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Zephyra

Dragonborn(Blue) Race
Badlands(Wendigo Soul) Origin
Fighter(Champion) 8 Class & Level
Neutral Alignment
Iass Deity
Factionless Faction
Rank/Position
Loyalty
Scaly Squad Company

Strength 22
+6
Dexterity 10
+0
constitution 20
+5
intelligence 11
+0
wisdom 14
+2
charisma 12
+1
Total Hit Dice 8
Hit Die
1d10+5
+3 proficiency bonus
+11 Strength
+2 Dexterity
+10 Constitution
+2 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+0 Arcana
+9 Athletics
+1 Deception
+0 History
+2 Insight
+1 Intimidation
+3 Investigation
+2 Martial
+2 Medicine
+0 Nature
+8 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills

 

MV
1
Prestige
3
Attunement Slots
23
Armor Class
135
Hit Points
+2
Initiative
20 walk,60 glide,10 fall
Speed
MW Daborakian Claymore 1d20+3+6 2d6+6+1
Forbidden Lore 1d20+3+6+2 2d8+6+2+2d4
Light crossbow 1d20+3 1d8
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Athletics, Perception(Expertise)

Factionless: 1 tool (smiths tools), 1 skill (Investigation)

Lip Service: Survival

Languages: Common, Draconic
Proficiences
what even are spells
Spellcasting
Dragoon Armor
Light crossbow
Explorer's pack(backpack, bedroll, mess kit (tin box, cup, cutlery), tinderbox, 10 torches, 10 rations, waterskin, 50ft hempen rope)
2 crafting tokens
Quarterstaff (from witch)
potion of slow (throw)
16 arrows
8 sets of veils and cloaks from the manor
2 purple jars
1 growth potion
1 poison
4 greater healing potions
1 healing potion
20 spears
6 water breathing potions
2 Wyvern Poison
Old dagger wrapped with bandages

Kilgore's Plate Armor(Attuned)

Plate - Minor Legendary (8,560gp) - Attunement

Your Armour Class increases by +4

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

My Eyes See All - You gain Blindsight out to 30ft. whilst wearing this armour and gain proficiency in Perception.

Crovux’s Judge - When you use Action Surge, you may roll an additional damage die on a hit. When you use Second Wind you may take an attack as a reaction, on a hit you heal an amount equal to the damage dealt.

Primal Regeneration - You may use your breath weapon as part of the attack action and heal for half of the damage dealt.

Improved Critical Hit - Your Critical Hit range decreases by one, becoming 19-20 or if you have the Improved Critical feature it is reduced to 18-20 and so on.

Crovux Protects - You have 4DR against Physical, Primal and Lightning Damage.

[Base Material, Enchantment, Enchantment, Adornment, Special Crafter]

 


Forbidden Lore (Attuned)

+2 Butchers Axe - Legendary - Crippling Attunement: Died at least once

A mass of steel and tentacles that make up the crossguard and handle, a single jaded eye acts as the pommel. The steel is dulled and doesn't reflect light, instead absorbing it and channeling it into new, more violent abilities.

The tentacles that make up the handle of this weapon wrap around your wrist and suction cups seal it to you. You cannot be disarmed of this weapon by any means other than dispel magic or remove curse. In addition, if you unattune from this item you lose either your left or right hand. Your choice.

This weapon gains the Catching and Reach properties.

Your Constitution score increases by 2, and your Strength score increases by 2.

Attacks made using this weapon deal an extra 2d4 radiant damage on a hit. In addition, you can re-roll this extra damage on a 1 and must use the new roll.

Even in Death. Should an ally be knocked unconcious within 10 feet of you, you gain a +1 bonus to attack rolls. If an ally dies within 20 foot of you, you gain a +2 bonus to your attack and damage rolls. Both of these bonuses last until they are no longer unconcious or dead.

I Move Forward. When you dash toward a hostile creature, you can still use your attack action at the end of the movement, however, your speed is reduced to 0. You can use this feature twice, regaining both uses after finishing a long rest.

 


Reach of the Dissatisfied (Attuned)

Tier 2 Prestige 2 Mission Reward
+1 Steton Greatbow - Very Rare (5,000gp) - Attunement

Built from the bones and singue of many different creatures, from Bulettes, to Manticores, to Rocs and Chimeras. Once wielded by a legendary Steton Strider, it now falls to you to continue his hunt.

