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Ariadne Banedragon Veremund

20 Level (0/355000 XP for level-up) Jungle of Elements Background Temporal One Dragonborn (Sunscaled)/ Were-Fox (Astral Fox) Race / Species / Heritage Neutral Good Alignment
Champion Rune Knight Fighter
Level 9
Hit Dice: 9/9
1d10+5 Class 1
Veil Cleric
Level 11
Hit Dice: 11/11
1d8+5 Class 2

STR
20
+5
DEX
14
+2
CON
20
+5
INT
20
+5
WIS
28
+9
CHA
20
+5
433
Hit Points
+2
Initiative (DEX)
22
Armor Class (AC)
+6
Prof. Bonus
45/90/15
Speed (walk/run/fly)
25
Passive Perception
5 / 5
Runes
3 / 3
Channel Divinity
4 / 4
Action Surge
3 / 3
Indomitable
6 / 6
Fate Dice
Spellcasting ...
+15 Attack mod
WIS Ability
+9 Abi Mod
23 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+5 Strength
+2 Dexterity
+11 Constitution
+5 Intelligence
+15 Wisdom
+11 Charisma
saving throws
+2 Acrobatics DEX
+15 Animal Handling WIS
+5 Arcana INT
+11 Athletics STR
+5 Deception CHA
+17 History INT
+15 Insight WIS
+5 Intimidation CHA
+5 Investigation INT
+15 Martial WIS
skills
+15 Medicine WIS
+5 Nature INT
+15 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+17 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+15 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +11 STR 1d8+5 Bludgeoning
 Versatile
Warhammer (Two-handed) +11 STR 1d10+5 Bludgeoning
 Versatile
Attacks

Spell Book

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Origin
Dragon
Khyne :
Origin: +2 to Any Stats(CHA) and +1 to Any Stat (DEX)
Skills: Choose any 4 skills to gain proficiency in, or choose 2 of your skill proficiencies to gain Expertise instead.
Tools: Gain Proficiency in any 1 Tools, 1 Musical Instrument, and 1 Kits.

Skill Proficiency: Athletics, Martial, Stealth, or Acrobatics and +2 to Strength or Dexterity

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Fighter
Fighter
Fighting Style:
Defense
While you are wearing armor, you gain a +1
bonus to AC.

Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

- Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

- Extra Attack
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.

- Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

- Extra Attack
At 11th level, you can attack three times whenever you take the Attack action on your turn.

- Indomitable (two uses)

At 13th level, you can use Indomitable twice between long rests.

- Action Surge (two uses)

At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.

- Indomitable (three uses)

At 17th level, you can use Indomitable three times between long rests

- Extra Attack (3)

At 20th level, you can attack four times whenever you take the Attack action on your turn.

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Cleric
Cleric
- Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

- Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

- Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

- Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

- Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.

- Channel Divinity(2/rest)
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

- Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

- Destroy Undead (CR 1/2)

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

- Destroy Undead (CR 1)

Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed

- Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

- Destroy Undead (CR 2)

Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

- Destroy Undead (CR 3)

Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

- Destroy Undead (CR 4)

Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

- Channel Divinity

Beginning at 18th level, you can use your Channel Divinity three times between rests.

- Divine Intervention Improvement

At 20th level, your call for intervention succeeds automatically, no roll required.

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Rune Knight
Rune Knight

  • Bonus Proficiencies
  • You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

  • Rune Carver
  • Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
    Runes Known
    3rd-2
    7th-3
    10th-4
    15th-5
    >Fire Rune
    >Cloud Rune
    >Hill Rune
    >Storm Rune

  • Giant's Might
  • You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
    If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
    You have advantage on Strength checks and Strength saving throws.
    Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

  • Runic Shield
  • You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Great Stature

  • 10th-level Rune Knight feature

    The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
    Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

    - Master of Runes

    15th-level Rune Knight feature

    You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

    - Additional Rune Known

    15th-level Rune Knight feature

    You learn an additional Rune.

    - Rune Knight: Runic Juggernaut

    18th-level Rune Knight feature

    You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

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    Champion Fighter
    Champion

    - Improved Critical

    Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

    - Remarkable Athlete

    Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

    In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

    - Additional Fighting Style

    At 10th level, you can choose a second option from the Fighting Style class feature.

    Blind Fighting
    You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

    - Superior Critical

    Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

    - Champion: Survivor

    At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

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    Veil Cleric
    Veil Cleric
    Veil Domain Spells
    Cleric Level Spells:
    1st feather fall, shield
    3rd blur, misty step
    5th slow, haste
    7th dimension door, fabricate
    9th hold monster, far step

    - Cleric of the Old Ways
    Starting at 1st level, you gain proficiency with Heavy Armor and Martial Weapons.

