Remove these ads. Join the Worldbuilders Guild

Rhun'Zor

Arcanist 3 Class & Level
Background
Race
Alignment

Strength 11
+0
Dexterity 14
+2
constitution 17
+3
intelligence 16
+3
wisdom 10
+0
charisma 14
+2
+0 Acrobatics
+0 Animal Handling
+5 Lore
+0 Athletics
+0 Deception
+0 Insight
+4 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+1 Perception
+0 Performance
+0 Persuasion
+0 Piloting
+0 Sleight of Hand
+0 Stealth
+0 Survival
+0 Technology
skills
+0 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+2
proficiency bonus

Total Hit Dice
1d6+3
Hit Die
12
Armor Class
34
Hit Points
+2
Initiative
30
Speed

Total Power Points
Attacks

 

Species for the character

Gala Gonian



 

Visual Characteristics

Skin ColorObsidian black, ash-gray, earthen red, jungle green, deep bronze
Eye ColorAmber, Crimson, Gold, Molten Orange (always slitted pupils)
DistinctionsHeat vent ridges along the neck, large talons, scaled skin, elongated limbs, crest or horn growths on head/spine

Physical Characteristics

Height7'0"+2d8"
Weight250 Ib.x(2d4) Ib.

Sociocultural Characteristics

Home RealmAvalon
LanguagesHigh Script, Realm Basic

Biology and Appearance

The Gala Gonians are towering reptilian humanoids with a predatory stance and thickly scaled hides that shimmer faintly under intense heat. Their muscular forms are built for war and endurance, with curved talons adapted for both climbing and combat. Rows of heat-dispersing vents along their necks pulse faintly when agitated, helping them regulate their core temperature during exertion or under duress.   Biologically evolved originally on a volanic world within the Realm of Avalon, their cardiovascular systems can sustain extreme physical exertion, and their bones are dense but flexible. Crest or horn growths often signal maturity, status, or bloodline.

Society and Culture

Gala Gonian culture revolves around conquest, honor, and holy fervor. They are deeply religious, devoted to an ancient martial code known as the Path of Ssa-Tora, which they believe was etched into their essences by the first High Arbitor. Obedience to one's superior, glory in battle, and the sanctity of the ancestral world are central to their belief.   Their society is tiered by warrior caste, with Bladeshouts (Warpriests), Scorchborn (elite zealots), and Stonewrought (ritual builders and architects) among the most respected roles. Disputes are resolved through honor duels, and their cities are both temples and fortresses.

Names

Gala Gonian names are guttural and reverent in tone, often with apostrophes or compound syllables that indicate lineage or divine favor.

Male Names. Kal’thax, Rhun’zor, Shenz’to, Vark’hal

Female Names.Ka’reth, Zhul’nari, Sha’vala, Kor’thesa

Species Traits

As a Gala Gonian, you have the following special traits.

Ability Score Increase. Your Strength increases by 2, and your Constitution or Wisdom increases by1.

Age. Gala Gonians mature by 25 and can live up to 200 years. Their aging is marked by thicker scaling and greater heat emissions.

Size. You are Medium, but count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.

Speed. Your base walking speed is 30 feet.

Heat-Blooded Physiology, Once per short rest, when you take fire or energy damage, you can use your reaction to vent excess heat and gain temporary hit points equal to your level + Constitution modifier.

Divine Fury. When you drop to half your hit points or less, you can enter a zealot’s focus until the end of your next turn:  
  • You gain advantage on melee weapon attacks.
  • You add your proficiency bonus to damage with melee weapon attacks.
  • You may use this feature once per long rest.

    Ritual Weaponry. You are proficient with either Carbblades or warhammers (your choice). In addition, choose one: Intimidation or Lore. You gain proficiency in that skill.

    Taloned Grip. Your claws count as natural melee weapons that deal 1d4 slashing damage. You can use Dexterity or Strength for the attack and damage rolls. While climbing, you have advantage on Strength (Athletics) checks if you’re using your claws.

    Languages. You can speak, read, and write High Script, Realm Basic, and one additional language of your choice.

     

    Starship deployment associated with this character

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Arcanist


    Hit Points

    Hit Dice: d6
    Hit Points at First Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 + your Constitution modifier per Arcanist level after 1st

    Proficiencies

    Armor: None
    Weapons: Simple weapons (Weavecasters are not trained for front-line warfare, but may attune to an Etherium weapon for defense and offense.)
    Tools: None
    Saving Throws: INT, WIS
    Skills: Skills: Choose two from Arcana, Insight, Investigation, History, Perception, Deception

    Overview and Creation

    An Arcanist is a master of the Weave, a conduit through which the very threads of reality are bent, reshaped, or annihilated. While others clash with blade and blaster, the Arcanist alters the battlefield itself. Spatial ruptures, elemental storms, illusions—these are the tools of their trade. Whether cloistered in study or forged in conflict, the Arcanist is a scholar of reality, and a threat to those who underestimate the mind over matter.

