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Sari

kitsune Race
Fandravana, far traveler Origin
wizard 3 Class & Level
chaotic-good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 15
+2
intelligence 16
+3
wisdom 13
+1
charisma 14
+2
Total Hit Dice
Hit Die
1d4+2
+2 proficiency bonus
+0 Strength
+2 Dexterity
+2 Constitution
+3 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+5 Arcana
+0 Athletics
+2 Deception
+3 History
+1 Insight
+2 Intimidation
+4 Investigation
+1 Martial
+1 Medicine
+3 Nature
+5 Perception
+2 Performance
+2 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
3
MV

Prestige

Attunement Slots
12
Armor Class
8
Hit Points
+2
Initiative
30
Speed
Attacks
arcana, investigation, insight, perception
Proficiences
CANTRIPS:
mage hand, fire bolt, prestidigitation
lvl 1
mage armor, witch bolt, find familiar, identify


Runic Circle of the Flow
Minor Ritual anyone can learn
The Runic Circle of the Flow, stops time/entropy flow for inorganic and worked objects in a 200x200x200 foot cube. This means it will affect stonework/metalwork/woodwork, but not trees/food/etc. When activated the circle will optimally continue to function for 1 month per spell level,(non-spellcasters can expend their hit dice, to activate the runes for a number of weeks per what they roll) pushed into the runes(this can be activated by multiple spellcasters at the same time).

To activate the Runic Circle of the Flow, the activators must stand around a container the Runic Circle is applied to the inside of and exert their will/life force upon time itself. After the ritual is complete the container will force itself closed, as if a vacuum of time is pulling the lid shut. The Runic Circle's effect will continue to function as long as the time allotted by the activators have added to the spell remains; unless the box is opened, if this happens, the Runic Circle loses it's power ends the effect.

Generally the ending of the effect does not change anything in the surroundings.

Ritual Circle of Forced Adaptations
The Ritual Circle can only function when it is tied to the lifeforce of a swarmed entity.

Choose a swarm of creatures to designate as the Guardian of the area denoted in the Ritual.
The swarm's fertility is increased to a rate, such that it will not die out of natural causes.
When the ritual area is endangered, creatures of the swarm will split off, and undergo a forced magical adaptation (such as snakes becoming flying snakes).
This will continue until the Swarm is diminished to half of its normal size (half HP).
The Ritual will maintain it's power until the swarm is dispersed.
(Requirements to use the ritual: A user of the ritual must expend half of their hit points- rounded up, by slashing their palms open to trace the Ritual Symbols in blood)
Spellcasting
spell book, dagger, explorer pack, arcane focus, One set of traveler's clothes, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 610gp in the style of your homeland's craftsmanship, flute, Adventurer Membership Card, Handy Haversack, tent for two,
book of mad wizard - Congratulations! You have 1 success in studying your new item: Mad Wizards Studies you may make an Arcana or Insight check once a day to study and gain more knowledge of the book as the secrets are slowly unveiled to you. Only one study check is allowed per day as it is assumed you will be studying it throughout the day and please inform me about which check you are doing.
27 gp
Equipment
Will-o-wisp - As a bonus action, you can call forth a mote of light to follow you, one for each tail you have. These motes occupy the same space as you and emit 20 ft. dim light. As an action, you can combine all motes together to make a target you can see within 30 ft. of you. This target must make a DC 14 Wisdom saving throw. Upon failure, the target takes 1d6 + your Charisma modifier of Radiant damage, and half as much on a successful one. Multiple motes do not increase damage. You must re-summon the motes after having made an attack with them. If you have multiple attacks within an attack action, this replaces one of them.

Clandestine - You are able to hide the fact that you are a Kitsune and Skinwalker, and instead appear Human. As an action, you can magically hide your ears, fur, and tail(s), and visually replace them with human equivalents. You may drop the illusion as a free action.

languages: Common, Sylvan, elvish
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

Torineesan.

Statblock Type

Verum Character Sheet

Link/Embed