    - Scholar of Time's Flow
    At 1st level, you are never surprised. Additionally, you are proficient in the History & Religion skills and may double your proficiency bonus when making History, & Perception skill checks. If you already have expertises in them then gain 2 Time/Fate Dice after a long rest.

    - Channel Divinity: Veil Threading
    Starting at 2nd level, you can use your Veil Domain's version of Channel Divinity to alter the flow of time to your benefit. On your turn, you may use your Channel Divinity to take one additional action on top of your regular action and may cast another lv spell with this action. You can only use this feature once per turn, no matter how many uses of Channel Divinity you have.

    - Veilmancer
    At 6th level, when you use the Veil Threading feature, until the beginning of your next turn, your movement speed doubles, attack rolls and Dexterity saving throws you make have advantage, and attack rolls against you have disadvantage.

    Additionally at 6th level, you can target objects, as well as creatures, with your domain spells. For example, you can cast slow on a rolling boulder or feather fall on a falling glass.

    - Veil Blessed
    At 8th level, you gain advantage on initiative rolls. You can also attack twice, instead of once, whenever you take the Attack action. (Counts as Extra Attack)

    - Veil Mastery
    At 17th level, you gain the time stop and foresight spells as domain spells. You stop aging, and you do not suffer the effects of old age.

    Additionally, during or at the end of any turn, you may reverse time to the beginning of that turn and instead immediately take your turn. After your turn, regular turn order continues. You also gain 3 levels of exhaustion and forgo your next turn in the turn order. Once you use this feature, you cannot use it again until you finish a long rest.

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    Racial
    Racial
    - The Temporal Ones

    - Ability Score Increase
    Your STR score increases by 5, and your Wis score increases by 5

    - Ability Score Decrease
    -5 to Dex score

    - Age
    File Corrupted

    - Size
    Dragonborn are taller and heavier than humans, standing well over 12 feet tall and averaging almost 250 pounds. Your size is Medium or large.

    - Speed
    Your base walking speed is 45 feet and a fly speed of 15 feet.

    - Corrupted Ancestry
    Sun Scaled True Radiant 15 by 30 ft. line (Str. Check)

    You have Corrupted Ancestry. Choose one type of Old One from the Ancestry table. Your breath weapon and damage resistance are determined by the DM

    - Celestial Breath Weapon
    You can use your action to exhale destructive energy. Your Corrupted ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + you STR or Wis modifier + your proficiency bonus. A creature takes Xd6 damage on a failed save, and half as much damage on a successful one. The damage increases with level and X is your current level. After you using your breath weapon; your weapons and spells deal up to your level in Corrupted ancestry damage for one min. You can do this up to half your prof mod (Min of 1/ Rounded Down), you can’t use it again until you complete a short or long rest.
    Disclaimer: this bonus damage doesn't stack with itself but, increase the duration.

    Warning: the more you use this the more you lose yourself.

    - Damage Resistance
    You have resistance to the damage type associated with your ancestry.

    - Languages
    You can speak, read, and write Common and Vox Maki.

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    Feats
    Feats [7/7]

    - Tough
    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.

    - Sentinel
    You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
    When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
    Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
    When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

    - Shield Master
    You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

    -If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

    -If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

    -If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

    - Skill Expert
    You have honed your proficiency with particular skills, granting you the following benefits:
    -Increase one ability score of your choice by 1, to a maximum of 20.
    -You gain proficiency in one skill of your choice.(Medicine)
    -Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.(religion)

    - Chef
    Time spent mastering the culinary arts has paid off, granting you the following benefits:
    Increase your Constitution or Wisdom by 1, to a maximum of 20.
  • You gain proficiency with cook's utensils if you don't already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

  • - Resilient (CON)
    Choose one ability score. You gain the following benefits:
  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

  • - Mage Slayer
    You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

  • =======================================================================================================
    Title
    Titles
    Watcher(Prime Ability)(Dont have it anymore)
    (Title Slot: Fate Free Slot)
    (Class: Any)
    (Backstory and Fate Driven)
    (Rarity: Ö̵̑ŕ̷̛a̷̛̅c̴̍̿l̷̆́e̸̐͆ )
  • Resolve (Ex):
  • Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool resets to 0 at the beginning of each encounter. When you are attacked for at least 30% of your maximum HP, the total damage taken is added to your delayed damage pool as temporary HP. The pool cannot be larger than your maximum HP. All status effects and abilities will still effect you as normal (ex: If an attack were to restrain you, you still get restrained). At the end of your next turn, the delayed damage pool is reset to 0.

    If damage were to put you in an unconscious or dying state while there is Temp HP in your delayed damage pool, you may act as normal until the Temp HP disappears. If you were put in the dying state, you still roll death checks as normal. This effect may only be used once per encounter.

