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Ruhk Akul

Orc [Subtype: Linnorm] Race
Krazax Lowlander Origin
Linnorm Sorcerer 10 Class & Level
Neutral Alignment
The Seven Deity
The Linnorm Lords Faction
Champion Rank/Position
23 Loyalty
The Tops Company

Strength 17
+3
Dexterity 14
+2
constitution 21
+5
intelligence 8
-1
wisdom 11
+0
charisma 12
+1
Total Hit Dice 8
Hit Die
1d6+5
+4 proficiency bonus
+3 Strength
+2 Dexterity
+9 Constitution
-1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+3 Arcana
+7 Athletics
+0 Deception
-1 History
+0 Insight
+4 Intimidation
-1 Investigation
+0 Martial
+0 Medicine
-1 Nature
+4 Perception
+0 Performance
+4 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 
53
MV
3
Prestige
2
Attunement Slots
20
Armor Class
124
Hit Points
+2
Initiative
30
Speed
Claw of the Sons 1d20+7 1d6+1d4+3+3+3+7
Booming Blade 1d20+7 1d6+1d4+1d8+3+3+3+7
Primal Claws 1d20+7 1d6+3
Attacks
Athletics, Arcana, Intimidation, Persuasion , Perception, Survival,
Tools: Woodcarver's Tools, Calligrapher's Supplies
Languages: Common (stone), Orclin(peak), Draconic (Linnorm), Primordial (Linnorm)
Proficiences
Spellcasting Modifier
Spell save DC = 8 + your proficiency bonus + your Strength modifier
15
Spell attack modifier = your proficiency bonus + your Strength modifier
7
Magic Stuff
Rod (Arcane Focus), Component Pouch


Cantrips - Booming Blade, Control Flames, Mold Earth, Shape Water, Ray of Frost, Green Flame Blade
1st Level Spells - Absorb Elements, Chromatic Orb, Shield,
2nd Level Spells - Enhance Ability
3rd Level Spells - Blink, Counter-spell
4th Level Spells - Ice Storm, Greater invisibility, Polymorph
5th Level Spells - Cone of Cold, Animate Objects
Spellcasting
Inventory sheet
Dominance Shift [Attuned]
Dominance Shift
+2 Mithral Plate Armor - Minor Legendary (90 Days, 7020 gp) - Deadly Attunement

This item has the following mundane properties:
• This armor has half the weight of a normal suit of full plate.
• This armor does not give disadvantage on Stealth checks.
• There is no strength requirement to wear this armor.

This armor has been infused with the rage of the wrathchild, the predatory instinct of the voidwidow, and the primal strength of a linnorm-blooded sorcerer. It is strength and loathing made manifest, made by one that would stand atop creation itself.

Your Constitution score increases by 4, to a maximum equal to your ability score cap.

Four chitinous appendages grow from your back, granting you the effects of the Spider Climb spell. In addition, when you take the attack action on your turn, you can use your bonus action to make an additional melee weapon attack with these appendages. They are considered natural weapons that use your strength modifier for attack and damage rolls, and deal 1d6 Piercing/Cold damage on hit.

Suffocate the Meek. You can freely stand in the space of a prone enemy up to one size larger than you. While standing in their space, you reduce their movement speed to 0, and prevent them from receiving any bonus to their movement speed. An enemy under the effects of Suffocate the Meek can make one Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check on their turn (no action required). On a success, they push you 5 feet away in a direction of your choice, and you cannot use this ability on that creature again until the start of your next turn

Void Rush. During your turn, if you move at least 20 feet towards an enemy and land a melee weapon attack against them using a natural weapon, you can activate this ability, forcing them to make your choice of a DC 17 Strength or Constitution saving throw. On a failure, the target falls prone and is stunned until the start of your next turn. You can use this ability twice, regaining all spent uses after completing a short or long rest.

Due to materials and attunement types used, this item’s price is modified to 7020, and you may spend up to 78 GP per day on it.

