take damage on your turn.

0
0 DECEPTION LEVEL
+6 INTIMIDATION Ki
● +6 PERFORMANCE C Flurry of Blows. You can spend 1 ki point to make two unarmed

10 0 PERSUASION strikes as a bonus action.


Patient Defense. You can spend 1 ki point to take the Dodge action
as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or
C Dash action as a bonus action on your turn, 2x jump distance.
RACIAL TRAITS
Natural Weapon: unarmed strikes 1d6 + dex mod
bludgeoning
Relentless Endurance: When reduced to 0 HP but Level P R CANTRIPS & SPELLS KNOWN
C
not killed outright, you can drop to 1 HP instead.
1/Long Rest
Savage Attacks: Crit with a MWA, add weapon's
damage dice. C

PROFICIENCIES LANGUAGES
LIGHT
ARMOUR
SIMPLE
WEAPONS
Common, Minotaur
SPELL SLOTS
● ●
Celestial 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
MEDIUM MARTIAL
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES ● ● ● ● ● ● ● ● ●

HEAVY
SHIELDS
Forgery kit ● ● ●

ARMOUR ● ● ● ●


AGE HEIGHT WEIGHT DISTINGUISHING MARKS

CHARACTER NAME EYES SKIN HAIR SCARS

Backpack/Storage Boon of Second Chance

10d4+20, 2x 8d4+8, 4d4+4 Bonus Action 1/day:


Rune of Abjuration (shield), Darkclover
- Second Chance: end the effect
of a lvl 5 spell or lower.
Valancya Boon - Hope: Gain temp 40 temp HP.
+10 AC - Destiny: Gain advantage on all
+3 spell attack and save DC d20 rolls till the beginning of your
next turn.
Concentration

Adv & 1d20 + 17

Feats Immunity

FLAWS Lucky, Tough Surprise,


Resilient: Const charmed, blinded,
deafened,
Skill Expert, frightened
CHARACTER APPEARANCE Alert

COMPANION NAME EQUIPMENT Attuned


Buffs

Hit Points AC Initiative Speed HEAD Google of night Horny: Your horns are considered
AMULET magical for the purpose of overcoming
resistances. On a critical hit using your
CLOAK
horns, triple your dice instead of
STR DEX CON INT WIS CHA
ARMOUR Robe of an archmage ●
doubling them.
HANDS/ARMS Bracers of protection +2 ●

Skills
Quick caster: Enemies need to be within
Senses RING Ring of protrection +2 ●

NAME ATK BONUS DAMAGE/TYPE


30 feet of you to counterspell, unless
RING
they have an intelligence superior to 20.
BELT Belt of attunement ●

BOOTS AC PEAZY: Your tough skin ad fast


reflexes always got your back. No matter
ADDITIONAL FEATURES & TRAITS
the AC calculation, you always have a +3
CP SP EP GP PP as long as you are not wearing a shield.
MAGIC ITEMS
Mage from the Shining Lands: You are
Name Robe of an archmage Attuned

very good at passing uncons inconpi
Spell Attack +2, Spell DC +2, You have advantage
on saving throws against magical effects. inconsipiunnoticed! You gain
proficiency in the stealth skill. If you
Name
Attuned were already proficient, become expert.

Tasha's Mark: Any killing blow on a


creature of CR 30 or more, using a spell,
Attuned
Name heals you for half your maximum hit
points. Additionally, your spellsave DC
increases by 1 and you can select one
Attuned
eldritch invocation from the warlock
Name
class.

Dynamic Trio: As long as you are within


Name
Attuned 30 feet of Halkas or Loolna, you have an
additional reaction per round.

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