  • Counter Fate (Ex):
  • You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. The first weapon attack made on your turn gains a bonus to the attack modifier equal to the current value of your delayed damage pool divided by 10, rounded down (minimum +1). The maximum bonus you can gain from this ability is +6 to your attack roll. If an attack affected by Counter Fate hits, you may expend all of the Temp HP in your delayed damage pool, adding that value to the total damage as Radiant, Necrotic, or Weapon (type of damage dealt by the weapon) Damage.


    Intoner of Thoughts
    Your memories are sacred and cannot be altered, except by your own volition. Your mind now has the ability to process and recall all information you intake. In addition, you gain four abilities, that all require vocal components unless stated otherwise to use. You have Musa, up to your Proficiency modifier, that you can spend on any ability that would require it. You regain one Musa at Dawn, up to your Proficiency modifier.

    Ariadne's Nostalgic Anthem - As an action, you can spend one Musa to make the world, a group of people, or one, single person forget, recall, or rewrite a memory. A forgotten memory will never be remembered, and cannot be recalled unless you make the memory be recalled. A recalled memory can be one that is true, or one that you create to be "recalled". Any created memory can be about a specific phenomenon, dream, or moment in their life. It could even be about a person that influenced them, that they had never actually met, butbelieves they have. A rewritten memory can be about anything, as long as it is believable by the person. If it is not, the person may reject the memory entirely, assuming it was a dream, recalling it wrong but never remembering what the original was, or knowing you corrected the memory, depending on context. You are the only one who will remember the memories you erase, write, or rewrite.

    If a creature is aware of you using this ability, they can make a Wisdom Saving throw to resist it's affects. If this ability fails, any Musa used is refunded.

    Sybil's Silent Sorrow As a bonus action, you can spend a Musa to make everyone forget about your own prescence. Doing so allows for any creature that loses sight of you to no longer notice your prescence, and succeed all stealth checks while no one remembers you. You must spend a Musa to edit yourself back into the minds of others as a bonus action.

    Marks of Mementos -As an action, you can instill a single marking of your choice into a creature or object you can touch. This mark lasts until removed by yourself, or another Intoner of thought as a free action. You must be in contact with the mark again to remove it. A Memento Mark allows you to instill a memory onto a creature or object, every time the mark is touched, the one touching it recalls the memory as though it were their own.
    If the marked target is a creature, they additionally always recall the
    This ability requires no Musa to be used, only for you to whisper the memory onto the object.

    The Recollections of You - The memories of the world can no longer hide from you. Every old patch of dirt, scratch in a tree, or piece of dust has a memory attached to it.
    As that is how we know one another truly existed. As a one-minute ritual, you can sense all the memories of the world within 30 ft. of you, and can spend another minute to double this range, up to 5 miles. Rummaging through memories is instant for you, and you can choose to re-live such memories in real-time. Any creatures within this area, or that you are currently touching, you may also browse the memories of if they are unaware of your abilities. If they are aware, they may make a Wisdom Saving through against your spell save DC to remain unaffected by this instance.

    You may use this ability instantaneously by instead using your action, along with expending a Musa. If you spend Musa on this ability, any creatures aware of your abilities
    automatically fail the saving throw to mask their memories from you.

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    Dragon Features
    Eikamnor
    The Elder Ethereal Dragon of Fate and Time
    Leader of the Order of Fate and Time
    Alignment:???
    Weavers of Fate/Time Guardians

    Weaving the Veil
    Attuning with the Veil will give you access to go to an additional Subclass from Gestalting into A Martial and a Full Caster. EX: Meaning if you go Cleric Monk you could go. Knowledge Cleric and Way of the Long Death if you join this Empire.

    Strains of Purity
    If you're a Purest Class you can get an additional +1 to a Saving Throw, Skill, or Ability Score at Level 1, 4, 8, 12, 16, and 19.

    Disclaimer
    Once you Leave this Empire you lose one of your additional Subclass or the Bonuses from Strains of Purity.

    Time and Fate's Gamble
    You gain up to your Prof modifier of Time/Fate dice (Rerolls Dice to a Max of 6) that you can use on your Saves, Checks, and to Hit . You regain these dice after using Lost Timezone or after long or short rest.
    Disclaimer - Time /Fate Dice are still counted as Rerolls.

    Weaver and Warden
    When an ally rolls a 1-3 on a d20 you may spend 2 Time/Fate Dice to Reroll the total and if it's 15-19 on the dice it's counted as a critical success. Twice per Long Rest.

    Chosen Yarn of Fate (Item)
    The Effect of this item depends on what fate you were given at the Start of Character Creation.

    Rewrite Fate LV 2
    When you roll a 1 or 2 on D20 , you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. This can be used 3 times per long or Short rest.