[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1]

Map leading to 4 Linnorm Temples.
Masterwork Woodcarver's Tools
Silver Linnorm Coin (75gp)
Gemstone worth 50gp (Chromatic Orb) Snake Plushie, Dragon Plushie Pets
Lesser Constrictor Snake(Pet event run by mimic), Puppy(Jackson Pub Dsangir event by Chicka), Riding Horse from Liv

Giant Deep Bat Tamed
https://docs.google.com/document/d/1kq75Bm5K-2iDhQaLZDQ2kKYYc1SMoqyvvYEgKfEM8UQ/edit?usp=sharing

Hunger Reaver
Hunger Reaver https://docs.google.com/document/d/1u2Tc2sVEG0iHPoaYuWmkw-3pxYddTpWDB6PaUBxsiu4/edit

The Tops - Top Hat
Daborakian Stein
Daborakian Stein
Arcane Focus - Minor Rare 1200gp

Well Oiled. The tankard is magically refilled upon being emptied and can only be emptied by drinking. Each time you drink an entire tankard, you gain a level of Well Oiled. Levels lower by 1 each hour spent with no drink. Only one creature can benefit from Well Oiled at a time.

1st level - Buzzed. You reduce any physical damage you would take by 1.
2nd level - Tipsy. Your physical damage reduction increases to 2 and you have disadvantage on Perception checks.
3rd level - Drunk. You gain 1 AC and have disadvantage on attack rolls.

Slots used: Base Material, Adornment


Blades of Frost
Blades of Frost
Being crafted by Ruhk
Claw Blades – Rare (1850gp, 19 days)

These claw blades have been crafted from the fangs of ancient drakes, the frozen ivory of those that could not even be false dragons serving as the base for the strength of a Champion. As is the way of nature. They radiate a cold fury, wisps of ice occasionally flaking from the blades.


These Claw Blades deal an additional 1 cold damage on a hit.

Grasp of Frost: When you try to grapple a creature, you can choose to try to restrain them as well. If this grapple succeeds, the creature is restrained while grappled in this way, and attacks you make against them deal an additional 1d4 cold damage. You can use this ability twice, regaining spent uses at dawn.

[Base Material Moderate, Adornment Moderate, Enhancement Moderate, Enchantment Linnorm Process, Spell Invocation x1 Slow]

Claw of the Sons [Attuned]
Claw of the Sons
Being Crafted by Seph
Claw Blade - Rare (1,500gp, 15 Days) - Attunement

A blade blessed with the power of Crovux's sons, Eldos Daikura, Fone, and Vallendrel.

This weapon has the following mundane features:
Attacks made using this weapon deal an additional 1 cold damage on a hit.
Attacks made using this weapon deal an additional 1 lightning damage on a hit.
Attacks made using this weapon deal an additional 1 poison damage on a hit.

Your Charisma score increases by 1, up to a maximum equal to your ability score cap.

Acidic Coating. This weapon deals an additional 1d4 acid damage on a hit.

Spellcaster's Blade. This weapon can be used as an arcane focus.

Shockfrost Shovel
Shockfrost Shovel
Being Crafted by Ruhk Akul
Shortsword - Uncommon (500gp, 5 Days) - Attunement

An extremely sharp shovel made from steel, bone, and ice. It does two things well, kill and dig holes.

This weapon has the following mundane properties:
• You deal an additional 1 lightning damage on a hit with this weapon.
• You deal an additional 1 cold damage on a hit with this weapon.

Dig. As an action, you can create a 5x5x10 foot hole in the ground. This cannot dig through solid stone.

Frostbite
Frostbite
Being Crafted by Ruhk Akul
Arcane Focus (Rod) - Rare (1,500gp, 15 Days) - Attunement

Made of wood harvested from the strange avacado tree with pink leaves named Treepo, that was planted by the Champion in front of the Maw of Malice. The branch cut off has been roughly carved into the shape of a icicle. Many runes were carved into the rod in Primordial Linnorm. If one could read it would say. Frost Fone the Absolute Cold, another set reading Nature is red in tooth and claw. Nature is loving, but it is not kind.

