She is about 150 years old, but still kept her nervous personality. She is the sister to Gwenzis and was one of the high ranking elves in the town. She is able to do some Ice magic not normally found in other wizards
Lawful Good
STATS
HP: 348
AC: 18
Movement: 30ft
Initiative: +4
PB: +9
Spell Attack: +14
Spell Save: 22
Passive WIS: 21
Languages: Common, Elvish, Sylvan
STATS
STR: 14 (+2)
DEX: 18 (+4)
CON: 20 (+5)
INT: 20 (+5)
WIS: 15 (+2)
CHA: 14 (+2)
Saving Throws
STR: +2
DEX: +13
CON: +5
INT: +14
WIS: +11
CHA: +10
Skills
Arcana: +14
Insight: +11
Investigation: +14
Perception: +11
Religion: +14
Sleight of Hand: +13
Investigation: +14
Medicine: +11
Attacks:
Quarterstaff: +11 to hit; 5ft; 1d6+2 bludgeoning damage + 1d4 cold damage
Spell slots:
Cantrips
1st level: 4
2nd level: 3
3rd level: 3
4th level: 3
5th level: 3
6th level: 3
7th level: 3
8th level: 3
9th level: 2
10th: 1
11th: 1
12th: 1
Immune: Cold, Acid
Resistance:
Vulnerabilities:
Feats
Fey Teleportation
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
Increase your Intelligence or Charisma by 1, to a maximum of 20.
You learn to speak, read, and write Sylvan.
You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell
Supernatural Influence
Choose either your Intelligence, Wisdom, or Charisma score. You may add the chosen ability scores modifier to your AC. If you are already adding it to your AC from some feature such as Unarmored Defense, you may not add it again. If you are wearing Medium Armor, the bonus you gain from
this is halved (Rounded up) If you are wearing Heavy Armor, the bonus you gain from this is halved (Rounded down) You may not benefit from this feat if you are adding your proficiency bonus to your AC in any way
Magic Resistance
You have advantage on saving throws against spells and other magical effects
Skills of Mythos
You gain proficiency in any three skills or tools of your choice.
You gain proficiency in two saving throws of your choice.
Superior Preparation
When you prepare spells from your spellbook, you may prepare an additional number of spells equal to half your Intelligence modifier (Rounded up, minimum of 2) You may select this trait multiple times
Resilient Body
Your HP maximum increases by an amount equal to two times your level in this class. Every time you gain a Wizard level, your maximum HP increases by an additional 2 HP. You may select this trait multiple times.
ArchMage
-You may cast any number of spells of 1st level or higher in a single turn provided you have enough actions to do so (For example, you could use your action to cast Fireball and your bonus action to cast Misty Step in a single turn)
-At the start of each of your turns, you gain a number of temporary mana points equal to your Intelligence modifier (Minimum of 1) These temporary mana points can be used for spellcasting (1 mana- 1st level) At the end of your turn however, you lose any unexpended temporary mana points.
-Once per turn when you use your action to cast a Mastered Spell you may cast a wizard cantrip you know as apart from the same action.
Actions
Hypnotic Gaze: Choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. You can't use this feature on that creature again until you finish a long rest
Bonus Actions
Fey Teleportation: Can use misty step without using a spell slot
Reactions
Instinctive Charm: When a creature you can see within 30 feet of you makes an attack roll against you, you can divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. On a successful save, you can't use this feature on the attacker again until you finish a long rest
Free Action
Arcane Recovery: After a short rest you can recover spent spell slots that equal to your wizard level
Sculpt Spells: When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save
Potent Cantrip: When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip
Empowered Evocation: You can add your Intelligence modifier (minimum of +1) to one damage roll of any wizard evocation spell that you cast
Overchannel: When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Magical Breakthrough
Destruction Dice; Rank 1 Feature
You have a pool of destructive energy equal to your Intelligence modifier times your rank in this school (Minimum of your rank in this school) This energy is represented by d6's known as Destruction Dice. Whenever you would cast a spell that deals damage, you can expend a number of destruction dice up to your rank in this school. For each destruction die expended, roll it. The cast spell deals bonus damage to all targets equal to the total rolled (For example, if you cast Fireball and expended one die, each target would suffer an additional 1d6 fire damage. If the spell damages a single creature multiple times (Such as with Magic Missiles or Scorching Rays) That individual creature only suffers this bonus damage once. These destruction die only empower the initial casting of the spell, and does not amplify any subsequent damage dealt. This pool of energy replenishes completely upon completing a long rest.
Potent Cantrips; Rank 2 Feature
Whenever you cast a damaging cantrip, the cantrip deals bonus damage equal to half your rank in this school (Rounded down) for every damage die it has (For example, if your rank was 2 and you cast a cantrip with three damage die, this feature would cause it to deal an additional 3 damage) Additionally, whenever you cast a cantrip that forces a creature to make a saving throw and that creature would suffer damage on a failed saving throw, they suffer half as much damage on a successful saving throw (They do suffer any additional effects of the cantrip)
Growing Pool; Rank 3 Feature
Whenever you complete a short rest, you regain destruction dice equal to half of your expended destruction die (Rounded down, minimum of 0) Additionally, your destruction dice are increased to d8's.
