Remove these ads. Join the Worldbuilders Guild

Artakama

Simurgh Race
Origin
Warlock 7 Class & Level
Neutral Alignment
Bloodlock Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 15
+2
constitution 20
+5
intelligence 12
+1
wisdom 15
+2
charisma 20
+5
Total Hit Dice 7
Hit Die
1d1d8+5
+3 proficiency bonus
+0 Strength
+2 Dexterity
+5 Constitution
+1 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+11 Deception
+4 History
+2 Insight
+5 Intimidation
+1 Investigation
+2 Martial
+8 Medicine
+9 Nature
+2 Perception
+11 Performance
+5 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills

 
0
MV

Prestige
1
Attunement Slots
12
Armor Class
69
Hit Points
+2
Initiative
45, quad 55, 45 fly (unsubstantiated), 45 Climb
Speed
Attacks
Skills: Arcana, Deception, History, Acrobatics, Performance
Expertise: Medicine, Nature (additional +2)
Tools: Alchemy, "Gardening", and Herbalism

Proficiences
Spellcasting Ability Charisma
Spell save DC = 8 + Proficiency + Charisma modifier = 8 + 3 + 5 = 16
Spell Attack modifier = Proficiency + Charisma modifier = 3 + 5= 8

Mage Hand Cantrip
Spoiler label
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't Attack, activate magical items, or carry more than 10 pounds.


Prestidigitation Cantrip
Spoiler label
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.
• You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a Candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous. Effects active at a time, and you can dismiss such an effect as an action.


Guidance
Spoiler label
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.


Spare the Dying
Spoiler label
You touch a living creature that has 0 Hit Points. The creature becomes stable. This spell has no effect on Undead or Constructs.


Life Transference
Spoiler label
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Bless
Spoiler label
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.


Remove Curse
Spoiler label
At your touch, all curses affecting one creature or object end. If the object is a Cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.


Aid
Spoiler label
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current Hit Points increase by 5 for the Duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, a target's Hit Points increase by an additional 5 for each slot level above 2nd.


Dispel Magic
Spoiler label
Choose any creature, object, or magical effect within range. Any spell of 3rd Level or lower on the target ends. For each spell of or higher on the target, make an ability check using your Spellcasting Ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, you automatically end the Effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.


Revivify
Spoiler label
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.


Greater Restoration
Spoiler label
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's Exhaustion level by one, or end one of the following Effects on the target.
• One effect that Charmed or Petrified the target
• One curse, including the target's Attunement to a Cursed magic item
• Any reduction to one of the target's Ability Scores
• One effect reducing the target's hit point maximum


Dimension Door
Spoiler label
You Teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
You can bring along Objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying Capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to Teleport you.

Spellcasting
Blood red feather internal focus that is a bangle of a feather. Gives additional +1 to checks to create potions. Can be expended to reroll a failed potion creation (both dice if advantage). Once it is expended cannot use until conference again.

Blood Houma-
5X [40 hps total; 4 hp/round (10 rounds) works even when unconscious] Minor Regeneration Houma [see notes for more information]


2X Rat Poison
2X Antivemon for rat poison
2X Serpents Kiss
1X Sleeping Drought
Superior healing potion
Lessor Restoration
Anti paralysis potion

Boat that has turned into a satchel
3 underwater grass
8 dark green algae
3 seaweed
3 Cacti
1 tumbleweeds
3 Prickly pear
5 her feathers
2 Quetzu Feathers
3 healing reagent (Feather dust me)
1 jar of ultra fine sapphire dust (6 uses left)
25 Healing Reagents
15 Defensive Reagents
10 Offensive Reagents
3 vials of bat guano
Fresh Tilled Soil

Recipe Notes
Equipment
Rolled: 18, 12, 10, 14, 14, 18 Rolled HP: 69
Stat Array
Class
Armor: Light Armor,
Weapons: Simple Weapons
Tools: Alchemy, "Gardening", and Herbalism
Saving Throws: Wisdom, Charisma
Skills: Arcana, Deception, History, Survival, Acrobatics, and Performance
Expertise: Medicine (old age), Nature
Languages: Arctoglypths

Cantrips (2) Guidance, Spare the Dying, Mage Hand, and Prestidigitation
Spells Known (8) Bless, Remove Curse, Aid, Dispel Magic, Revivify, Life Transference, Greater Restoration, Dimension Door
Spell Slots (3)
Spell Level (4)
Invocations (4)

Racial bonus: +2 Charisma, +1 Wisdom
4th Level ASI: +2 in Con

Racial Ability: Restoration Through Sacrifice: As an Action you may Sacrifice any number of your current HP in order to heal another per for double the value. If you use more than X more HP, (x being twice your character level) this also gives the effects of lesser restoration. If it is 2x, it gains the effects of greater restoration. This damage cannot be resisted in any way by the player. This damage cannot be resisted in any way by the character getting healed. You may use this a number of times up to your con modifier per short rest. Sight based ability.
DC based on HP used: 0-10: DC 18, 10-20: DC 16, 20+

Glamor ability: Very pretty winged fanus child, hmm that is an unusual fanus with weird color wings, oh crap it's one of those rare kind (levels) [DC is an insight roll off?] Sleep doesn't impact it. No impact on touch. Falters in high stress situations.

Invocations (4)
Devil’s Sight: You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.
Eyes of the Rune Keeper: You can read all writing.
Blood Shared: When an effect would cause you to regain Temp HP, you can instead give it to up to 2 allies within 15 ft.
Grievous Healing: You gain access to the Life Transference Spell. If you already know this spell, you gain an additional use of it that does not count against your spell slots.

Feat Dancer
Prerequisites: 13 dexterity, 13 charisma
Gain either +1 Dexterity or Charisma to a maximum of 20 (Chose Dexterity)
Gain proficiency in acrobatics and performance. If you already have proficiency gain double proficiency instead.
(Basic Movements 35, quad 45, 35 fly (unsubstantiated), 35 Climb) Gain 10ft of movement speed.
You don't provoke opportunity attacks from that creature as you move by them (walking speed only).

Blood red feather internal focus that is a bangle of a feather with a pearl.

Rend the Blood: As a reaction, you may inflict damage upon yourself, in order to interfere with others attacks. When you or an ally within 20 feet are attacked with a melee weapon attack, you may suffer up to your proficiency modifier in damage. If you do so, the attack suffers a penalty to hit of equal value.

Blood Houma (up to 2 potions per sessions)
When you make a healing potion, you can choose to infuse it with your blood. You can take up to twice your character level, and that damage becomes the minimum heal for that potion. If it would go above the maximum heal of the potion, it will become that max value. Example 2d4+2 and take 10 damage and then it would heal for the full 10 hit points.
Level 7 Capped at Greater healing potions (4d4+4). Superior at 10 (8d4+8). Supreme at 12 (10d4+20).

Semblance
Nature enhancements- an additional +2 to nature rolls stacking on top of proficiency or expertise. Ability to replace other checks with nature checks. Ability to have “garden” proficiency (aka very good at getting things to grow). Enhances what is grown. Able to make combinations of potions that are like cooking based on “Oh need a pinch of this and a sprig of that” old grandma homemade cooking style. Can replace alchemy intelligence rolls with nature checks. Can now be added to medicine checks.

Alchemy class
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

Drangoana.

Statblock Type

Verum Character Sheet

Link/Embed