Frost Armour. When you cast a spell with yourself or an ally as your target you can increases the target's AC by 1 for one minute. You can use this ability three times, regaining all uses after finishing a long rest.

Icy Resolve. When you fail a saving throw, you can use you reaction to expend a spell slot and gain a bonus to the failed saving equal to the level of the spell slot expended. You can use this feature three times, regaining all uses after finishing a long rest.

Cold Snap. As an action you can empower your Cantrips with arcane magic. For one minute your Cantrips deal an additional 1d4 Cold damage on a hit. Once you use this ability, you can't use it again until you finish a long rest.

Pillar of the Void
Pillar of the Void
Staff - Minor Very Rare - 4,000 Gold Attunement
3 pounds

A gnarled, blackened wood staff adorned with a petrified tentacle constricted around a prismatic crystal. Down the staff runes periodically pulse with magical power.

Overwhelming Presence: While using this staff to cast evocation spells, your spell DC is increased by 1

Withering Force: While casting a single target cantrip while attuned to this staff, you may add 1d6 force damage to that spell’s damage.

Void Vacuum: As a bonus action the player can choose to activate the void magic in the staff. Chaotic energies are syphoned through the staff and into the caster restoring the use of a level two spell slot. This can be used per long rest.
[Base Material, Adornment, Enchantment, Spell Invocation]


Ring of Vallendrel
????????????????????????????????

Mithral Full Plate
The Jailer's Mask
Weapons
2 Daggers,
Miscellaneous
a trophy firedrake shrunken Head, a set of traveler's clothes, Woodcarver's Tools, 4 Glass Bottles, Climber's Kit, Grappling Hook, 2 Manacles, 3 Bandolier, Pole of Collapsing, Bullseye Lantern, a Waterskin, 50 feet of Hempen rope, Bottle of Charred Dirt(From Hateflame Field), 30ft chain,


Explorer's Pack
backpack, a bedroll, 1 mess kit, a tinderbox, 10 torches, 30 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Money Pouch
123 Platinum Coins, 8548Gold Coins, 34000 GP for VINPC Hire (At Desk in Maw of Malice.)

Crafting Tokens + Blueprints
55 crafting token, Bagpipes of Holding blueprint [50 tokens], Gachatier's Wares [50 Tokens]

Hel Revenant Fang Channeling
Hel Revenant Fang Channeling
Awarding DM: Crystal
Mission: To Hel and Back
Type: Ritual

With the connection a foreign goddess of death had over her vessel now severed, the lingering necromantic energies that would keep the dead walking now whisper to you from the spoils of a toothless maw. "The maw of death is inevitable, so be relentless."

Process
This ritual must be used on an item that does not have the Enchantment slot filled.

Result
The item gains the Contingent Attunement type and can only be attuned when you are at or below a quarter of your maximum hit points.

Effects
When attuned, the first time you would be reduced to 0 hit points as a result of taking damage, you are instead reduced to 1 hit point. If you would be subject to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you. Once this ability has activated in either way, it cannot activate again until you finish a long rest.

Limit
The item cannot be upgraded further by any means once crafted. And this method can only be used once.


Consumables
2 Potion of Healing, Antitoxin, 1 Potion of Gaseous Form, 2 Potion of Superior Healing, 2 potion of fire breath, 1 invisibility potion,1 Potion of Growth, , Potion of Water Breathing, Potion of Invulnerability




294 / 510lbs Carry Weight

HoardBreaker Bow
Hoardbreaker Bow-
"When you successfully damage an enemy target, all adjacent allies of that creature take damage equal to your Dexterity modifier. Once per long rest, you may make an additional attack during your attack action. Clear a Path: Once per long rest, you may target a square. All creatures within a 20 foot burst of that square must succeed on a DC 13 Strength saving throw or be moved backwards 15 feet in a straight line."