Overchannel; Rank 4 Feature
When you cast a spell of a level equal to or lower than your rank in this school, you can cause the spell to deal maximum damage. After you do so, roll 1d4, that is how many hours you must wait before you can safely use this feature again. If you use this feature again before that many hours have passed, roll 2d12 for each level of the spell. Your hit point maximum is reduced by that amount, this reduction lasts until you complete a long rest. You die if your hit point maximum becomes 0.
Constant Destruction; Rank 5 Feature
At the start of each of your turns, you regain one expended destruction die. This cannot cause you to go above half your maximum destruction dice. Additionally, your destruction dice are increased to d10's.
Utter Mayhem; Rank 6 Feature
All damaging spells you cast deal 1 additional damage for every damage die they have (For example, Fireball with 8 damage die would now deal a bonus 8 damage) If the spells damage die is a d10 or higher, this is increased to 2 additional damage for every damage die.
Relaxed Recovery
Your recovery becomes far easier. To gain the benefits of Mana Restoration, you no longer need to meditate specifically, you simply must be performing non-strenuous activity. Examples of non-strenuous activity that work with this are reading recreationally (Not studying), eating, partying and other such leisurely activity.
One punch man: DEMON LEVEL: Acid Manipulation
Acid Spray
As an action, you can release a stream of acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 6d6 acid damage and half as much on a successful save. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses after a long rest
Acid Pool
As an action, you can create a 10-foot radius pool of acid centered on a point within 60 feet of you. The pool lasts for 1 minute. Any creature that starts its turn in the pool or enters it for the first time on a turn takes 3d6 acid damage. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses after a long rest
Acid Shield
As a reaction when you are hit by an attack, you can create a shield of acid that grants you a +2 bonus to AC until the start of your next turn. Additionally, the attacker takes 2d6 acid damage. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses after a long rest
Corrosive Aura
As a bonus action, you can activate a corrosive aura that lasts for 1 minute. While the aura is active, any creature that starts its turn within 10 feet of you takes 1d8 acid damage. You can use this ability once per long rest
AOT: Warhammer Titan
Size: Huge
AC: 22 (natural armor)
HP: 350 (30d12 + 150)
Speed: 40 ft.
STR: 30 (+10)
DEX: 18 (+4)
CON: 22 (+6)
INT: Your Intelligence score
WIS: Your Wisdom score
CHA: Your Charisma score
Saving Throws: Strength +15, Dexterity +9, Constitution +11
Skills: Athletics +15, Perception +12
Damage Resistances: Bludgeoning, Piercing, Slashing from nonmagical attacks
Damage Immunities: Acid, Poison
Senses: Darkvision 120 ft., Passive Perception 22
Languages: Understands languages you know but cannot speak
Warhammer Titan Features:
Regeneration: The Warhammer Titan regains 30 hit points at the start of its turn if it has at least 1 hit point.
Siege Monster: The Warhammer Titan deals double damage to objects and structures.
Magic Resistance: The Warhammer Titan has advantage on saving throws against spells and other magical effects.
Actions
Multiattack: The Warhammer Titan makes three melee attacks.
Titan Hammer: Melee Weapon Attack: +25 to hit, reach 15 ft., one target. Hit: 48 (6d12 + 10) bludgeoning damage.
Piercing Spikes: Ranged Weapon Attack: +14 to hit, range 120/240 ft., one target. Hit: 55 (10d10) piercing damage.
Ground Spikes (Recharge 5-6): The Warhammer Titan causes spikes to erupt from the ground in a 60-foot radius centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 54 (12d8) piercing damage and is restrained. On a successful save, the creature takes half as much damage and is not restrained. A restrained creature can use its action to make a Strength check (DC = 8 + your proficiency bonus + your Strength modifier), freeing itself on a success.
Special Abilities
Titan Creation: As an action, you can create a weapon or structure made of hardened Titan material. The weapon or structure has hit points equal to four times your level and an AC of 18. It lasts for 1 hour or until destroyed.
Titan Shifting: As a bonus action, you can shift your body to create weapons or structures within 60 feet of you. These weapons or structures have the same properties as those created with Titan Creation.
Warhammer Titan Special Properties
Rooted Core: The true body of the Warhammer Titan is buried underground and connected to the Titan form by a cable. The cable has AC 18, 100 hit points, and immunity to psychic and poison damage. Destroying the cable causes the Warhammer Titan form to collapse and revert to your normal form.
Limited Use: Transforming into the Warhammer Titan more than once between long rests causes 1 level of exhaustion each time you transform beyond the first.
Armor of Titan: While in Titan form, you gain an additional +2 to AC (included in the AC calculation).