Leander Denholm (Stats)

DrakElias

Profile


token_1_39.png
Leander Azirel Denholm
[wizard - school of abjuration]
Class
[antiquarian]
Background
[6]
Level

[dhampir]
Race
[--]
Alignment
[--]
Exp. Points
Proficiency Bonus +3
Passive Wisdom 16
Strength

16
+3

athletics +3
Dexterity

17
+3

acrobatics +3
sleight of hand +3
stealth +3
Constitution

16
+3

Intelligence

19
+4

arcana +7 (A)
history +3
investigation +7 (A)
nature +4
religion +4
Wisdom

16
+3

animal handling +3
insight +3
medicine +6 (A)
perception +6 (A)
survival +3
Charisma

18
+4

deception +4
intimidation +4
performance +4
persuasion +4
Other Proficiencies

Languages
  • Common
  • Elvish
  • Infernal
Weapons
  • Light Crossbow
  • Dagger
  • Quarterstaff
Armor
  • None
Tools
  • Calligrapher's Supplies
HP

56
Temp HP

--
Hit Dice

1d6+CON
Armor Class

13 (16)
Speed

35
Initiative

+8
Attacks & Spellcasting

Dagger 20 (60) Ft +6 1d4+3 Piercing
Fanged Bite 5 Ft +6 1d4+3 Piercing
Unarmed Strike 5 Ft +6 4 Bludgeoning

Fanged Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice: you regain hit points equal to the piercing damage dealt by the bite or you gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unarmed Strike
You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier
Projected Ward
When a creature that you can see within 30 ft. 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.
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.
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 a hit point maximum 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 hit points equal to twice the level of the spell.
Inventory

Weapons
  • Dagger
Armor & Clothing
  • Traveller's Clothes
Adventuring Gear
  • Spell Book
Other
  • --
Treasures
Jewelry

After Marcus was found dead, Leander took two pieces of jewlery from his body: A silver ring with an amber/golden gemstone set into the band and a necklace of thin leather cording with an unfinished-looking silver medallion that has an unfamiliar symbol etched into it.

Currency

0
CP
0
SP
0
EP
50
GP
0
PP
Personality Traits

I have morbid interests and a macabre aesthetic.

I freely offer knowledge to those who wish to learn, unless it could conflict with my current goal.

Ideals

Courage - I survived this for a reason and I can't fail again. I won't.

Misdirection - I work vigerously to keep others from realizing my misdeeds

Bonds

I often think of the family I must have left behind. I don't quite remember them, but I hope they are alright.

Flaws

In my persuit for ancient artefacts and knowledge, I sometimes go too far and endanger those accompanying me.

Features & Traits

Class Features - Wizard (School of Abjuration)

Hit Points -1d6 (or 4) + your Constitution modifier per Wizard level after 1st

Spell Casting -You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 15, Spell Attack +7) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery -Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher. 1/Short Rest

Abjuration Savant -The gold and time you must spend to copy an abjuration spell into your spellbook is halved

Arcane Ward -Once per long rest, when you cast an abjuration spell of 1st level or higher, you can create a magical ward on yourself that lasts until you finish a long rest. The ward has 16 max HP, and takes damage instead of you until it reaches 0 HP. Whenever you cast an abjuration spell of 1st level or higher, the ward regains HP equal to twice the level of the spell.

Projected Ward -When a creature that you can see within 30 ft. 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.

Racial Traits - Dhampir

Darkvision -You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Deathless Nature - You don't need to breathe.

Spider Climb -You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite -Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.

Feats

Eldritch Adept -Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite. Armor of Shadows - You can cast mage armor on yourself at will, without expending a spell slot or material components.

Alert -You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Tough -Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

[adult]
Age
[he/him]
Pronouns
[bisexual]
Sexuality
[pale]
Skin Color

[red-tinged]
Eye Color
[oakend, docor, aisela]
Homeland
[shopkeeper, ex-consort]
Profession
[n/a]
Faith
History

Leander doesn't know much about his past outside living in Barovia. He knows there is something, but it's just out of reach, something he can't quite get a hold of. He took over a small bookshop by the name of The Copper Quill, and he's rather content to run this place with Azra, oftentimes forgetting that there might be something more to his life. Sometimes, Leander sees a family in his dreams. They are not recognizable, but they seem to know him. More often than not, these particular dreams turn to nightmares rather quickly.

Background

Antiquarian

You study ancient lore and recover priceless artefacts from past civilizations and bygone ages. You seek the truth, preserve that which was once thought lost, and seek to uncover the forgotten stories of those who came before. Your journeys often take you to abandoned ruins far removed from the comforts of your home, but there is nothing else you'd rather be doing. You’ve seen some of the greatest historical wonders the world has to offer, and you may have even helped discover some of them.

Skill Proficiencies

Investigation

Perception

Tool Proficiencies

Calligrapher's Supplies

Language(s)

Infernal

Equipment

Calligrapher's Supplies (a bottle of black ink, a quill, a penknife, a small bag of sand, and a blank notebook)

A tome that contains fables and legends you have collected

A set of traveller's clothes

Feature - Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage, other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Links

Spell Book
Spells and other notes from Leander
Familiar - Azra
Leander's albino cobra familiar, Azra
Writing
Various writings about Leander and his existence.