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Fwoosh ( Rote Kampfflieger )

Kenku Race
The Rift ( Gla'ton ) Origin
Circle of Wildfire Druid 7 Class & Level
Chaotic Good Alignment
Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 17
+3
constitution 10
+0
intelligence 11
+0
wisdom 20
+5
charisma 14
+2
Total Hit Dice 7
Hit Die
1d1d8+0
+0 proficiency bonus
+0 Strength
+4 Dexterity
+0 Constitution
+3 Intelligence
+8 Wisdom
+2 Charisma
saving throws
+7 Acrobatics
+8 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+8 Perception
+0 Performance
+0 Persuasion
+0 Religion
+7 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
38
Hit Points
+3
Initiative
30ft.
Speed
Quarterstaff 1d20 1d6
Throwing Knives 1d20+5 1d8+3
Attacks
Skills
_______________________
Racial: Sleight of Hand , Acrobatics
Origin: Denied Persuasion
Class: Animal Handling , Perception
Armor: Light, Medium
Factionless :

Proficiences
Spell DC: 16
Spell Attack mod : + 8 Cantrips:
Control Flames
Gust
Fire Bolt
Mending

1st Level:
Entangle
Fog Cloud
Jump
Speak With Animals


2nd Level:
Locate Animals or Plants (Class)
Scorching Ray (Class)
Enhance Ability
Pass without Trace
Spike Growth

3rd Level:
Fireball (Class)
Plant Growth ( Class )
Aura of Vitality
Conjure Animals
Wind Wall

4th Level:
Fire Shield ( Class)
Aura of Life ( Class )
Polymorph
Spellcasting
1 Quarterstaff
20 Throwing Knives ( 1520g + Training )
vJewellery (2600g)
+1 Studded Leather Armor (2045g )
1. Your Wisdom score increases by 2, up to a maximum equal to your ability score cap.
2.This item contains 5 charges. As an action when you are within 30 feet of a friendly creature, you can expend 1 or more charges to1A) restore 1d4+1 hit points per charge spent. You regain all expended charges after finishing a long rest
Equipment
Factionless
Faction
The Mad Man
Stat Array
Kenku Ability Score Increase Dex +2; Wis +1
Origin ASI : +2 Wis

You can read and write Common and Auran, but you can only speak using your Mimicry trait.
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check

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

Elemental Adept
When you gain this feat, choose one of the following damage types: fire
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
__________________________
Wildifire Traits

WildFire Spirit Stuff

At 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.

The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.

The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

Wildfire Spirit
Small elemental, any chaotic alignment

Armor Class 13 (natural armor)
Hit Points equal to the wildfire spirit’s Constitution modifier + your Wisdom modifier + five times your level in this class
Speed 20 ft., fly 30 ft. (hover)
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 13 (+1) WIS 15 (+2) CHA 11 (+0)
Saving Throws Dex +4, Con +4, Wis +4
Skills Nature +4
Damage Immunities fire
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak

Soul Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.

Actions (Require Your Bonus Action)
Flame Seed. Ranged Weapon Attack: +4, range 30ft., one target you can see. Hit: 1d6 + 2 fire damage.

Fiery Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 fire damage.


Enhanced Bond
At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
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

Lonzo.

Statblock Type

Verum Character Sheet

Link/Embed