    Time's Interference
    If an action, bonus action, or reaction was used during Rewind Fate you will restart time to the start of the action, bonus action, or reaction used.

    History or Destiny LV 2
    You choose between Time or Fate at the Start of a New Day each having a Different abilities and only can be used once per combat.

    Lost Timezone (Time)
    If Time was Chosen, As a reaction to getting critically damaged (Critical Hit) or rolling a nat 1 on a D20 without Advantage or Disadvantage. Make a History Check DC (10+prof+ Half Your Level Rounded up on a save; you will fracture time for 5 seconds peaking into the future; giving you a full turn, Re/gaining 3 Time/Fate Dice, and you may move through this Lost Time.

    Fate Rewritten (Fate)
    If Fate was Chosen, As a reaction to your hp being set to 0 or rolling a nat 20 on a D20 without Advantage or Disadvantage. Make a Religion Check DC (10+prof+ Half Your Level Rounded up on a save; You disappear from existence returning to the Veil until the start of your next turn. Doing so causes your hit points to be restored as though you are benefiting from a short rest, allowing you to spend hit dice as normal. You and your ally reappear at an available square of your choice within 30 feet. Re/gaining 2 Time/Fate Dice.

    Fate's Reward LV 3 (Fate)
    If you have chosen Fate then Rerolls are done at advantage and unaffected by Void Dice but, you must state that before the result is given.

    Time's Blessing (Time)
    If you have chosen Time then Rerolls add an additional d4 + your proficiency to the roll but, you must state that you will be using rolling the Reroll.

    Slowdown The Showdown(Time)
    Once per Round and if you did a Reroll during your turn, you may use your action to spend up to 3 Time and Fate Dice to unleash a flurry of attacks with your weapon. Make a number of attacks with your weapon equal to twice the number of Dice spent. You don't add your ability modifier to the damage, unless that modifier is negative. You can do this Maneuver 5 times per Long Rest.

    Fate Breaker(Fate)
    If you did a Reroll during your turn, you can unleash a powerful slash or shot of Temporal energy using your weapon. By consuming one of your Time and Fate Dice, you gain an additional Extra attack (one) at the end of your attack action. This Attack is a ranged spell attack with a range of 30 feet if you're using a Melee weapon. If this is made with a ranged or a thrown properity weapon the ranged of your weapon is doubled. You are proficient with it, and you add your weapon's modifier to its attack and damage rolls. Its damage is Force, and its damage die is your weapon dice and this attack applies on hit effect. If you Critical hit you use this Manuever three more times. You can do this Maneuver 5 times per Long Rest.

    The Ones born of Time and Fate
    You gain an additional 2 Exotic languages (Can be even a Forbidden or Lost Language) and gain Access to the Planes of Sanctumorium.

    Dragon Vow

    The Old Drakengard of Caelumstrix

    Disclaimer: This Vow can only be used once below half health and only in true Combat against the Enemies of Caelumstrix.

    As a Full turn action (Movement, Bonus Action, Action) you summon the Veil of Strings and commence weaving fate and time itself in the middle of combat to use against the Void or the enemies of Caelumstrix.

    Using this Vow for 3 turns requires you to make a DC 25 Level check(this DC increases as you Level) as an action at the start then Immediately ends your turn and while weaving you cannot use reactions. At the end of each turn the following happens if you succeed. Critically failing the Level check may have potentially disastrous consequences.

    1st Turn Pass. All Allies within 120ft gain +2 to AC and all saving throws for 3 turns.
    2nd Turn Pass. All Allies within 120ft gain Healing and Temp HP based on double your Level.
    3rd Turn Pass - Wheel of Fate and Time
    Time stops as the DM rolls a d3000 and to determine the outcome of it; then after The Wheel of Fate and Time will spin once more you and your allies gain 3 rerolls until the end of Combat.
    Knight of Xenagon:

    Xenagon Augustus
    The Elder Prismatic Dragon of Guardians and Primal Elements
    Guard of Polaris
    Arbor Pillar: Aquarius
    (Basileum Line)
    Alignment: Good
    The Prismatic Thunder

    Dragon Vow
    Primal Formation: Xeno-Ranger

    As an action, you fuse with your Xeno Crystal as your Xeno Armor appears and primal energy begins to seep from your body, inundating the area around. Creatures within 10 feet of you take Force damage equal to your level at the start of their turn then gain the following.

    Armor-X
    While in this form; whenever you take damage in this you may state you have advantage on your next saving throw and, if you succeed, gain temp hp off the total roll. Once per Round.

    Giga Clash
    Whenever, you cause an A.O.E. that would hit allies. You negate the damage that would be caused to them. Twice per Round.

