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Nevets Runeshield's Character Sheet - D&D Beyond

URL: https://www.dndbeyond.com/characters/157244162

Saved: 2025-12-15T07:09:24.399Z


Nevets Runeshield MANAGE Mark of Warding DwarfFighter 2 / Wizard 18 Level 20 SHORT REST LONG REST CAMPAIGN: Halloween Special 2024: The Re-Weenening Ability Scores STR + 0 10 DEX + 2 14 CON + 3 17 INT + 5 20 WIS + 1 12

CHA

1 8 Proficiency Bonus PROFICIENCY + 6 BONUS Speed WALKING 25 ft. SPEED Inspiration HEROIC INSPIRATION HIT POINTS HEAL DAMAGE CURRENT 188 / MAX Max hit points 188

TEMP

Saving Throws Strength Saving Throw STR + 6 Dexterity Saving Throw DEX + 2 Constitution Saving Throw CON + 9 Intelligence Saving Throw INT + 5 Wisdom Saving Throw WIS + 1 Charisma Saving Throw

CHA

1 against Poison against spells. on CONsaving throws that you make to maintain Concentration. SAVING THROWS Senses 11 PASSIVE PERCEPTION 15 PASSIVE INVESTIGATION 11 PASSIVE INSIGHT Darkvision 60 ft. SENSES Proficiencies and Languages ARMOR Heavy Armor, Light Armor, Medium Armor, Shields WEAPONS Martial Weapons, Simple Weapons TOOLS Brewer's Supplies, Carpenter's Tools LANGUAGES Common, Dwarvish PROFICIENCIES & TRAINING Skills Proficiency PROF Modifier MOD SKILL BONUS DEX Acrobatics + 2 WIS Animal Handling + 7 INT Arcana + 5 STR Athletics + 6 CHA

Deception

1 INT History + 5 WIS Insight + 1 CHA Intimidation + 11 INT Investigation + 5 WIS Medicine + 1 INT Nature + 11 WIS Perception + 1 CHA

Performance

1 CHA

Persuasion

1 INT Religion + 5 DEX Sleight of Hand + 2 DEX Stealth + 2 WIS Survival + 1 Additional Skills SKILLS INITIATIVE INITIATIVE + 2 ARMOR CLASS ARMOR 27 CLASS Defenses and Conditions DEFENSES Damage Dealt by SpellsPoison CONDITIONS Add Active Conditions ACTIONS SPELLS INVENTORY FEATURES & TRAITS BACKGROUND NOTES EXTRAS Actions ALL ATTACK ACTION BONUS ACTION REACTION OTHER LIMITED USE MANAGE CUSTOM ACTIONS • Attacks per Action: 1 ATTACK RANGE HIT / DC DAMAGE NOTES Upvote/Downvote R Dart, +3 Ranged Weapon 20 (60) + 11 1d4+5 Simple, Finesse, Thrown, Vex, Range (20/60) Upvote/Downvote R Rapier, +3 Melee Weapon Mastery 5ft. Reach + 11 1d8+5 Martial, Finesse, Vex Fire Bolt Cantrip Wizard 120ft. + 11 4d10 V/S planetarium 5th Level Wizard 120ft. + 11 5d8 D: 5m, 240ft., V/S Unarmed Strike Melee Attack 5ft. Reach + 6 1 Actions in Combat Attack, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Influence, Magic, Ready, Search, Shove, Study, Utilize Nick (Dagger)

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.

Unarmed Strike

You make a melee attack that involves using your body to deal one of the following effects:

Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage.

Grapple. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition.

Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or cause it to have the Prone condition.

Vex (Rapier)

Vex. If you hit a creature with a Rapier and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

MANAGE CUSTOM BONUS ACTIONS ATTACK RANGE HIT / DC DAMAGE NOTES Upvote/Downvote R

Second Wind

Range

1d10+2 1 Use (2/2) Actions in Combat Two-Weapon Fighting Spells Misty Step(2nd) , Misty Step(2nd) , Dispel Magic(3rd) Second Wind

You can draw upon a limited well of physical and mental stamina and regain 1d10+2 HP.

You can use this 2 times per Long Rest, and can regain one expended use when you finish a Short Rest.

/ Long Rest MANAGE CUSTOM REACTIONS Actions in Combat Opportunity Attack Spells Shield(1st) , Shield(1st) , Shield(1st) , Counterspell(3rd) Projected Ward

When a creature you can see within 30 ft. takes damage, you can cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 HP, the warded creature takes any damage. The creature’s Resistances and Vulnerabilities are applied before reducing the ward’s HP.

Reactive Spell

When a creature provokes an Opportunity Attack from you, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

MANAGE CUSTOM OTHER ATTACK RANGE HIT / DC DAMAGE NOTES Upvote/Downvote R

Tactical Mind

Range

1d10 Actions in Combat Interact with an Object Spells Alarm(1st) • Legacy , Phantom Steed(3rd) , Simulacrum(7th) , Antipathy/Sympathy(8th) Ritual Spells Find Familiar(1st) , Identify(1st) , Magic Mouth(2nd) , Leomund's Tiny Hut(3rd) , Phantom Steed(3rd) Action Surge (Special)

On your turn you can take one additional action, except the Magic action.

You can use this feature 1 time(s) until you finish a Short or Long Rest.

/ Short Rest Arcane Recovery (Special)

When you finish a Short Rest, you can recover expended spell slots. The spell slots can have a combined level equal to no more than 9, and none of the slots can be level 6 or higher.

You can use this feature once per Long Rest.

/ Long Rest Arcane Ward (Special)

When you cast an Abjuration spell with a spell slot, 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.

As a Bonus Action, you can expend a spell slot and the ward regains HP equal to twice the level of the spell slot expended.

/ Long Rest Arcane Ward: Hit Points (Special)

When you cast an Abjuration spell with a spell slot, you can create a magical ward that lasts until you finish a Long Rest. The ward has +41 HP.

Whenever you take damage, the ward takes damage instead, applying any Resistances or Vulnerabilities you have before reducing the ward’s HP. If the damage reduces the ward to 0 HP, you take any remaining damage. While the ward has 0 HP, it can’t absorb damage, but its magic remains.

Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of HP equal to twice the level of the spell slot.

41 / Long Rest Current: 41 Tactical Mind (Special)

When you fail an ability check, you can expend a use of Second Wind, and instead of regaining HP, you roll 1d10 and add the result to the ability check. If the check still fails, this use of Second Wind isn’t expended.