Karadin Genly

$ 11.99

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Description

32mm/Ready-to-Paint/Basic gray

 

Karadin Genly

Race: Human
Class: Wizard (Evocation, Level 5)
Background: Sage
Alignment: Neutral
Armor Class (AC): 14 (Mage Armor)
Hit Points (HP): 28 (5d6 Hit Dice)
Speed: 30 ft

Abilities:

  • Strength: 10 (+0)
  • Dexterity: 14 (+2)
  • Constitution: 12 (+1)
  • Intelligence: 18 (+4)
  • Wisdom: 14 (+2)
  • Charisma: 11 (+0)

Proficiencies:

  • Skills: Arcana, History, Investigation, Insight
  • Saving Throws: Intelligence, Wisdom
  • Weapons: Daggers, Quarterstaff, Light Crossbow
  • Tools: None
  • Languages: Common, Draconic, Elvish, Infernal

Weapons:

  • Quarterstaff: +2 to hit, 1d6 bludgeoning damage
  • Light Crossbow: +4 to hit, range 80/320 ft., 1d8+2 piercing damage

Features & Traits:

  • Arcane Recovery: Once per day, when you finish a short rest, you can recover a number of expended spell slots up to a combined level of 3.
  • Sculpt Spells: When casting an evocation spell that affects other creatures 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.
  • Evocation Savant: The gold and time you must spend to copy an Evocation spell into your spellbook is halved.

Spells: (Spell Save DC: 15, Spell Attack Modifier: +7)

  • Cantrips: Fire Bolt, Mage Hand, Prestidigitation, Light
  • 1st Level: Magic Missile, Shield, Mage Armor
  • 2nd Level: Scorching Ray, Mirror Image
  • 3rd Level: Fireball, Counterspell

Backstory:

Karadin Genly was born to humble beginnings in a small village nestled in the shadow of the Tower of High Sorcery. From an early age, his intelligence set him apart, drawing the attention of a wandering wizard who saw potential in the boy. Taken under the wizard’s wing, Karadin was introduced to the world of arcane mysteries, quickly proving himself a prodigy in the art of evocation.

At the age of 17, Karadin’s life took a dramatic turn when his village was attacked by a marauding band of orcs. With his mentor away on an expedition, Karadin was left to defend his home with only his wits and newfound magical abilities. In a desperate bid to save the villagers, he unleashed his first Fireball spell, decimating the orcs but also setting much of the village ablaze. The event earned him both awe and fear from the survivors.

Haunted by the unintended destruction, Karadin left the village and traveled the world, seeking to master his powers and learn control. Along the way, he encountered numerous challenges: battling rogue wizards, deciphering ancient tomes, and delving into forgotten ruins in search of powerful artifacts. Each adventure honed his abilities, making him both feared and respected in magical circles.

Now, Karadin Genly is a wizard of renown, known for his explosive temper and even more explosive spells. He walks a fine line between power and destruction, determined to ensure that the mistakes of his past are never repeated. His journey is far from over, as he seeks to unlock the ultimate secrets of evocation, all while protecting those who cannot protect themselves.

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