 


The Glock
The Glock
Being crafted by Phicael Melps
+1 Shortsword - Very Rare (5800 gold, 58 Days) - Contingent Attunement

This item cannot be attuned to normally. This item can only be attuned to as a reaction when the wielder unintentionally fails a Dexterity (Stealth) check against a hostile creature.

This weapon has the following mundane properties:
• You deal an additional 1 cold damage on a hit with this weapon.
• You deal an additional 1 lightning damage on a hit with this weapon.
• You deal an additional 1 thunder damage on a hit with this weapon.

One of the strangest blowguns to have graced Bloodwave Bay, made almost entirely out of metal, with a dark sheen unlike any other. None would expect its true purpose until it’s too late: that of a powerful magic blade with an odd, leathery hilt, raised with murderous intent. When the job's done, back to a blowgun it goes. Perfectly innocuous.
Your Dexterity score is increased by 2, to a maximum equal to your ability score cap.

Attacks with this weapon deal an extra 1d6 cold or lightning damage.

If you have Injury poison in hand, you can coat this weapon with it as an item interaction. Additionally, you can store one Injury poison in this blade for 8 hours at the end of a short or long rest. Doing so allows you to use a reaction at a later time to immediately coat this weapon with poison as part of an Attack action. If the stored poison is unused after 8 hours, it is absorbed by the weapon. You can coat this weapon twice a short rest or long rest, and store poison once a long rest.

Up close and Personal. If you move at least 15 feet in a straight line and get within 5 feet of an enemy, you can choose to place yourself under the effects Invisibility spell (no concentration required by you) until the end of your next turn. You can turn invisible in this way:
• As a reaction before taking an action, after you have moved.
• As a reaction after taking an action, after you have moved.
This allows you to Hide even when up close. This effect ends when you attack or cast a spell. You can use this ability twice per long rest.

[Base Material, Enhancement, Enchantment, Spell Invocation x1]


------
3x Scroll of Polymorph
1x Scroll of Blink
6x Scroll of Dispel Magic
1x Scroll of Detect Magic
1x Scroll of Water Walk
Scroll of Greater Invisibilty (Increased Duration)
8 potions of Poison Resistance
2 Potions of Heroism
Wyvern poison
Serpents Venom
6 Superior Healing potions
5 Potion of greater healing
3 Potions of Healing
2 Fire Resistance Potions
2 Gaseous Form potion
1 Fire Breath Potion
1 Oil of Slipperiness
2 Antitoxins
2 Potion of Heroism
1 Potion of Diminution
1 Potion of Longevity
-----


1. A book containing every conceivable method in which to cook a turkey. The book is called “777 Ways to Cook A Turkey,” and is decorated with a rather abstract rendition of Turkestrus on the cover. The title is etched in gold lettering, and the book smells faintly of a turkey-based feast. This item has no mechanical effect, but looks (and smells!) really cool on a shelf.

2. A stuffed turkey, sent directly to the home of any consenting player/business/tier zero (within reason), and a stuffed stuffed turkey. The first is a delicious food, and the second is a small plush that goes great on a bed, or would make any child very happy. Neither item has any mechanical benefit.

3. An exclusive set of turkey-bone dice. Revel in your gambling addiction by rolling turkey eyes instead of snake eyes. This has no mechanical effect.

4. A turkey mask, endorned with the real feathers of Turkestrus. While wearing it, you are serenaded by the sweet dulcet tones of one of his heads being violently removed. This has no mechanical effect.

  • These rewards are only available because Turkestrus was slain: -----
  • 5. 5 mundane sets of Cook’s Utensils. This set is unique, decorated with turkeys and other excellent meal-time foods. These will be distributed on a raffle-based system, and do not work any differently from other sets of Cook’s Utensils.

    Bagpipes of Holding Blueprint
    Bagpipes of Holding
    Wondrous (Bagpipes)
    Very Rare - Attunement (50 crafting tokens)

    Plans drafted long ago by a man named "The Bruce".

    1. These bagpipes have an extradimensional compartment that can hold up to 750 additional pounds, not exceeding 96 cubic feet. Retrieving an item from the compartment requires an action.

