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Xurul

Tortle Race
The Rift: Divini Origin
Sorcerer (Linnorm Vallendrel) 1 Class & Level
Neutral Alignment
The Seven Deity
The Linnorm Lords Faction
member Rank/Position
Loyalty
Company

Strength 17
+3
Dexterity 10
+0
constitution 14
+2
intelligence 12
+1
wisdom 11
+0
charisma 16
+3
Total Hit Dice 1
Hit Die
1d1d6+2
+2 proficiency bonus
+3 Strength
+0 Dexterity
+2 Constitution
+1 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+3 Arcana
+2 Athletics
+5 Deception
+1 History
+2 Insight
+5 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+1 Nature
+2 Perception
+3 Performance
+5 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
18
Hit Points
+0
Initiative
30ft
Speed
Attacks
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools:
Saving Throws: Constitution, Charisma
Skills: Arcana, Insight, Deception, Intimidation, Persuasion, perception (Arcana and Insight from Srocerer, 3 of choice from divini and 1 from The seven lip service)
Quarterstaff
Attribute Cap Increase - +4 to any ability score; Ability Charisma
Proficiences
Cantrips:
Acid Splash: Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Fire Bolt: Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

Shocking Grasp: Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Frostbite: Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1st level spells:
Witch Bolt: 1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Shield: 1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Spellcasting
Arcane Focus (small crystal)
Dungeoneer's Pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
(Linnorm Lords faction) A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10gp. Bullseye lantern, 3x potions of healing, antitoxin
Equipment
The Linnorm Lords
Faction
The Mad Man
Stat Array
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Aquan and Common
Linnorm sorcerer: 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. (Vallendrel: Poison / Acid / Primal) .
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.
Linnorm lords faction:
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.)
The Mark of Crovux - Members of this faction are marked by a carved tattoo upon their face, it can look as stylish as you wish, but you must never hide it, for a lion does not hide from a mouse.
Tenants:
Morality is for lesser beings, do not bother yourself with it. Do what you believe, nothing else matters.
The strong eat the weak, mercy is an injustice. Spare no one and expect no one to spare you.
The Dragons of Dragonstar are our sworn enemies, eat them like the prey they are.
Find my children and bring them back to me, or I will find someone else who can.
The World Wanderers are a useful instrument, we do not break useful things.
The Astral Reckoning threatens the world, MY WORLD. See that it is stopped, even if you must deal with the weak to do so.
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

TheFairyRue.

Statblock Type

Verum Character Sheet

Link/Embed