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Donny di Niccolo

Dragontortle Race
Lucifer :c Origin
Wizard 9 Class & Level
Neutral Good Alignment
Technology Deity
radical dudes with attitudes Faction
The Brains Rank/Position
Totally. Loyalty
my brothers, who else Company

Strength 28
+9
Dexterity 10
+0
constitution 25
+7
intelligence 24
+7
wisdom 17
+3
charisma 15
+2
Total Hit Dice
Hit Die
1d+7
+4 proficiency bonus
+9 Strength
+5 Dexterity
+7 Constitution
+15 Intelligence
+11 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+14 Arcana
+3 Athletics
+2 Deception
+30 History
+3 Insight
+2 Intimidation
+5 Investigation
+3 Martial
+3 Medicine
+6 Nature
+11 Perception
+2 Performance
+2 Persuasion
+15 Religion
+0 Sleight of Hands
+0 Stealth
+7 Survival
skills

 

MV

Prestige

Attunement Slots
22
Armor Class
315
Hit Points
+5
Initiative
40
Speed
Attacks
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Armor: nothing
Skills: Survival (race.) Religion, History (class) Arcana (from Lucifer's pact.) Religion (expertise from azanoth's) Perception (yer a dragon)
Languages: Aquan, Common, Lesser Draconic, Elder Draconic, Giant, Elder Dragonsign, Rahanma (due to hela's influence of the bridge.)
Proficiency: Hands of the Forge: you know how to create hunter weapons
Saving Throws: Intelligence, Wisdom (expertise in these saves.)
Immunity: Cold, Charm and Fears.
Ability Cap Increase: Your a dragon.
Walk 40, fly 80, burrow 30, swim 40.
Blindsight 60 feet, darkvision 120.
Huge category Dragon, or medium sized humanoid.
Proficiences
Pact with lucifer: Arms of Hadar. Conjuration, 1 bonus action, 10 foot radius around self. V, S component, instant.
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

4 current cantrips. 6 first level spells Spell slots are 4 first level, 3 second levels, 3 third level slots and 3 fourth levels and 1 fifth level.
You are able to ready a number of spells equal to intelligence modifier+ wizard level. You can change this when you finish a long rest.
------------------------------
Cantrips:
Mold Earth: Transmutation, 1 action 30 feet, S component, duration instant or 1 hour.
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Chill Touch: Necromancy, 120 feet, V, S component, duration 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Light: Evocation, 1 action, touch, V, M components, one hour.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Shape Water: Transmutation, 1 action, 30 feet, S, instant or 1 hour.
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

-----------------------------------
First Level Spells
Find Familiar: Conjuration Ritual, 1 hour cast, ten feet, V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) duration instant.
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Feather Fall: transmutation, 1 reaction, which you take when you or a creature within 60 feet of you falls, 60 feet, V, M component, 1 minute.
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Detect Magic: Divination Ritual, 1 action, self, V, S component, 10 minute concentration.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Catapult: Transmutation, 1 action, 60 feet, S component, instant.
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Burning Hands: Evocation, 1 action self 15 foot cone from you, V,S components, instant.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. 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.

Sleep: Enchantment 1 action, 90 feet range, V, S, M component, 1 minute.
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Absorb Elements: 1 reaction when you take acid, cold, fire, lightning, or thunder dmg, Range of self, S, 1 round.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

--------Second Level Spells-------------
Magic Weapon: Transmutation 1 bonus action, touch, V, S, Concentration up to 1 hour. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Darkvision: Transmutation, 1 action, touch, V, S, M for 8 hours.
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Locate Object: divination, 1 action, self, V,S,M, concentration 10 minutes.
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Nystul's Magic Aura: 1 action, touch, V, S, M (small square of silk) 24 hours.
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Warding Wind: 1 action, self, V, concentration 10 mins.
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

-----------Third Level Spells----------------
Phantom Steed: Illusion, 1 minute, 30 feet, V, S, 1 hour. (flavoring this as Guard Drakes)
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Leomund's Tiny Hut: Evocation, 1 minute, self (10ft radius hemisphere), V, S, M, 8 hours.
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Lightning Bolt: Evocation, 1 action, 100 foot line, V, S, M, instantaneous
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 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Tongues: Divination, 1 action, touch, V, M, 1 hour duration, 1 action
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Incite Greed: 1 action, 30 feet, V, S, M (a gem worth at least 50 gp) concentration 1 minute.
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Counterspell: Abjuration, 1 reaction when someone casts a spell, S, instant.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Haste: L 1 action, 30 feet, V,S,M, concentration, 1 minute.
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

--------Fourth Level Spells----------------
Fabricate: (Void Gifted) Transmutation, 10 minutes, 120 feet, v, S, instant.
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Banishment: Abjuration, 1 action, 60 feet, v,s,m, concentration 1 minute.
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

