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Kat_thartic

Tabaxi Race
Badlands (Woeful Warrior) Origin
Barbarian (Totem) 9 Class & Level
Chaotic Good Alignment
Crowley Deity
Member of Collector Faction
Member Rank/Position
8 Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 11
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 9
Hit Die
1d12+2
+4 proficiency bonus
+5 Strength
+6 Dexterity
+7 Constitution
+2 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+7 Acrobatics
+0 Animal Handling
+0 Arcana
+3 Athletics
+3 Deception
+0 History
+3 Insight
+6 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+3 Perception
+3 Performance
+3 Persuasion
+0 Religion
+4 Sleight of Hands
+7 Stealth
+0 Survival
skills

 
39
MV
0
Prestige
1
Attunement Slots
18
Armor Class
108
Hit Points
+4
Initiative
50/40 climb
Speed
Crimson Ruin 1d20+7 2d4+5
Claws (silvered) 1d20+6 1d4+4
Scimitar 1d20+6 1d6+4
Attacks
-Languages: Common, Orclin, Giant (Azolon), Elven (Academy)
-Weapons: All simple and martial
-Armor: Light, Medium, Heavy, Shields
-Saves: Strength, Dexterity
-Skills: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth
-Tools: Forgery Kit, Disguise Kit, Flute
Proficiences
Ritual Spells
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-Beast Sense
-Speak with Animals
Spellcasting
Currency
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-2475 GP
-2 SP
-5 CP

Inventory (Weight)
------------
Total Weight: (99)
-18x Crafting Token (x)
-Bedroll (7)
-Mess Kit (1)
-Tinderbox (1)
-Fine Clothes (6)
-Forgery Kit (5)
-Disguise Kit (3)
Torch x10 (10)
-Collector's Playing Card (x)
-Potion of Healing x5 (10)
-Potion of Greater Healing x3 (6)
-Ration x9 (9)
-Antitoxin Necklace (x)
-Backpack (5)
-Metal Shield (6)
-Flute (1)
-Water Skin (4)
-Hemp Robe 50 Feet (10)
-Fancy Daborakian Clothes (always worn unless otherwise stated) (6)
-Golden Circlet (always worn unless otherwise stated) (x)
-Potion Belt Bandolier x3 (x)
-Lodestone Shield
Shield - Minor Rare

This shield is made of heavy, magnetic stone

It is also considered to be a weapon that deals 1d6 damage on a successful hit. Anyone proficient with shields is proficient with this weapon action. While using this shield, if you are taking the dodge action and have not moved, you are considered to have half cover from ranged attacks While using this shield, you reduce any piercing or slashing damage by 2 points. Additionally, whenever you would be forced to move by means of magic, you move 10 less feat. If someone tries to move you by dragging you, their speed is halved. Once per day, you may slam this shield into the ground and produce a 15 foot cone of crushing rock. These rocks deal 2d10 damage, with a DC 13 Dexterity saving throw negating the effect.

Curse: You suffer 2 more points of damage from any source of Bludgeoning damage. Whenever you move more than 10 feet during your turn, you gain disadvantage on Dexterity checks and saving throws you make before the start of your next turn. Whenever you would be targeted with an effect or spell that deals Electricity or Thundering damage, the attacker has advantage on an attack roll to hit you, or you have disadvantage on a saving throw to resist.
(6)
-Sword of the Ravager
+1 Rapier – Very Rare (4,615gp) – Deadly Attunement (Cursed, Worthy 3 when not cursed)
https://i.pinimg.com/originals/a8/f3/9c/a8f39c167044aa55c46f6cbd0e8263f8.jpg
This blackened cold iron sword is jagged and rough, curving around like the boney carapace of a fell beast from the shadowfell, as the blade spirals out from the cross guard like a swirling vortex. A grey smoke pours out from the cross guard and surrounds the blade as it rises to the point and disperses.

