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Ava Delian

Shar'kai Race
Shar'kai (The Path of the Ael) Origin
Rytherian Fighter 8/ Balance Cleric 1 9 Class & Level
Lawful Neutral Alignment
The Seven Deity
The Iitanas Imperium Faction
Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 18
+4
constitution 14
+2
intelligence 12
+1
wisdom 14
+2
charisma 10
+0
Total Hit Dice
Hit Die
1d+2
+4 proficiency bonus
+8 Strength
+4 Dexterity
+6 Constitution
+1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

MV

Prestige
2
Attunement Slots
18
Armor Class
85
Hit Points
+4
Initiative
30 ft
Speed
Attacks
The Iitanas Imperium
Faction
Mad Man
Stat Array
Darkvision – Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses – You have proficiency in the Perception skill.

Not Yet – You have advantage on death saving throws.

Trance – Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages – You can speak, read, and write Common and Sharkai.

Sharkai Weapon Training – You have proficiency in three two-handed weapons of your choice.

Glory of Aladine – When you defeat a creature, you are healed for a total amount of hit points equal to your character level + your Constitution modifier. Once this ability is triggered, it cannot be triggered again until you complete a short or long rest.

Unbroken – You ignore the first level of exhaustion you would take. You must complete a long rest before you can use this ability again.

The Path of the Ael
Some Shar'kai choose the path of the Ael, furthering their starting warriors training to become one of the hallowed servants of Aladine, a knight in the common tongue. Even though they have left behind their religion, the Shar'kai of Kalkatesh keep true to the tenets of the Ael and use them to overwhelm any foe foolish enough to face them.

You gain an additional use of the Glory of Aladine before you must rest.

Whenever you use the Glory of Aladine, you may make an attack with your weapon against another creature that is within 30ft of you as a bonus action

Imperial Dance: The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5 feet of you beyond the first, to a maximum of +3.

Aladine's Glory: Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the current combat encounter. This must be a legitimate enemy that is threatening to the character (level check).

Edict of Zel’Itar
During True Combat, whenever a member of the Iitanas Imperium that is a Shar’kai would defeat an enemy, they are considered to have defeated 2 for Glory of Aladine. The total bonus to damage and AC from the Imperial Dance Fighting Style is increased by 1 while in True Combat.

Balanced Scales
You are immune to the effects of advantage and disadvantage. Additionally, creatures cannot have advantage or disadvantage on attack rolls that target you.

Balancing Surge
Whenever you would normally have advantage or disadvantage on an attack roll or ability check that you make, you may grant that advantage or disadvantage to another creature within 30 feet of you as a bonus action. That creature has advantage or disadvantage on the next appropriate roll they make within one minute. 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.

Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Slasher
You've learned where to cut to have the greatest results, granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
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


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

avinmorus.

Statblock Type

Verum Character Sheet

Link/Embed