    A Ranger's Spirit
    If an Ally or you would Die within 60 feet of you. As a reaction may make an Athletics check DC of 23 and if you succeed you and/or that ally would Revive based on the total roll and regain your reaction. Once per Month

    =======================================================================================================
    Curses
    Were-Fox
    Once below half health you can as an action summon your inner beast causing an explosion.

    This Explosion up to 30 feet happens Hostile Creatures that are within the Radius must make a Dex Save (8+Prof+ Wis) and deal Xd6 Astral Damage knocking them up to 15 feet. On a Save they take Half and aren't Knocked back. You heal half of the total rolled. X is your level.

    Your Weapons can use you're Wisdom mod to hit and Damage. Also gain an additional 1d8 Astral damage to your spell and weapon damage.

    Well of Life
    You heal based off the addtional astral damage you deal in this state.
    ---------------------
    Hears a thomas the tank engine and -2 to con saves on spells.

    Features & Traits
    Equipped
  • Plate armor +1
  • E.X.A.-Calibur XVI; The Shard of Beginnings
  • +1 Longsword/ Shield/ Charge Axe
    Pinnacle of Styx
    Watcher Attunement: Reincarnation of Yorhara
    ----------------------------------
    Past Wielder: Yorhara; Goddess of Dragons and Humanity

    Current Wielder: Ariadne Banedragon Veremund

    Excalibur Piece #XVI:
    Zorra Lefay Talisbane; The First Elder Dragon and Creation of Redacted; Creator of the EXA-Calibur; The Lady of the Styx; Lover of Lancelot; Sister of Yukihara; The Broken Blade of Caleumstrix, Rite Breaker, and The Tower Drakengard.
    ---------------------------------
    The First Dragon and EXA-Calibur Piece- This holy longsword appears mundane, but transforms and radiates bright glowing sunlight up to 15 feet when in combat against the True Enemy or becoming unconscious in True Combat. Choose between Yorhara, or Arthur and, this weapon's bonus to attack and damage rolls is also doubled against creatures Dreadborne, Corrupted Ones, Zealots, Void Creatures, or Elder Creatures.

    Yorhara's Gift: You channel the bolstering energy of the gem into your aura. While active, you and allies in the aura gain advantage on Con Saves and Checks, and if an Ally would die in your aura from an enemy trait or Abilities you may sacrifice half your Spell Slots or Class Features so they are nullified from the effects and are put to one HP becoming invulnerable until the end of your next turn. If doing this you gain Max Phials and Max Charges.

    Arthur's Gift: You can radiate a cascading aura of lights that causes you and your allies gain a dr to all damage based on your prof mod + equal to half your highest spellslot (Rounded Up). If one instance damage is less than your level you gain 2 phials and charges; this effect happens once per round.

    Disclaimer: This DR doesn't stack with other forms of DR unless stated.

    --------------------------------------
    Shield and Sword of Humanity's Virtue; Requiem Formation
    While in sword and shield form this weapon deal 1d6+Prof+X Slashing Damage that pierces through Immunities (Dealing Resistance instead) and goes through Resistances. X equals +1 for every charge into the blade.

    Ebb and Flow: Each attack landed in Sword and Shield form against a hostile creature Charges the Sword. The Sword can hold a max of up 6 charges into your blade. Critical Hits Grant two charges. You lose charges every two turns that passes after your turn in true combat or used in Conflux Formation.

    Ever flowing Hope
    : As a bonus action you can store the energy from the Sword into the shield charging the phials stored within. Reaching 6 phials stored empowers your shield, increasing your defenses gaining DR against all damage types based on double the amount of phials stored. The Phials stored last for 1 min ,using Ever-Echoing Protection, or until used in Conflux Formation. Stacks with Arthur's Gift.

    Ever-Echoing Protection: If you or an ally within 30 ft takes damage more than the DR you have you may use your reaction to use all the Stored Phials giving you and that ally double the amount of DR you currently have. Three times per Short Rest or Long rest.
    -------------------------------------------------

    Ancient Song; Vantelios Caliux: As an item interaction on your turns you may switch the formation of your sword to become your axe and armor. At Max Phial charge you may absorb the Phials into the blade to the Gunblade Form.
    ------------------------------------------
    Axe of Pantheons' Wrath; Conflux Formation:
    While in Axe form this weapon deal 2d8+Prof+X Slashing Damage that pierces through Immunities (Dealing Resistance instead) and goes through Resistances. X equals +2 for every charge into the blade and Phial in the Sheild. Whenever you attack with this weapon it use up a Phials then Charges. Once all are consumed you revert back into Requiem.

    Axe of Yorhara;
    The Shifting Resolve: The wielders attack rolls with this weapon are a 15ft cone instead of a single target within 5ft, dealing full damage to one target and Cascade damage to all other targets within the cone, requiring no save. Cascade damage is applied to all hostile targets within the 15ft cone, including the target that takes normal damage from this weapon if the attack roll succeeds. Cascade damage is Radiant, Necrotic, or Fire Damage equal to Xd4+MentalModifier where X is the wielders proficiency modifier. Cascade damage may be negated by ‘shield’ and other such spells and spell-like abilities that provide coverage.