    Starting Equipment Options

    You start with the following equipment, in addition to the equipment granted by your background: (a) a basic Etherium focus weapon (a) a Scholar's Pack or (b) an explorer's pack   Variant: Starting Wealth In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:   Class Funds Arcanist 5d4 x 100 vi

    Spellcasting

    Weavecasting


    Arcanist: 1st level
    In your meditations on the Weave, you have learned powers, fragments of knowledge that imbue you with an abiding magic ability.  

    Weave Powers known

    You learn 8 weave powers of your choice, and you learn more at higher levels, as shown in the Weave Powers Known column of the Arcanist class table. You may not learn a Weave power of a level higher than your Max Power Level, and you may learn a Weave power at the same time you learn its prerequisite.  

    Weave Points

    You have a number of Weave points equal to your Arcanist level x 4, as shown in the Weave Points column of the Arcanist class table, + your intelligence modifier. You use these Weave points to cast Weave powers. You regain all expended Weave points when you finish a long rest.  

    Max Power Level

    Many Weave powers can be overpowered, consuming more Weave points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Arcanist class table.
    You may only cast Weave powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.  

    Weavecasting Ability

    [ Intelligence is your Weavecasting ability. You use it whenever a power refers to your Weavecasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Weave power you cast and when making an attack roll with one.
      Weave save DC = 8 + your proficiency bonus +your Intelligence ability modifier
      Weave attack modifier = your proficiency bonus +your Intelligence ability modifier  

    Weave Recovery


    Arcanist: 1st Level
    You have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of Weave points equal to half your Arcanist level (rounded down) + your Wisdom or Intelligence modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.  

    Weave-Empowered Casting


    Arcanist: 2nd level
    You gain the ability to twist your powers to suit your needs. When you cast a Weave power, you can expend additional weave points to modify the power. You gain two Weave-Empowered Casting options, located in the class features section, and you learn more at higher levels, as shown in the Weave-Empowered Casting Options of the Arcanist table.   You can use only one Weave-Empowered Casting option on a power when you cast it, unless otherwise noted.  

    Weave Shield


    Arcanist: 2nd level
    You learn how to defend yourself purely through your strength with the Weave. When you are hit by an attack, you can use your reaction to shroud yourself in Weave energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Intelligence modifier (your choice, a minimum of +1). This includes the triggering attack.
    You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.  

    Hidden Weave


    Arcanist: 3rd Level
    You learn how to conceal the casting of your Weave powers. When you cast a Weave power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the Weave power can make an Investigation (Intelligence) check against your universal Weave save DC. On a success, they can determine that you used the Weave in some way. If a creature has the Weave sight Weave power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.
    You can use this feature a number of times equal to your Wisdom or Intelligence modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.
     

    Arcanist Path


    Arcanist: 3rd, 6th, 10th, 14th, and 18th level
    You choose a Arcanist Path, which is detailed Subclass features section.  

    Ability Score Improvement


    Arcanist: 4th, 8th, 12th, 16th, 19th
    You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

    Master of the Weave


    Arcanist: 20th level
    Your attunement to the Weave is absolute. Your Wisdom or Intelligence score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single Weave power, and can cast it with little effort. Choose one 3rd-level Weave power that you know as your signature power. You can cast it once at 3rd level without expending Weave points. When you do so, you can’t do so again until you finish a short or long rest.
    If you want to cast it at a higher level, you must expend Weave points as normal.

