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SubeVicente

Bronze Dragonborn Race
Jungle Khao Origin
Eldritch Knight/Sorcerer 5/1 Class & Level
Neutral Alignment
Iass Deity
The Linnorm Lords Faction
Chapter Master Rank/Position
Loyalty
Company

Strength 17
+3
Dexterity 15
+2
constitution 15
+2
intelligence 10
+0
wisdom 12
+1
charisma 13
+1
Total Hit Dice 5
Hit Die
1d10+2
+3 proficiency bonus
+6 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
+1 Deception
+0 History
+4 Insight
+4 Intimidation
+0 Investigation
+1 Martial
+4 Medicine
+3 Nature
+4 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 
17
MV
2
Prestige
1
Attunement Slots
21
Armor Class
80
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Silvered Longsword (1-Handed) 1d20+6 1d8+3
Silvered Longsword (2-Handed) 1d20+6 1d10+3
Zeal of the Paragon (1-Handed) 1d20+6 1d6+1+3
Zeal of the Paragon (2-Handed) 1d20+6 1d8+1+3
Zeal of the Paragon (Thrown) 1d20+6 1d6+1+3
Lightning Breath WeaponDC 13 DEX 3d6
Attacks
Light Armor, Medium Armor, Heavy Armor and Shields

Simple and Martial Weapons

Cook's Utensils


Proficiences
CANTRIPS
Fire Bolt
Booming Blade
Light
Minor Illusion
Message
Mold Earth

----------------------------

1st LEVEL SPELLS
Catapult
Shield
Identify
Earth Tremor
Ray of Sickness

Spellcasting
5892 GP
12 SP
-
Cravat of the Phase
Plate Armor
Targe of Wrath
Zeal of the Paragon
Syne
Silvered Longsword
Rune of Recovery
-
Cook's Utensils
Bedroll
Traveler's Clothes
11 Crafting Tokens
Mess Kit
Backpack
Tinderbox
10 Rations
Waterskin (Filled)
Climber's Kit
2 Potions of Climbing
2 Healer's Kit (18 Charges)
5 Potions of Healing
2 Scrolls of Featherfall
Component Pouch
10-Foot Pole
Hefty Bag of Loot
Potion of Gliding
Potion of Water Breathing
Spellbook
Scroll of Shield of Faith
-
Bag of Loot Contents
3 Bottles of Fine Wine – 30 GP
9 Eye Agate Gems – 90 GP
Leather belt with copper buckle – 25 GP
Bronze cloth gloves – 25 GP
+2 Net (Single Use) (Rare DMG 213)
2 Azurite – 20 GP
Hematite – 10 GP
2 Moss Agate – 20 GP
Tiger Eye – 10 GP
Turquoise – 10 GP
3 Potions of Healing
Carnelian – 50 GP
Chrysoprase – 50 GP
Citrine – 50 GP
Jasper – 50 GP
Quartz – 50 GP
Sardonyx – 50 GP
Zircon – 50 GP
Banded Agate – 10 GP
3 Malachite – 30 GP
3 Rhodochrosite – 30 GP
Golden Goblet – 250 GP
Small Bag of Spices – 25 GP
Equipment
The Linnorm Lords
Faction
-Intelligence +2; This boosts the maximum of an ability score but not the score itself.

-Members of the Linnorm Lords are marked by a carven tattoo upon their face, it can look as stylish as you wish, but you must never hide it, for a lion does not hide from a mouse.

-Attribute Cap Increase of +4 to any ability score; This boosts the maximum but not the score itself.

-You are blessed with life energy, increasing your hit points by 10.

CLASS FEATURES: FIGHTER

-When you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

-When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

-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.

-You can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus 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.

-At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

-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 FEATURES: STORM SORCERER

-The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

-Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

MISC. TRAITS

-Herbs and minerals are powerful tools in your hands. When you use a healing kit to stabilize you restore 1d4 hitpoints to that creature. If you use the action from the healer feat, you heal the target for an additional 1d10 hitpoints. You also gain Skill Proficiency with Medicine checks.

-You have resistance (lightning) to the damage type associated with your draconic ancestry.

-Jungle born Khaons have learned that instinct is the key to life. You gain a +1 to Wisdom. You also gain Skill Proficiency in Nature checks.


FEATS

-Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


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

SubeVicente.

Statblock Type

Verum Character Sheet

Link/Embed