    Choose 2 of the following Effects:

    2. Your [a. Strength] [b. Charisma] score increases by 3, up to a maximum equal to your ability score cap.

    3. You gain a +1 bonus to [a. Strength (Athletics)] [b. Charisma (Performance)] [c. Charisma (Persuasion)] checks. The bonus increases to +2 if you are wearing a kilt.

    4. You can become a mythical warrior before your oppressive foes. As an action, you can [a. gain the “enlarge” effect of the enlarge/reduce spell for 1 minute (no concentration required).] [b. shoot a fireball from your eyes. Choose a point you can see within 150 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.] [c. shoot lightning from your backside. 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 DC 15 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.] Once you use this ability, you can’t use it again until you finish a long rest.(edited)
    [8:14 PM]

    5. Your enemies may take your lives, but they will never take something dear to you. You can spend 10 minutes delivering a motivational speech to those around you. Choose up to seven friendly creatures you can see within 60 feet of you. Each target [a. gains resistance to slashing damage] [b. gains advantage on Charisma saving throws and their first melee attack] [c. can choose one of their weapons to become a magic weapon with a +1 bonus to attack rolls and damage rolls] for 1 minute.

    6. If an enemy you can see within 60 feet of you has been reduced to zero hit points since your last turn, you can use an action to draw these bagpipes and start playing a beautiful yet heart-wrenching skirl for 1 minute. When you start playing, choose up to two humanoids you can see within 60 feet of you. If the targets can hear the bagpipes, they must make a DC 15 Wisdom saving throw or be overcome with sadness and suffer the effects of the hold person spell. The effects of the hold person spell will end early if you stop playing the skirl and you must maintain concentration while playing.

    7. As an action, you can summon a Swarm of Highlanders in an unoccupied space within 30 feet of you to aid you in battle. The Swarm of Highlanders will fight for 1 minute, or until it is reduced to 0 hit points. The swarm obeys any verbal commands that you issue to them and If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once you use this ability you cannot do so again until you finish a long rest.

    Gachatier's Wares
    Gachatier's Wares
    +1 Any Simple Weapon
    Very Rare - Attunement (50 crafting tokens)

    Man needs money for his gambling addiction to Kalkatesh Impact.

    Choose 3 of the following effects:

    1. Your [A. Constitution / B: Wisdom / C: Charisma] score increases by 3, up to a maximum equal to your ability score cap.

    2. Your attacks with this weapon score a critical hit on a roll of 19 or 20 on a hit.

    3. This weapon deals an additional 1d6 [A. radiant/B. psychic/C. cold] damage.

    4. With a word and a wave, you empower those around you. As a bonus action, you can create a 20 foot aura around yourself for one minute. This aura grants 1d4 [A. fire/ B. ice / C. thunder] damage to all weapon attacks made by allies within the aura. You can do this once per long rest, regaining usage after finishing a long rest.

    5. This weapon possesses a strange metal inlay that enables advanced combat tactics. Using this weapon, you can make a ranged weapon attack on an enemy you see within 10 feet, using your choice of Strength or Dexterity. If the attack hits, you can teleport to a tile adjacent to that enemy and deal 1d6 [A. thunder/B. lightning/C. force] damage to both the target and all enemies within 10 feet of the target. This can be done a number of times up to your proficiency modifier. You regain all uses all uses after finishing a long rest.

    6. As an action, you can create a 30 foot cone of energy, all creatures within that cone must succeed a DC 15 dexerity save, or take 3d6 [A. fire/ B. ice/ C. radiant], half on a success. This can be done three times, regaining all charges on a successful long rest.(edited)

    7. As a bonus action, you can choose a point to summon a pillar of ethereal earth that rises towards the heavens. All enemies in a 10 foot radius from the point must make a DC 15 Dexterity save or take 3d6 [A. force/ B. psychic/ C. bludgeoning] damage, or half on a success. This pillar is ephemeral and lingers for one minute, constantly pulsating earthen wrath within 10 feet. Enemies who start their turn in the aura or enter it for the first time in a turn must make a DC 15 Constitution save or suffer the same damage as above, or half on a success. You can do this once, regaining usage after finishing a long rest.