Greater Invisibility: illusion, 1 action, touch, V, S, concentration 1 minute.
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Ice Storm: 1 action, 300 feet, V,S,M, isntant. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Hallucinatory Terrain: 10 minutes, 300 feet, V, S, M, 24 hours.
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Stone Shape: 1 action, touch, V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object), instant. You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Watery Sphere: 1 action, 90 feet, V, S, M, concentration, 1 minute.
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration. Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

------------------------Fifth level spells------------------------------------
Animate Object: 1 acton, 120 feet, V,S, concentration 1 minute.
https://5e.tools/spells.html#animate%20objects_phb

Scrying: 10 minutes, self, V,S,M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water), concentration 10 minutes.
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge of Target gives bonus to save. Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 Connection to Target Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Dream: 1 minute, special, V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) 8 hours. This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
Spellcasting
Money total: 1000gold.

Spellshell: Donny writes all his spells into his shell for easy use, and as thus, his body is his spellbook.

----
Arcane Focus Quarterstaff - 4 lbs

Scholar's Pack: Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, a small knife.

The charred Corpse of an unknown hero, whose soul was reaped by a demon of the 9 hells. soul unoccupied. It was made into a golem to guard Donny. It's name is Lutherion and it is extremely powerful.

A humanoid sized dragon named Kise the Cook, this is a golem made by golem that is noncombative, and knows a plethora of cooking recipes.

The Vault: Only kud, rome and old donny can enter. 750k coins, white golem of yhara, white arm of zyainye, and arm of nocturne, giant mirror infused to ready terra, leader of yhara, 4 void fragments, primal items, unknown rune to prevent void access.
Equipment
radical dudes with attitudes
Faction
none umu
Stat Array
A.S.I.: 24 str, 10 dex, 23 con, 18 intelligence, 13 wisdom, 21 charisma.(+1 to intelligence) (+2 str +1 wis from race) )(+3 to int from lucifer)(+2 int feat) (+2 con) (+2 str +1 wis from azanoth's)
Outsider: +5 initiative, +1 Calligrapher's Supplies.
Lucifer; The Omega; The Elder Dragon of the Unknown; +3 intelligence, prof. in Arcana, expertise in wisdom saves, immunity to charm and fears. +5 max hp, +1 asi. +2 asi. Eldritch War Form.
Tortle: +2 Str +1 Wisdom

HP: (Health currently maxes from azanoths, but record for later.) 315 health.

3 attunement slots currently.

Lucifer's March: The shroud of the Void envelopes you to teleport towards your enemies with 500 FT. Once you damage an enemy they will be marked by Lucifer. As an Action you can teleport to a marked enemy within 500 FT and then as a Bonus Action Weapon Attack with a critical thresh hold of 15-20. Then once damaged the mark will be consumed and you gain Temp HP off the total damage. This ability can only be used Once per Night Fall.

Dragons Vow(Lv 2) Presence of the Omega: As an action you can exhume an aura of dread and Tendrils Emerge from your mark. For the one minute, every creature that enters within 30 feet of you must make a wisdom saving throw DC 8+Prof+Wis or become frightened of you until the end of your next turn. As well get able to use the 1st LV Arms of Hadar spell as a bonus action without using a spell slot once every 3 turns. You can use Presence of the Omega Twice per Long Rest.

Voices of The Many: You Learn Rahanma Language. The Language of the horrors and Dragons of the Void. If you use a spell with a vocal component using the Rahanma Language you will able to gain ac based off the spell slot used until the end of your next turn. Twice per Long Rest.

Azanoth's True Chosen
Gain Expertise in your 1st level class chosen Skills, Saving Throws, and Weapons. Your racial ability score increase gives double bonus and can go past the cap of 20 (Up to a max of 30). As well, You no longer need to roll hp on Level you automatically choose the maximum on that Dice.

Keen Mind: Increase your Intelligence score by 1, to a maximum of 20. You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.

Raven Familiar Nevermore: 1 hp, 12 ac, tiny beast, 50 fly speed, STR 2 DEX 14 CON 8 INT 2 WIS 12 CHA 6 / Perception +3
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Hold Breath: You can hold your breath for up to 1 hour at a time.

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Legendary Actions: you can take 3 legendary actions at the end of a creatures turn (once per creature) These actions are Detect: make a perception check. Tail Attack, and Wing Attack (2 actions) Donny beats his wings. each creature within 10feet must succeed a dc19 dex saving throw or take 2d6+6 bludgeoning damage and be knocked prone and pushed 5 feet. Donny can then fly up to half his flying speed.

Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

School of the Unforeseen Cataclysm: Gestalt of Divination/War.
Divination Savant
The gold and time you must spend to copy a divination spell into your spellbook is halved.

Portent
Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Arcane Deflection
You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Tactical Wit
Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Expert Divination
Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

Power Surge
You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
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

megatokyofan666.

Statblock Type

Verum Character Sheet

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