King* Gizzard
Race | Lizardfolk |
Gender | Male |
Nationality | Athein1) |
Born | |
Alignment | Lawful Evil |
Languages | Common
Draconic
Lip reading |
Family | |
Affiliations | |
Faith | |
Profession | King2) |
Proficiencies | |
Physical Description
Height | |
Weight | |
Skin | |
Eyes | |
Hair | |
Stats
View
Level | 16 Sorcerer (Sun Bloodline) |
Init | Speed | Prof |
+2 | 30ft | +5 |
HP | AC | TempHP |
66 | 15 | 0 |
Ability Scores |
STR | DEX | CON |
8 (-1) | 14 (+2) | 10 (0) |
INT | WIS | CHA |
16 (+3) | 11 (+0) | 20 (+5) |
Saving Throws |
STR | DEX | CON |
-1 | +2 | +5 |
INT | WIS | CHA |
+3 | +0 | +10 |
Acrobatics (Dex) | +2 | Medicine (Wis) | |
Animal Handling (Wis) | +0 | Nature (Int) | +3 |
Arcana (Int) | +8 | Perception (Wis) | +5* |
Athletics (Str) | -1 | Performance (Cha) | +5 |
Deception (Cha) | +10 | Persuasion (Cha) | +10 |
History (Int) | +8 | Religion (Int) | +3 |
Insight (Wis) | +0 | Sleight of Hand (Dex) | +2 |
Intimidation (Cha) | +5 | Stealth (Dex) | +7 |
Investigation (Int) | +3* | Survival (Wis) | +0 |
* Passive Investigation 18 & Perception 20
Spells
Ability | Charisma |
Save DC | 18 |
Modifier | +12 |
Sorcery points | 16 |
Cantrips known | 6 |
Spells known | 14 |
Cantrips | |
1st lvl Spells | |
2nd lvl Spells | |
3rd lvl Spells | |
4th lvl Spells | |
5th lvl Spells | |
6th lvl Spells | |
7th lvl Spells | |
8th lvl Spells | |
9th lvl Spells | |
Spell Slots
1st | 2nd | 3rd |
4 | 3 | 3 |
4th | 5th | 6th |
3 | 2 | 1 |
7th | 8th | 9th |
1 | 1 | 0 |
History
King Gizzard the Lizard Wizard is a sorcerer who claims to be a wizard trying to form his own kingdom to rule, so far it's only a small parcel of land with a tower with attached houses for his three followers, Queen his pet lizard from the Feywild, Baron a dragonborn fighter and Prince a kenku monk.
Followers
Queen King's familiar, a fey Lizard. 4HP - AC10
Baron 7th Level, Dragonborn Fighter Retainer, Swordmaster. 67HP - AC18
Prince 7th Level, Kenku Monk Retainer, Acolyte of the Way. 59HP - AC
Notable Features
Features
Race: Natural Armor
Your scales function as natural armor, granting you a +3 bonus to Armor Class.
Race: Hunter's Lore
You gain proficiency in Perception & Stealth.
Background: Sage
You gain proficiency in Arcana & History.
Feat: Observant
Increase your Intelligence or Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Items
Dragon's Tooth - Wand of Magic Missile Details his wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
King's Loyal - Wand of the War Mage +2, Requires Attunement Details While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Unraveler - Wand of Secrets Details The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
The Source - Wand of Magic Detection Details This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Mind Bender - Rod of Rulership, Requires Attunement Details You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Misc
Forged scroll of pedigree
Spellbook containing his life's work
Book of lore containing lineage of royalties