    Armor of Yorhara; Zorra's Sacrifice Phials are converted instead of Ever flowing Hope are turned to +1 AC and +1 DR for each Phial and Charge you have to a Max of +4 for AC and 12 DR. This Last till Conflux ends.

    Ancient Song Finale: Innocentius Caleumstrix Lux Lacus
    Using up all actions on your turn you bring up this weapon to the sky as it shatters into a blade of the Veil of Caleumstrix then a 120 foot cone of the cascading stands of fate surrounds you then bringing it down in a single slashing motion, tearing the world asunder with the power of the Veil. All Hostile Creatures in a 1w0ft line must make a Dexterity Saving Throw, taking Xd4+Xd6+Xd8+Xd12+Y Astral damage; half on a success. Afterwards; all Allies within 120 feet of you heal Yd20 Hit Points and removing all Void Magic and Debuffs. Once using this; the weapon can no longer transform into Conflux Formation till Next Dawn and you gain 5 points of Exhaustion that can only be removed by certain hunters or elders.

    Y is equal to 5 for each Excalibur User in your hunting Party and X is for Each Phial and Charge used for this Maneuver.
    ------------------------------------------
    Sword of Yorhara's Sin; Alpha Formation
    While in GunBlade form this weapon deal 2d10+Prof+X Slashing Damage that pierces through Immunities (Dealing Resistance instead) and goes through Resistances. X equals +2 for every charge used into the blade. Whenever you attack with this weapon it gains Ebb and Flow and you gain a fly speed up to your movement. Once all at full charge you revert to Pantheon's Wrath or Humanity's Virtue.

    Draw and Syphon
    On hit you may use two charges to attempt to steal magical energy from the creature and, deal Xd4 force damage in a 30 foot radius to each hostile creature(X is based on the Vials gained this turn). The creature must make a DC Charisma saving throw. On a failed save, it loses one spell slot of 3rd level or lower, and you gains one spell slot of the same level. In addition, you learn one spell(Other Than Void Spells) of that level or lower that the creature knows or has prepared. You loses any unused spell slots and forget any spells you had learned after the combat.

    Hissatsu: EXPLOSION!!!:
    On a critical hit and using Draw and Syphon, you may use an additional Vial to increase the radius of the Explosion by 30 feet and deal additional force damage based on the total weapon damage. Two times per Long rest.

    Renzokuken: Fated Reckoning
    Once hitting two consistent attacks in the turn, you may use all Vials gained this turn to continue the assault. You gain X attacks based on the amount of Vials used for this maneuver. However, once you miss this maneuver ends and this maneuver can be used only once during your turns.

    Hissatsu: リミットブレイク
    If all the attacks hit from Renzokuken, you can use a bonus action to gain MAX VIAL CHARGES then changing your weapon to Pantheon's Wrath making an additional attack against the same target, and can keep making additional attacks until all Vials are used. One time per Long rest.

  • Exa-Zoid Scorpius; Horizon's NXT
  • Exa-Zoid Scorpius; Horizon's NXT
    Fate and time's Rider belt/The Veil Guards Armor
    Draconic- Aspect of Destruction
    Rider Gear/Heavy Armor +1
    Exclusive Attunement: Sun Rider Veremunds bloodline.
    -------------------
    One Woman Army: While attuned to this Belt you increase your WIS or STR by 4 and increase the stat cap to 28 of the chosen stat.(Wis)

    Paradox Dice: You learn the Bless spell and may cast it without a spell slot once per long rest. You may add bless to yourskill checks and Bless becomes a Bonus Action to cast in addition to the spell.

    Resolve's Never-Ending Battle: Your hit point maximum increases when you attune to the belt, in addition to your con mod, you may add your wisdom mod to your Max Hp Rolls. Whenever you gain a level thereafter, your hit point maximum increases by adding your con and wis mod.

    Tarot Sacrifice: You may sacrifice 23 of your maximum hp to regain a Time and Fate dice. Three times per long rest.
    --------------------
    The Veil Guard's Armour: +2 full plate. as an item interaction, you may summon forth the Radiant armour of The Veil Guard from this belt. In this form, you are resistant to all magical and non magical physical damage(bludgeoning, piercing, slashing). Then, choose a damage type from the Three: Radiant, Necrotic or Force. you gain resistance to the chosen for the day.
    --------------------
    Temporal Manipulation Field: As a bonus action you may activate an aura of 20 ft around you, choosing mode "Accelerate" OR "Dialate" the chosen aura ends after one minute or as a free action.