While attuned and wielding this rapier, you gain the following abilities and features:
-Ghost Touch: The Sword of the Ravager can cut into the ethereal plane just the same as if it were material. Creatures in the ethereal plane do not gain resistance to damage from attacks made by this weapon, and if you are able to see into the ethereal plane, you can attack creatures in the ethereal plane as if you were in the ethereal plane as well, and vice versa should you be in the ethereal plane and wishing to attack the material plane. If you are in the ethereal plane while wielding this sword, you become semi-visible to the material plane. You can be attacked as if you were on the material plane, but you have resistance to all damage types except force damage from creatures on the material plane.
-Shadow's Embrace: The Sword of the Ravager empowers the wielder, showing them the folly of those whose heart still beats. You gain a Lifesense of 10 feet. When you hit with this weapon, you can choose to suppress this Lifesense and deal an extra 4d6 necrotic damage. Your next three successful attacks deal an extra 3d6, 2d6, and then 1d6 necrotic damage. You heal for the same amount of necrotic damage dealt by this ability. Once suppressed, the Lifesense returns and any extra necrotic damage from this ability disappears after you finish a short or long rest.

-Death's Grasp: This weapon deals an extra 1d6 necrotic damage. When you hit with this weapon, you can unleash the shadowed smoke upon the target. It must make a Constitution saving throw at a DC equal to 8 + your proficiency bonus + your Charisma modifier or suffer a level of exhaustion. This ability can be used twice before finishing a long rest.
-Vampire Blade: When you score a critical hit with this weapon, you can use a bonus action to heal yourself for half of the damage dealt by the attack. You can use this ability once before finishing a short rest.
Blood Curse
Whoever is attuned to this weapon is cursed to grow increasingly blood thirsty, enjoying the thrill of killing more and more as the days go on. Every time you are awarded downtime days, you also gain an equal amount of blood points. Your maximum hit points are reduced by the number of blood points you have. You can reduce these blood points by killing a living creature with 4 or more intelligence. If the creature has a number of hit dice equal to or greater than your own, reduce your blood points by amount equal to the number of their hit dice. Otherwise, reduce it by 1.

In Faction Bank
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Bulwark of Hungry Mouths
+1 Shield - Major Rare - Restricted Attunement: Non-Good Alignment - Worthy: 1. Cannot be upgraded through crafting.

This massive shield was once a shining light of hope in the darkness, belonging to a chosen paladin of Glory. Tragically, she fell to the dark temptations of Olokenhai, and when she was defeated, her once shining armor was found corrupted with disgusting amalgamations of flesh and steel. Where prayers to her god once were, now fleshy maws growl and snarl, awaiting the taste of blood once more.

While attuned to this shield, when an attack misses you, you can use your reaction to make a melee weapon attack with this shield, you add proficiency if you are proficient with shields. If the attack hits, it deals 1d4 piercing damage and the target must make a DC 14 constitution saving throw. On a failure, you heal 1d6 hitpoints as your shield feasts upon their flesh

-Crimson Ruin
Spikes of ice protrude from this whip and radiates an aura of fear.

+1 Whip - Major Rare - Attunement: Worshiper of Crowley. Cannot be upgraded through crafting.

This whip does an additional d4 cold damage.

While below half your maximum health, the thrill of the Endless Battle runs through you, terrifying your foes. As a result this whip deals an additional d4 psychic damage.

While below twenty-five percent of your maximum health, your pain fuels the fury of your strikes, causing this whip to inflict an additional d4 necrotic damage.
(3)
Equipment
Member of Collector
Faction
Mad Man
Stat Array
Traits:
-Badlands/Woeful Warrior
You gain a +10 to your maximum hitpoints.
You gain a +2 bonus to all saving throws.

Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).

-Darkvision
You have a cat’s keen senses especially in the dark. 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.

-Feline Agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

-Cat's Claws
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

-Collector/8 Loyalty
+5 HP, +25 downtime gold (max)

-Collector Quartermaster
+5 hp


Class Features:
-Rage (4)
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on all Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

-Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

-Reckless Attack
Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn

-Danger Sense
At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

-Totem 1 (Wolf)
While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.

-Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

-Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

-Totem 2 (Eagle)
You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

-Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

-Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
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Feats:
-Agility of the Clawed
Increase your Dexterity score by 1, to a maximum of 20.

You gain proficiency with the Acrobatics skill.

Whenever you would be knocked prone, you can instead use your reaction to not be knocked prone.

Your claws are considered finesse. As a bonus action, you can make an attack with your claws.

-Mobile
Your speed increases by 10 feet.

When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

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

Kat_thartic.

Statblock Type

Verum Character Sheet

Link/Embed