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Knickven Hulinsh

siren/sailors bane Race
Dalton/Fangs in the night Origin
Cleric (chaos) 1 Class & Level
chaotic evil Alignment
Oloken'hai Deity
none Faction
none Rank/Position
none Loyalty
none Company

Strength 11
+0
Dexterity 15
+2
constitution 11
+0
intelligence 12
+1
wisdom 16
+3
charisma 17
+3
Total Hit Dice 1
Hit Die
1d8+0
+2 proficiency bonus
+2 Strength
+3 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+1 Arcana
+1 Athletics
+6 Deception
+1 History
+3 Insight
+4 Intimidation
+1 Investigation
+3 Martial
+3 Medicine
+1 Nature
+3 Perception
+6 Performance
+6 Persuasion
+1 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
11
Armor Class
9
Hit Points
+3
Initiative
30ft
Speed
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Languages: You can speak, read, and write Common and Undercommon.
Speed: +40ft in water
Proficiences
1st: Chaos Bolt- You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below. d8 / Damage Type 1 / Acid 2 / Cold 3 / Fire 4 / Force 5 / Lightning 6 / Poison 7 / Psychic 8 / Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

1st: Tasha's Hideous Laughter- creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Cantrip: Sacred flame- Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cantrip: light- You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Cantrip: Spare the dying- You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

1st: Bane- Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

1st: Command- You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

1st: cure wounds- A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

1st: inflict wounds- Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


Spellcasting
a mace: 1d6+2+1

a light crossbow and 20 bolts: 1d8+2+1

an explorer’s pack: Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope

A shield and a holy symbol:

leather armor: AC 11
Equipment
none
Faction
Mad Man
Stat Array
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 cannot discern color in darkness, only shades of grey.

The Voice – All Sirens can sing, indeed it is their method of feeding and a great tool to their survival. As such, all Sirens have proficiency in the performance skill.

The Feeding – Sirens feed on the powerful emotions of those around them, with each sub-type of Siren preferring to gain sustenance from a particular emotion, and usually maneuver or manipulate their prey in order to achieve the optimal conditions.

As a bonus action, a Siren can begin to sing through The Voice in order to draw sustenance out from a target creature they can see afflicted with their preferred status condition (see each sub-race for their chosen status effect), gaining 10 Temporary Hit Points as a result.

This method of feeding counts as enough sustenance to last a Siren a full week, though they still require water as normal.

Once you have used this ability, you must complete a Long Rest before you can use it again.

Communion - Upon completion of a short or long rest, you can choose a number of allies up to your proficiency modifier to commune with, granting them a boon for combat. This boon is lost upon the target completing another short or long rest.

As an action, you can call out and activate the effects of the communion on any effected ally within 60ft that can hear you. This benefit lasts for 1 minute.

The communion abilities are detailed in the subraces.

You can be turned as an undead using your character level divided by 4 rounded down as the CR.

Once per mission, you can roll a 15 on a mental skill check.

You gain a +3 bonus to saving throws vs. Fear effects.
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

BlackNoodles.

Statblock Type

Verum Character Sheet

Link/Embed