  • Accelerate: You and all creatures that you designate in this aura gain a bonus to their Dex saves and checks based off half your wisdom modifier. and an additional +2 to attack and damage rolls. In addition,You undergo the effects of haste as long as this is active. The slow spell and such conditions do not work on you or the ones designated in this field.

  • Dialate: All creatures that you designate in this aura now gain disadvantage to dex saves and checks, a -2 to ac and must make a wisdom save against your spellcasting dc, on a fail they undergo the effects of Slow. A creature repeats the save for the Slowed effect at the end of their turn, on a pass the effect is removed.

  • disclaimer: leaving the field removes both effects. Rentering applies them again.

    you may activate Temporal Manipulation Field TWICE per dawn.
    --------------------
    XENO-RANGER FORM: FATE'S RANGER

    Activating your dragon vow empowers the armour you wear, unlocking even further abilities from it.

    While in this state, you gain the following benefits in addition to your dragon vow abilities:

  • Allies within your 10 ft aura of primal energy become immune to the effects of your inundating aura, and instead heal hitpoints equal to your level at the start of their turn.

  • As a reaction to taking damage higher than your current ac, you may activate Fated Backlash. The target makes a Wisdom saving throw against your spellcasting dc. On a fail, the target takes [Ac*2] in true force damage. Half of it on a pass. You may use this reaction thrice.

  • As a bonus action you may bind your fate to another within 60 ft of you. This allows you to give them one of your resistances or Immunities for the duration. In addition, if they are critically hit by an attack, you may use your reaction to turn the hit into a normal one.

  • [Knight of Time and Fate Unlock. The virtues of the Veil Guard]
    Fighting, for a better tomorrow. Defending, to give others the chance to see it. Surviving, to live and see it yourself.
    Once per turn, you may use a bonus action to spend a time and fate dice to use one of the following gifts from the armour:

  • Renew a singular use of action surge.
  • Grant all Allies including yourself the benefits of the Shield of Faith spell for 1d4 rounds. No concentration required.
  • Regain hp 2 times your level. Removing all ill effects from yourself in the process.

  • ========================================================================
    Belt of Revivify
    Does the Revivify spell once and it will break
    ========================================================================
    Izzet Guild Signet
    Ring, uncommon (requires attunement)
    This ring, adorned with the symbol of Izzet, allows you to cast chaos bolt. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet's recognition and favor.

    A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
    =========================================================================
    Ring of Necrotic Resistance
    Ring, rare (requires attunement)
    Major tier
    You have resistance to necrotic damage while wearing this ring. The ring is set with jet.
    =========================================================================
    Ring of Free Action
    Ring, rare (requires attunement)
    Major tier
    While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
    ========================================================================
    Cap of Water Breathing
    Water Breathing Thingy
    ========================================================================
    Ring of Reaction(from Ares) +10 to Dex saves and Initiatives
    You make a minor magic ring. Any creature wearing it can add your Intelligence modifier to their Dexterity saving throws and initiative rolls.
    ========================================================================
    Reward Ticket:
    Warhammer
    Sentinel Shield
    Shield
    Chainmail
    backpack
    bedroll
    dagger
    Holy Amulet
    Messkit
    Tinderbox
    10 Torches
    3 Greater Healing Potion
    272595 GP
    the staff of the python
  • 1 growth
  • Petrified Wood stone
  • Gives a +2 Intelligence saves
  • 2 Definitely Normal Superior Healing Potion
  • Desert Rose
  • gives you a +1 to damage you do with your spiritual weapon. You can use this ability twice per long rest.
  • Greater Blood Healing Potion made by Sebastian
  • Malphas Mox Amber- 350.000 gp (discount -250k GP)
  • Once attuned you learn the Inflict Wounds spell and doesn't count against the amount of spells known. This spell can be applied to weapon attacks as a reaction to a critical hit and uses up a spell slot or a charge from this stone. You may use this power twice per long rest. This stone carries 3 charges and once all are used you must sacrifice your highest spell slot after a long rest to recharge.

  • Mom's Sunrider Stone

  • a piece of Silver
  • The Mark of a Warrior of Vígríðr. (Summon in a another world poggers!)

