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Elol Qooq

Kobold Race
Magi Conclave, Chimera - Experiment Origin
Fighter 6 Class & Level
Lawful Evil Alignment
Maddox Deity
Faction
Rank/Position
Loyalty
Company

Strength 19
+4
Dexterity 12
+1
constitution 16
+3
intelligence 12
+1
wisdom 12
+1
charisma 8
-1
Total Hit Dice 6
Hit Die
1d10+3
+3 proficiency bonus
+7 Strength
+4 Dexterity
+7 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+1 Arcana
+7 Athletics
-1 Deception
+1 History
+4 Insight
+2 Intimidation
+1 Investigation
+0 Martial
+1 Medicine
+1 Nature
+1 Perception
-1 Performance
-1 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 

MV

Prestige
2
Attunement Slots
18
Armor Class
70
Hit Points
+1
Initiative
30
Speed
Behir Tail 1d20+7 2d6+4 Bludgeoning 1d8 Lightning
Longsword 1d20+6 1d8+3 Slashing
Light Crossbow 1d20+6 1d8+3 Piercing
Javelin of Lightning 1d6+3 Piercing 4d6 Lightning
Attacks
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: Smith's tools
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Martial
Language: Common, Draconic, Giant
Proficiences
Rune DC = 8 + Prof. + Con. = 8 + 3 +3 = 14
Spellcasting
8 SP
1770 GP

Starting Equipment

Chain mail - 16 AC, disadv. stealth
Two martial weapons - 2 Longswords - 1d8 Slashing
A light crossbow and 20 bolts - 1d8 Piercing 80/320 ft.
An explorer's pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope


Very poggers not starting equipment

Splint Armor - 17 AC, disadv. stealth
2x Greater Healing Potions - 4d4+4
1x Elixir Of Health
1x Potion of Lightning Resistance
Bandolier
Light Repeating Crossbow



Behir Tongue - +2 Lightning Longsword

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure lightning to spring into existence, or make the blade disappear. When you summon the blade a loud crack of thunder can be heard up to 100 feet away. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals lightning damage instead of slashing damage. When you hit a dragon with it, that target takes an extra 2d8 lightning damage and ignores resistances.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.


Ring of Protection (Attunement)

Ring of Protection - +1 AC, +1 all saving throws


Amulet of Illusion

Amulet of Illusion - makes me look like the blue lady


Javelin of Lightning

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.


Behir Tail Maul (heavy, two-handed, requires attunement)

This weapon has the appearance of tail of large lizard. You gain a +1 bonus to attack and damage rolls with this magic weapon.

The Maul has 3 charges, regaining all expended charges daily at dawn. If you take lightning or thunder damage while holding the maul, it regains 1 charge.

When you hit a creature with the maul, you can spend 1 charge to electrify the attack, dealing an extra 1d8 lightning damage.

Your attacks with the maul score a critical hit on a roll of 19 or 20. When you score a critical hit against a dragon with the maul, the target’s bodily structure is shocked, and they are paralyzed until the end of your next turn.

Equipment
Full House | 15/15/12/12/12/8
Stat Array
Racial & Background
Magi Conclave
Escaped Experiment: The Conclave is full of arcane experiments, ranging from growing flowers to human experimentation. You are one of these experiments or one of their tools used for it.
+1 to an Ability Score of your choice - Strength
Gain Proficiency in Ability of your choice - Martial

Chimera - Experiment
Your body has been merged with that of beasts. You either exhibit traits of the beasts (ears, tail, fangs, claws) or have an appendage of said beast. Choose two of the following traits.
Animal Kinship: You gain the ability to understand and speak with animals.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Kobold Racial
Darkvision. 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.
Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see.
Once you use this trait, you can't use it again until you finish a short or long rest.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


Fighting Style (GWF)

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


Feats

(4th level) Ability Score Increase: Strength +2


(6th level) Crusher - You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.


Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Runes

If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Slots: 2

Frost Rune.
This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and
Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't
do so again until you finish a short or long rest.

Fire Rune.
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a
tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1
minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you
invoke this rune, you can't do so again until you finish a short or long rest.


Giant's Might
Giant's Might: 3rd-level Rune Knight feature
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this 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

KillerOfCake.

Statblock Type

Verum Character Sheet

Link/Embed