     

    Equipment
    The Linnorm Lords
    Faction
    The Mad Man
    Stat Array
    Racial Benefits
    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 can't discern color in darkness, only shades of gray.

    Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

    Menacing. You are trained in the Intimidation skill.

    Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    Title - The Tops
    Astral Water at Fountain of Youth - You gain 1 MV as astral power infuses your blood.
    Drank the Astral Water - -5 Max HP unable to recover it.

    Crovux - Linnormous Blessing You are blessed with life energy, increasing your hit point by 10.

    The following blessing are gained in this manner. At faction join, choose one, with each loyalty you gain you may choose another blessing. All Linnorm Lords have the Linnormous Blessing.

    Fone - First of the Fells The character gains cold resistance. In addition you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.)

    Eldos Daikura - The Mastermind The character gains lightning resistance. In addition you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.)


    Attribute Cap Increase - +4 Con Cap
    Champion - +5 HP
    Origin Krazax - +1 Con and survival skill gained
    sub origin lowlander - + 5 max HP and Athletics skill gained
    Loyalty 5 - +5 hp
    Linnorm Features
    Linnorm Lord
    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
    ***Fone: Cold / Thunder / Primal***
    You can speak, read, and write Draconic (Linnorm). Additionally, whenever you make a Charisma check when interacting with Linnorms, your Proficiency bonus is doubled if it applies to the check.

    Linnorm Prowess
    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

    Additionally, you grow sharp claws that increase in potency as you gain levels using the following progression:
    At 1st Level: Your claws deal 1d4 Slashing
    At 6th Level: Your claws deal 1d6 Slashing
    At 14th Level: Your claws deal 1d6 Slashing + extra 1d6 Primal damage
    At 18th Level: Your claws deal 1d6 Slashing + extra 1d6 that is every element your chosen Linnorm governs.
    Attacks with these claws use your Strength modifier, and you can use your bonus action to make an attack with a claw. These claw attacks are considered magical for the purpose of bypassing resistances.
    Dominance
    Starting at 6th level, you can use an ability associated with the Linnorm you have chosen. Using such abilities costs 1 sorcery point, and they only function with hard casted spells.
    Fone
    Absolute Cold
    As a bonus action, you can mark a target for dominance. Until the start of your next turn, if the target is dealt cold damage, they must make a Dexterity saving throw DC 8 + your proficiency + your Strength modifier. On a failed save, they are frozen solid and stunned until the end of their next turn.


    Sorcerery Powers
    Sorcery Points
    You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

    Flexible Casting
    You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

    Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.


    Metamagic
    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

    You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

    Quickened Spell
    When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

    Twinned Spell
    When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

    To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.


    Feats
    Racial Feat - Mundunugu
    Prerequisite: Orc Your spellcasting is channeled through your physical body, inscriptions taken from your body rather than your mind. You gain the following benefits:
    Chose a class. Your spell casting or pact magic ability modifier for that class becomes Strength. Any class feature coming from the same class that is based on the same ability modifier as the original spellcasting or pact magic also is now based on Strength. For every spell known or prepared you have, a scar must be made on your body, as that is where you draw your magic from.

    Fone(Awakened) - The Absolute Cold

    Gain immunity to cold damage
    Gain vulnerability to fire damage
    Gain a 30ft cone Cold damage breath weapon, this scales like the dragonborn racial breath weapon, except, it deals its damage in d10s. It can be used once per short or long rest. If you are a dragonborn, this feat replaces your old breath weapon and you gain an additional use that recharges in the same manner. If you take this feat, you cannot take other dragon born feats or benefit from them. Your subtype changes to Linnorm regardless of race.
    First of the Fells has its cold damage increase, changed to +6 instead of +2. this applies to the breath weapon.

    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Bottle's Brew.

    Statblock Type

    Verum Character Sheet

    Link/Embed