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5495, Platinum: 0 Money
    Runes:
  • Fire Rune.
  • This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

    In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Cloud Rune.
  • This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

    In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Hill Rune (7th Level or Higher).
  • This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

    In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Storm Rune (7th Level or Higher).
  • Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

    In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
  • In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
    ====================================
    Cantrip:

    Guidance
    Mending
    Toll of The Dead
    Spare The Dying
    Thaumaturgy

  • Lvl 1 Spells:

  • Bless
    Guiding Bolt
    Healing Word
    Cure Wounds

    Veil:
    Feather Fall
    Shield

  • Lvl 2 Spells:

  • Spiritual Weapon
    Hold Person
    Lesser Restoration
    Gentle Repose
    Calm Emotions

    Veil:
    Blur
    Misty Step

  • Lvl 3 Spells:

  • Beacon of Hope
    Dispell Magic
    Sending
    Spirit Guardian
    Spirit Shroud

    Veil:
    Slow
    Haste

  • Lvl 4 Spells:

  • Deathward
    Locate Creature

    Veil:
    Dimension Door
    Fabricate

  • Lvl 5 Spells:

  • Geas
    Greater Restoration
    Mass Cure Wounds
    Scrying

    Veil:
    Far Step
    Hold Monster

  • lvl 6 Spells:

  • Forbiddance
    Word of Recall
    Planar Ally

  • lvl 7 Spells:

  • Temple of God
    Ressurection
    Regenerate

    lvl 8 Spells:

    Antimagic Field

    lvl 9 Spells:

    True Ressurection
    Power Word Heal

    Watcher Spell
    Ambient Hymn
    Cantrip
    Reaction
    Instantaneous
    Ambient Hymn transforms the sounds needed to produce any music effect into background noise.
    Those who hear this music masked in this way remain unaware of its true nature, though it still has its normal effects.
    For example, you could use this spell to make a song intended to inspire competence sound like the chirping of crickets, the rustling of leaves, or the crackling of the campfire.
    You choose what your ambient song sounds like, but it should be a noise that's in harmony with the immediate environment.
    A subject who makes a successful Wis save realizes that the sound has been altered and can hear its true nature.

    Belladona's Rose Hymn
    First Level
    Action
    Instantaneous
    All allies within 30 feet of you gain full recovery of their hit dice. Each affected creature heal hit points equal to your level plus your Spell modifier.

    Tekken's Battle Hymn
    First Level
    Action
    Instantaneous
    Can only be Casted in Combat
    All allies within 30 feet of you gain 1 additional Martial Class Charges(Like Ki, Rage, or Ect). Each affected creature gain a bonus to hit on martial weapon attack equal to your level plus your Spell modifier. This buff only applies to the first hit on a creature on their turn expire once it hits.
    for the stones you'll have to wait still as I have other mechanics and items to go through
    Spellcasting
    language:
    Common
    Draconic
    Giant

    Vox Maki
    ====================================
    Lute
    Herbalism kit
    Armor: light armor, medium armor,heavy armor shields
    Weapons: simple weapons, martial weapon
    Tools: Smith Tools, Artisan Tools, Weaver's Tool, Cooking's Tool
    Saving Throws: Wisdom, Charisma
    Skills: History and Religion

    Languages & Proficiencies
    Kind, somewhat idealistic, polite, nervous when it counts.

    Personality Traits
    I want to know more about myself. Adventuring is a start!

    Ideals
    Personal
  • Mother(Gwendolyn): She is pretty much best friends. there is a slight feeling of distances though.
  • Father: She doesn't know much of her Father other than is adventures.

  • Known Dragons:
  • Khyne (ex-Pacted)
  • Caim
  • Kali
  • Znaniye

  • Known NPC:
  • Siva
  • Jeff
  • Splash
  • Clotho
  • Ddanger
  • Qamar
  • Sharrkar

  • Known Hunters:
  • Robin (Met in port sinbad)
  • Lucius (met in venari)(Apparently call her sis)
  • Bear (Met in first hunt)
  • Mr.Boner (Met in venari with a deez nut joke)
  • Zorron (Met in first hunt)
  • Luyssious Temen( Met in first hunt)
  • Ekram (Met in venari with Zorron)
  • Phoebemila (Met in first hunt)
  • Isadora (Met in the Clotho fight)
  • Kathalor(Briefly in Clotho Fight)
  • Rome(Briefly in Clotho Fight)
  • Dolci(Briefly in Clotho Fight)
  • Fam (Only saw him)
  • Shard (Only saw him)
  • Octavian (met in Venari. Arebel Tutor)
  • Heironymus/Haft (In Adora's hunt)
  • Tors Siegfried (In Adora's hunt)
  • Cov Scal (in Mistah hunt)
  • Victoria
  • Pop

  • Bonds
    Somewhat naive and idealistic.

    Flaws
    Ship stuff

  • Artillerist
  • +2 to damage of any type
    +2 to hit
    1d4 to martial and insight checks
    Extra Feat Slot and +2 Action surges

  • Inspis/birth 20s:
  • inspi 1

    Forging Expertise
    Armor
    Shield
    exotic
    Tech (Khyne)

    Rune knight Extra 2 Expertise :
    weapon
    Martial
    Ammunition (Khyne)

    Also gets two rerolls on forging rolls for expertise items

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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