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Rex Raptor

Air Genasi Race
Magital/Ruin Dweller Origin
Druid/Wizard 6/14 Class & Level
Neutral Good Alignment
Seven Deity
Mage's Guild Faction
Archmage Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 14
+2
intelligence 22
+6
wisdom 16
+3
charisma 12
+1
Total Hit Dice
Hit Die
1d+2
+6 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+12 Intelligence
+9 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+1111 Arcana
+0 Athletics
+0 Deception
+0 History
+1111 Insight
+0 Intimidation
+1111 Investigation
+1111 Martial
+0 Medicine
+0 Nature
+1111 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

MV
4
Prestige

Attunement Slots
19
Armor Class
169
Hit Points
+1
Initiative
40/40 fly
Speed
Attacks
Cantrip: Detect Magic,
Spellcasting
Taltaken Greaves (Misty step now goes 100ft)
+3 Shield
x2 Bandoliers, x3 Potions of Healing, Pole of Collapsing






Shadows of Time
Being crafted by Nyx
+2 Studded Leather Armor - Legendary - (12,300GP, 123 Days) - Attunement

A set of black studded leather armor with glass studs that radiate and shimmer with chaotic magics of time. Each filled with a white sand that creates a stark contrast to the deep shadow-like blackness of the hardened leather beneath, the flaired mixture of elven and assassin style mixed in honor to Raquel who's holy symbol of the shatter clock is emblazoned on the front and back.

Your Intelligence score increases by +4 up to your score cap. Additionally, you gain the following benefits:

You gain a +2 bonus to Constitution saving throws.

Living on Borrowed Time. The first time you would be reduced to 0 hit points as a result of taking damage, you are instead reduced to 1 hit point and you can choose to spend any number of your remaining hit dice to regain hit points equal to the total rolled as part of this ability’s activation. If you would be subject to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you. Once this ability has activated, it cannot activate again until you finish a long rest.
.
Splintered Duel. As an action, you can force a number of hostile creatures equal to your proficiency bonus that you can see within 30 feet into a compelled duel. For 1 minute, each target must a make a DC 17 Wisdom saving throw against each effect at the start of each of their turns:
  • The target has disadvantage on attack rolls against creatures other than you.
  • The target must move toward you by the shortest and most direct route.

  • In addition, hostile creatures targeted by this ability automatically fail these two saving throws on the first turn they are forced to make them.

    The ability ends if you attack any other creature not compelled by this ability, if you cast a spell that targets a hostile creature other than a compelled target, if a creature friendly to you damages a compelled target or casts a harmful spell on it, or if you end your turn more than 30 feet away from all compelled targets.
    This ability has one use that refreshes on a short or long rest.

    [Base Material, Adornment, Enhancement, Enchantment, Special Crafter]

    Equipment
    Mage's Guild
    Faction
    Madd Man
    Stat Array
    Racials and Backgrounds

    Unending Breath – You can hold your breath indefinitely while you're not incapacitated.

    Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

    Seal of Air – You gain a fly speed of 30ft. If you should deal lightning damage, the damage is increased by 2, this applies only once per source.

    Ruin Dweller
    You gain a +2 bonus to saving throws vs spells.

     


    Translocation
    Prerequisite: The spellcasting class feature from Wizard; 1 Loyalty to the Mages Guild.
    To walk between the world is no easy feat. but to you it is as simple as can be.
    Whenever you would teleport in any fashion, you can increase its distance up to 50%, rounded down
    Whenever an enemy would miss you with a melee attack you can freely teleport 5 feet, but must remain within a creature's reach.
    Whenever you take the dash action, the distance moved is through teleportation and you can teleport anywhere within the range that you can see and is within distance. This distance is augmented by this feat.

    Blessed by the Wind
    You are quick and light on your feet, a resemblance to your parentage. You gain the following benefits:
    Increase your movement speed by 10 feet.
    You can take the Dash action as a bonus action on your turn.
    When you make a Dash action, you can choose to give allies within 15 feet of you the option to move their full speed as their reaction. You can use this ability a number of times equal to your Constitution modifier (minimum 1) and it refreshes on a long rest.

    Tough (+2 hp per level)
    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

    Dagger241356.

    Statblock Type

    Verum Character Sheet

    Link/Embed