    Class Features

    Careful Power When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full Weave. To do so, you spend 1 additional Weave point and choose a number of those creatures up to your Wisdom or Intelligence modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.
    Distant Power When you cast a power that has a range of 5 feet or greater, you can spend 1 additional Weave point to double the range of the power.
    When you cast a power that has a range of touch, you can spend 1 additional Weave point to make the range of the power 30 feet.
    Extend Power When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional Weave point to double its duration, to a maximum duration of 24 hours.
    Heightened Power When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional Weave points to give one target of the power disadvantage on its first saving throw made against the power.
    Improved Power When you roll damage for a power, you can spend 1 additional Weave point to reroll a number of the damage dice up to your Wisdom or Intelligence modifier (your choice, minimum of one). You must use the new rolls.
    You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.
    Lingering Power When you cast a power that requires concentration to maintain you can choose to spend 3 additional Weave points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.
    Pinpoint Power When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 Weave point and make a ranged Weave attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.
    Quickened Power When you cast a power that has a casting time of 1 action, you can spend 2 additional Weave points to change the casting time to 1 bonus action for this casting.
    Refocused Power When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 Weave points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.
    Twinned Power When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional Weave points equal to the power’s level to target a second creature in range with the same power (1 Weave point if the power is at-will).
    LevelProf. BonusFeaturesPowers KnownPower PointsMax Power Level
    1+2Weavecasting, Weave Recovery641st
    2+2Empowered Casting, Weave Shield881st
    3+2Arcanist Path, Hidden Force10122nd
    4+2Ability Score Improvement12162nd
    5+3-14203rd
    6+3Path Feature16243rd
    7+3-18284th
    8+3Ability Score Improvement20324th
    9+4-22365th
    10+4Path Feature24405th
    11+4-26446th
    12+5Ability Score Improvement28486th
    13+5-30527th
    14+5Path Feature32567th
    15+5-34608th
    16+5Ability Score Improvement36648th
    17+6-38689th
    18+6Path Feature40729th
    19+6Ability Score Improvement42769th
    20+6Master of the Weave45809th
    Subclasses

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Weave Blur

    Tier 2 — Weave Mask



     
    Range: Self
    Casting Time: 1 Action
    Duration: Up to 1 minute
    Concentration: Yes
    Type Universal

     

    Effect

    You use the Weave to weave an illusion that blurs your form, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.


     

    Weave Lightning

    Tier 3 — Shock



     
    Range: Self (100-foot line)
    Casting Time: 1 Action
    Duration: Instantaneous
    Concentration: No
    Type Forceful

     

    Effect

    A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren’t being worn or carried.   Weave Potency. When you cast this power using a Weave slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


     

    Shock

    Tier At will — -



     
    Range: 120 feet
    Casting Time: 1 Action
    Duration: Instantaneous
    Concentration: No
    Type Forceful

     

    Effect

    You hurl a bolt of lightning at a target within range, making a ranged weave attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.   This power’s damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 ).


     

    Heighten Senses

    Tier 1 — -



     
    Range: Self
    Casting Time: 1 Reaction, which you take when you would roll initiative
    Duration: 1 round
    Concentration: No
    Type Universal

     

    Effect

    Through the Weave, you sense a sudden shift in your environment, and can seize on it with great speed. You gain advantage on your initiative check, and until the end of your first turn in combat, your walking speed increases by 30 feet.


     

    Sense Weave

    Tier 1 — -



     
    Range: Self
    Casting Time: 1 Action
    Duration: Up to 10 Minutes
    Concentration: Yes
    Type Universal

     

    Effect

    For the duration, you sense the use of the Weave, or its presence in an inanimate object within 30 feet of you. If you sense the Weave in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Weave emanates.   Weave Potency. When you cast this power using a 3rd-level Weave slot, the range increases to 60 feet. When you use a 5th-level Weave slot, the range increases to 500 feet. When you use a 7th-level Weave slot, the range increases to 1 mile. When you use a 9th-level Weave slot, the range increases to 10 miles.


     

    Sense Emotion

    Tier 1 — -



     
    Range: Self
    Casting Time: 1 Action
    Duration: Up to 10 minutes
    Concentration: Yes
    Type Universal

     

    Effect

    You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else, and you have advantage on Wisdom (Insight) checks against the target. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.


     

    Weave Mask

    Tier 1 — Mind Trick



     
    Range: Self
    Casting Time: 1 Action
    Duration: 1 Hours
    Concentration: No
    Type Universal

     

    Effect

    Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Weave in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.   This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your weave save DC.


     

    Fear

    Tier 1 — -



     
    Range: 60 feet
    Casting Time: 1 Action
    Duration: Up to 1 minute
    Concentration: Yes
    Type Insightful

     

    Effect

    You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. A frightened creature can repeat this save at the end of each of its turns, ending this effect on a success. This power has no effect on constructs.


     

    Danger Sense

    Tier 2 — -



     
    Range: Self
    Casting Time: 1 Bonus Action
    Duration: Instantaneous
    Concentration: No
    Type Universal

     

    Effect

    You put your faith in the Weave, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:  

    • Peace, for results which are not dangerous
    • Danger, for results which are dangerous but perhaps still worth the danger
    • Ruin, for results which are certain to end in death or tragedy
      The power doesn't take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of companion.   If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.


     

    Choke

    Tier 3 — -



     
    Range: 60 feet
    Casting Time: 1 Action
    Duration: Instantaneous
    Concentration: Yes
    Type Forceful

     

    Effect

    You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 weave damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.   You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.   Weave Potency. When you cast this power using a weave slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


     

    Created by

    Samuel Sherraden.

    System

    Star Wars 5e

    Link/Embed