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Bythe 'Stormy' Wyserian

Air Genasi Race
Dolten/ Skittering Origin
Cleric/ Tempest 1 Class & Level
Chaotic Neutral Alignment
Kaheeli Deity
Hkari Faction
Rank/Position
2 Loyalty
Company

Strength 14
+2
Dexterity 10
+0
constitution 15
+2
intelligence 12
+1
wisdom 18
+4
charisma 11
+0
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+1 History
+6 Insight
+0 Intimidation
+1 Investigation
+4 Martial
+4 Medicine
+6 Nature
+6 Perception
+0 Performance
+0 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 

MV

Prestige
1
Attunement Slots
19
Armor Class
12
Hit Points
+2
Initiative
30
Speed
Attacks
Insight
Perception
Persuasion
Nature
Weapons
Heavy Armor
Proficiences
Fog Cloud
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Thunderwave
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Sacred Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Thaumaturgy

Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Guiding Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Spellcasting
Hkari benefits
Hkari Plate
Full Plate Armor (Requires Attunement)
This legendary armor, passed down to all members of the order, is forged and infused with secret rituals and the souls of Hkari past. However such power comes at a cost.

This armor contains a +1 enhancement bonus, and increases in might as the wearer gains strength. At 5th level it becomes +2 and at 10th level, +3.
You gain proficiency with this armor if you don't have it.
This armor also provides a +3 to any hit point gained form any source of healing.
If you should ever die, to protect it from the evil constantly waiting for it, the armor seals your soul within to keep it safe and to power the next Hkari. A Hkari can never be resurrected.
The armor can be taken off, but no matter where it is, your soul returns to it once you have attuned to it, which you do when you join the Hkari.

Fadesteel Gorget: Whenever you would be subject to a critical hit, you reduce the damage taken by 5.

A set of traveler's clothes, Smith's Tools, and a pouch containing 10gp.

Improved Starting Equipment: Choose three from the following item sets to start with: potions of healing x 3, pole of collapsing, antitoxin, empty vials x 2, bullseye lantern, smokestick, net, hourglass.

Hkari Armor

Signifier Echelon
The armor takes on its lightest form, becoming more akin to a chainmail robe.

Loyalty 1: You can use a bonus action to empower your spellcasting for 1 minute. When you hard cast a spell you add 1d6 additional damage of that spell's damage type to the total damage dealt. You must complete a long rest before you can use this ability again.

Equipment
Hkari
Faction
The Specialist
Stat Array
Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Unending Breath
You can hold your breath indefinitely while you're not incapacitated.

Mingle with the Wind
You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Seal of Air
You gain a fly speed of 30ft. If you should deal lightning damage, the damage is increased by 2, this applies only once per source.

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

Ravion.

Statblock Type

Verum Character Sheet

Link/Embed