Attacks made using this weapon deal on additional 1d6 lightning damage on a hit which ignores resistance.

Rising Bulette. As part of the attack action, you may attempt to knock an enemy into the air. You use your Strength modifier and proficiency bonus so long as you are proficient in Steton Greatbows. If the attack hits, no damage is dealt, and the creature is launched 10ft. into the air. When a creature is launched up in this way, you can immediately make a ranged weapon attack against the creature as a free action. After you have made the additional attack, the creature must succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check or be knocked prone when they land. In addition creatures who succeed on this skill check do not suffer fall damage.

Roc Tracker. Your critical threat threshold becomes 19-20 with attacks made using this weapon when attacking a creature that is higher than 5 feet in the air.

See Through the Falsehoods. The knowledge of the old Strider's flow through you. During combat, you can make a Wisdom (Martial) check as a bonus action. You can use this ability twice, regaining both uses after finishing a short or long rest.

This item is Glorybound to Level 6+.

 


Smith's Tools

Smith's tools allow you to work metal, beating it to alter its shape, repair damage, or work raw ingots into useful items.
Components. Smith's tools include hammers, tongs, charcoal, rags, and a whetstone.
Arcana and History. Your expertise lends you additional insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.

Equipment
Factionless
Faction
Mad Man(15/10/15/11/14/11)
Stat Array
Origin: Badlands +10 hp, +2 to saving throws
Wendigo Soul:
If an enemy within 10ft rolls 1 on a d20 roll, heal 3hp as you feed on the misfortune of others.

Racial:
Str +2, Cha +1

Ability Score Cap- +2 Max Str

Breath Weapon

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

5x90 ft line (dex save)

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

 


Lightning Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Class:
Second Wind - On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
short rest

Action Surge - Additional action, short rest

Fighting Style- Defence

Champion- crit on 19

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

 


Long Jump: Str score + (Str mod x 2)= 34ft
High Jump: 3 + (Str mod x 2)= 15ft

Indomidable

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.


Powers/ Upgrades
Cursed Bones
You can ask me one question for every new town you enter (Meaning you can wait till after you have spoken to NPCs to ask questions about them)

 


Cold Crystal Thingy

Additional cold damage added to Breath Weapon. Scales with level.

 


Sacrificial Pool Stuff

-10 ft walk from failing save

Whenever Zephyra jumps, she can hover in the air, falling at a speed of 10ft. per round, and can move 60ft. horizontally. In addition, she can use the wings as if they were still the Dragonslayer Greatsword, however only if she is attacking an enemy which is behind her. However, enemies attacking her from behind have advantage on attacks against her if she used her wings before they attack. This resets at the start of her next turn.

Zephyra can make long or high jumps without needing to move and gains double the distance she normally would. Long:68 ft, High: 30 ft

Smashing the tail into the ground casts the Shatter spell at its minimum level with a save DC 13, which Zephyra is immune to.

Once per day, Zephyra can grant herself and two allies the protection of the Dragon Breath Shield for 1 minute.

 


Dragon Slayer Greatsword

You deal an additional 3d6 damage to any creature that has the Dragon creature type, in addition, you can detect any creature that has the Dragon-Type within 100ft. once per week.


Might of The Linnorms

Whenever you reduce damage through DR, Resistance or Immunity, you can use a reaction to gain an Unrelenting Charge. You can store a number of these equal to double your proficiency bonus. You expend up to two charges whenever you restore hit points or deal damage, and roll xd8, x equalling the number of charges you expend and add them to the roll.

 


Lvl 4 Feat
Whelming Ancestry

The essence of a true dragon’s breath flows through you, allowing your own breath weapon to be as ready as the ancient draconic entities'. You gain the following benefits:
If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet.
You can use your Breath Weapon or Dragon's Fear as a bonus action.
At the start of your turn, if the use of your Breath Weapon is expended, you can roll a d6. On a 5 or a 6, you regain the use of your Breath Weapon.


Lvl 6 Feat
Great Weapon Master

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

 


Lvl 8 Feat (Tasha's)
Slasher

STR +1
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

 

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

epiccococooki.

Statblock Type

Verum Character Sheet

Link/Embed