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Vulpin Kitsune Race
Bloodwave Bay (Mage Coast) Origin
Cleric (Time) 2 Class & Level
True Neutral Alignment
Raquel Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 12
+1
intelligence 10
+0
wisdom 20
+5
charisma 11
+0
Total Hit Dice 2
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+2 Dexterity
+1 Constitution
+0 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+2 Arcana
+1 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+2 Investigation
+7 Martial
+5 Medicine
+0 Nature
+4 Perception
+0 Performance
+2 Persuasion
+0 Religion
+1 Sleight of Hands
+2 Stealth
+5 Survival
skills

 

MV

Prestige
1
Attunement Slots
18
Armor Class
18
Hit Points
+0
Initiative
30
Speed
Mace 1d20+2 1d6
Light Crossbow 1d20+4 1d8+2
Attacks
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: Cook's Utensils
Saving Throws: Wisdom, Charisma
Skills: Medicine, Nature, Insight, Persuasion, Martial, Perception
Proficiences
Spell Save DC: 15
Spell Attack Modifier: +7 (+2 Prof +5 Wis)

Cantrips:
Guidance
Chill Touch
Word of Radiance

1st level:
Magic Missile (Prep)
Longstrider (Prep)
Bless (Prep)
Cure Wounds (Prep)
Healing Word (Prep)
Guiding Bolt (Prep)
Command(Prep)
Spellcasting
• A Mace
• Scale Mail
• A Light Crossbow and 20 bolts
• An Explorer's Pack
• A Shield
• Symbol of Raquel

Equipment
Factionless
Faction
The Specialist
Stat Array
Vulpin Kitsune
Ability Score Racial Traits - A Vulpin increases their Dexterity score by 1 and Wisdom by 2.

Trickster - You are a natural at getting into places you shouldn’t be. On your turn, you can move through any space at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you are in a space one size smaller than you. You cannot willingly stop in a space smaller than that, and if forced to do so, you immediately flow to the nearest space you can fit. You can use this feature a number of times equal to your proficiency bonus and you regain all uses upon finishing a short or long rest. This ability also grants advantage to escaping manacles (Dexterity check).

Go for the Throat - You are an expert in attacking when people don’t expect it and bite where it most hurts. Once per attack action, when you make a melee weapon attack with advantage and hit, you can deal 1d4 piercing damage to a target within 5 ft. of you that you can see. You do not need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy is not incapacitated, and you don’t have disadvantage on the attack roll.


Bloodwave Bay
Bloodwave Bay is a place of freedom and opportunity. Being the only remaining inland sea not regulated by the other various countries of the world, it is a place of unexplored and unclaimed wonder. It is here where those that call themselves pirates, make their home. Their are many gifts Bloodwave Bay bestows to its denizens, as well as a myriad of sub-types to choose from.

You don't live on these waters, without learning to swim good and proper. Skill Prof – Athletics

The sea is unforgiving and is constantly moving. +1 to Dexterity


Mage Coast
Baymen often have their favorite hunting grounds and are often shaped by their prey. Those that hunt the Mage Coast often find magical loot, constructs and spells among their gold and wealth. The wizards guild of Majital would have others believe are a minor threat, but in truth those that hunt the Mage Coast are too fast and careful, for even wizards to catch. Most of the time.

You have sailed these waters for as long as you can remember. Your exposure to the magic from Majital has had a heavy impact on you. You have developed tricks and abilities to not only help you avoid the watchful eyes of the Taltaken, but to thrive in the shadow of the wizards guild.

You have developed keen senses for the presence of magic – Skill Prof – Arcana

Stealing so much from Majital has led you to adapt like they have. You gain 1 wizard cantrip of your choice and cast it at character level.


Factionless
Starting as Factionless at 1st level grants 1 Tool (Cook's Utensils) and 1 Skill proficiency of your choice (Martial). You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.


Channel Divinity: Time Splinter
At 2nd level, you may use your Channel Divinity to vanish within a splinter of time. As a reaction after you suffer damage or are forced to make a saving throw, you can vanish from time, becoming temporarily immune until the start of your next turn. During this time, you cannot be targeted or seen. After which, you return to an unoccupied space of your choice that is within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen freely if more than one space is equally near).


Blinding Speed
The Cleric gains advantage on initiative checks.


Shattered Time
After a long rest, you can roll a number of d20s equal to your wisdom modifier. You can "store" these d20s to be used to replace a die roll of an attack roll, saving throw or skill check. Replacing these d20s is a reaction. This can affect yourself or an ally within 20 feet. These rolls last until a long rest.

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

GloomyAnathema.

Statblock Type

Verum Character Sheet

Link/Embed