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Arthyas Tiern

Sharkai Race
The Path of the Ael Origin
Spirelord 4, Prestige Class: Dominus 4/1 Class & Level
Lawful Neutral Alignment
Astaroth Deity
Mages Guid Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 10
+0
constitution 15
+2
intelligence 16
+3
wisdom 11
+0
charisma 11
+0
Total Hit Dice
Hit Die
1d10+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+5 Arcana
+5 Athletics
+0 Deception
+3 History
+2 Insight
+0 Intimidation
+3 Investigation
+0 Martial
+0 Medicine
+3 Nature
+2 Perception
+0 Performance
+0 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
10
MV
1
Prestige

Attunement Slots
17
Armor Class
36
Hit Points
+0
Initiative
30
Speed
Attacks
From Racial bonus

Perception- From Keen Senses
Sharkai Weapon Training – You have proficiency in three two-handed weapons of your choice:
Axe
Spear
Claymore

From Spire Lord

Intelligence and Constitution Saving Throws
Athletics
Arcana
Armor: Light Armor Medium Armor, Heavy armor
Weapons: simple weapons, martial weapons


Lip Service

Insight

------Languages---------------
Common
Sharkai
Proficiences
Trigrams

Aether Jaunt - Your next 5ft of movement is considered a teleport.
Eyes of the Spire - Detect magic within sight distance for one minute.
Force Shield - Gain 3 ac for a round.
Aether’s Edge - Until the beginning of your next turn, your Signum weapon gains the reach property, if it already possesses the reach property add 5ft.
Aether Preparation - Gain advantage on your next saving throw made within 2 rounds.
Precision in all things - Until the start of your next turn, your attacks bypass 2 ac of the creatures you attack.
Religion Holds No Sway - Dispel any fear or charm effect you are suffering from a clerical/paladin source.
Chilling Blade - You imbue your blade with necrotic energy, On a hit, your Signum’s bonus force damage is changed to necrotic damage, and the target can't regain hit points until the start of your next turn. .
Knowledge Unfolds - Gain advantage on your next counterspell or dispel magic ability check. This lasts for one minute.
Doors Opened - You can cast Knock without expending a spell level. You can only do this once per a day.
Mind Palace - Gain advantage on your next intelligence based ability check.

 

Magic Missile

[spoiler] 1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Blur
p219
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Longstrider
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.

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.

Command
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
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 DM 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.



| Spells [/spoiler]

Spellcasting
Splint
Halberd
Equipment
Mages Guid
Faction
The Mad Man
Stat Array
Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Glory of Aladine
When you defeat a creature, you are healed for a total amount of hit points equal to your character level + your Constitution modifier. Once this ability is triggered, it cannot be triggered again until you complete a short or long rest.

The Path of the Ael
You gain an additional use of the Glory of Aladine before you must rest.

Whenever you use the Glory of Aladine, you may make an attack with your weapon against another creature that is within 30ft of you as a bonus action.

Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.

Supremacy (Pool of points to use trigrams and a way to restore spell slots)
At 1st level, the Spire Lord gains a reservoir of supreme magical energy that he can draw upon to fuel his powers. This Supremacy pool has a number of points equal to 1/2 his Spire Lord level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the Spire Lord prepares his spells.
At 1st level, the Spire Lord can use points from their supremacy pool to restore spell levels that have been expended. These spell levels are restored at a 1 for 1 ratio. This takes an action to perform. These restored spell levels are prepared immediately and the Spire Lord may choose what spells are prepared as normal.

Basic Trigrams
At 1st level, the Spire Lord gains access to a number of abilities called Basic Trigrams. These Basic Trigrams provide a conduit for the Spire Lord to channel their Supremacy to inherent magical and martial effect. Basic Trigrams take a Bonus action to activate and last for a duration listed under each individual Basic Trigram. These abilities are listed here.(bottom)

Signum
At 1st level, the Spire Lord gains the ability to attune to a single weapon to treat as his Signum, this weapon is used as a focus for the Spire Lords Trigrams and it also acts as the Spire Lord’s spell book for his Paradigm. The Spire Lord’s Signum is always considered a magical weapon.

Paradigm
The Difficulty Class for a saving throw against a Spire Lord’s spell is 8 + proficiency bonus + 1/2 the Spire Lord’s Intelligence modifier and 1/2 the Spire Lord’s strength modifier, rounded up.
A Spire Lord can cast only a certain number of spells each day. This is determined by the total number of spell levels that the Spire Lord has for that level. A Spire Lord may prepare these spells using these spell levels in any combination that they wish. (For example, a Spire Lord that has 10 spell levels in his Paradigm may prepare three 3rd level spells and one 1st level spell, they could also prepare five 2nd level spells.)
A Spire Lord may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the Spire Lord decides which spells to prepare.
Art of The Spear(reach stuff)
Lvl3
Distancing Strike
While wielding a Glaive, Pike, Halbert, or Long Spear you gain the following benefit:
Whenever you take the attack action you can push the creature 5 feet back. You can do this as many times as your intelligence modifier. You recharge this at a short or long rest

Overwhelming Might
As Astaroth’s might made manifest, none can stand against your Strength.
When you succeed on a Strength or Athletics check against an enemy, you deal damage equal to your Strength modifier to them, and gain a stack of Dominion. Dominion is then used for your other abilities.

Tyrant’s Command
As a reaction to an ally or enemy movement, you can expend at least one stack of Dominion to cast the spell Command against one target you can see.

Strength is Without Species
Command works on all enemy types, no longer just humanoids.

Strength is a Universal language
You no longer need to share a language with the creature to issue a Command to a target.


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

Ravion.

Statblock Type

Verum Character Sheet

Link/Embed