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Fumie

Yuan-Ti Pureblood Race
Twisted Inhibitor Origin
Astrologian 4; Sorcer 1 . Class & Level
Chaotic Neutral Alignment
Dalia Deity
none Faction
48 years old Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 14
+2
constitution 14
+2
intelligence 14
+2
wisdom 14
+2
charisma 12
+1
Total Hit Dice 4;1
Hit Die
1d6+2
+2 proficiency bonus
+2 Strength
+4 Dexterity
+4 Constitution
+2 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+4 Arcana
+2 Athletics
+1 Deception
+2 History
+4 Insight
+1 Intimidation
+2 Investigation
+2 Martial
+2 Medicine
+2 Nature
+2 Perception
+1 Performance
+1 Persuasion
+2 Religion
+4 Sleight of Hands
+4 Stealth
+2 Survival
skills

 
0
MV

Prestige
1
Attunement Slots
12
Armor Class
31
Hit Points
+3
Initiative
30
Speed
Attacks
Languages: You can speak, read, and write Common, Primordial, Vrovl, Amore, and Deep Speech.
Armor: None
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Tools: Divination Deck
Skills: Arcana, Insight
Saving Throws: Wisdom, Charisma

Attunement slot used: 1/1
Proficiences
Slots
1st 4 ; 2nd 3 ; 3rd 2 ;

Astrologian
Spoiler label
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier = 8 + 2 + 2 = 12
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier = 2 + 2 = 4
Spells equal to your Wisdom modifier + half your Astrology level, rounded down (minimum of one spell). [3 + (2/2) = 4]


Sorcerer
Spoiler label
Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier = 8 + 2 + 2 = 12
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier = 2 + 2 = 4
Spells equal to your Charisma modifier + half your Sorcerer level, rounded down (minimum of one spell). [3 + (2/2) = 4]


Guidance (divination; V S action; EH)
Spoiler label
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


Message (transmutation; V S M action; Astrologin)
Spoiler label
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.


Mage Hand (conjuration; V S action; Sorcerer)
Spoiler label
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.


Prestidigitation (transmutation; V S action; Sorcerer)
Spoiler label
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Guidance (divination; V S action; Astrology)
Spoiler label
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


Shocking Grasp (evocation; V S action)
Spoiler label
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Resistance (abjuration; V S M action; Astrology)
Spoiler label
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.


Sacred Flame (evocation; V S action; Astrology)
Spoiler label
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).


Firebolt (evocation; V S action; Astrology)
Spoiler label
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Mending (transmutation; V S M touch; MI)
Spoiler label
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


Druicraft (transmutation; V S action; MI)
Spoiler label
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.


Poison spray (transmutation, V, S, 1 action; MI)
Spoiler label
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.


Mold Earth (transmutation; V S M action; Sorcerer)
Spoiler label
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Goodberry (transmutation; V S M action; MI)
Spoiler label
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.


Bless (enchantment; V S M action; Astrologin)
Spoiler label
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to 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.


Protection from Evil and Good (abjuration; V S M action; Divine)
Spoiler label
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Bane (enchantment; V S M action; Astrology)
Spoiler label
Up to three creatures of your choice that you can see within range must make Charisma saving throw. 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.


Magic Missile (evocation; V S action; Astrology)
Spoiler label
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 above 1st.


Cure Wounds (evocation; V S action; Astrology)
Spoiler label
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.


Misty Step (evocation; V Sorcerer)
Spoiler label
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


Clairvoyance (divination; V S M action; Sorcerer)
Spoiler label
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.


Gift of Alacrity (divination ; V S ;EH)
Spoiler label
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

 

Spellcasting
0gp 7sp
a Star Globe, granted to you by your mentor
a backpack
a book of lore
a bottle of ink
an ink pen
10 sheets of parchment
a little bag of sand
a small knife
tarot deck
astrology deck
traveling clothing
bedroll

Scissors of Severed Fate
Spoiler label
Wondrous Item, Artifact 1lb
These silver scissors appear mundane, though have an etching of an evil eye with a dagger pierced through it on the inside of one blade.
These scissors have the ability to cut the strings of fate, should they be seen. This severs the ties of prophecy from an individual or pair of individuals, relieving them of their destiny. This does not cauterize the target's ability to form a new destiny, nor does it do more harm than an ordinary pair of scissors.
a dagger.


Deck of Fate (d22)

Equipment
none
Faction
14, 11, 13, 10, 14, 12
Stat Array
Darkvision (60ft):
Spoiler label
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.


Magic Initiate
Spoiler label
Druid. You learn two cantrips of your choice from that class's spell list. Mending (transmutation) and druidcraft (transmutation)
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Goodberry (transmutation)
Your spellcasting ability for these spells depends on the class you chose Wisdom for druid.


Magic Initiate
Spoiler label
Cleric You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose Wisdom for cleric.


Ethereal Horizons
Spoiler label
You can cast the guidance cantrip as well as Gift of Alacrity once per long rest without using a spell slot. As an action, you can blink your eyes and see into the Ethereal or observe the threads of Fate for up to 5 rounds.


Twisted Inhibitor
Spoiler label
You know the language Vrovl.
Some days, your magic does not come as it was taught, instead twisted by your tainted mind. At the start of the day, when you wake up, roll a d4. On a 1, all of your spells until you finish a long rest is subject to the wild magic table.
When you wake up, you find that your age has changed. Roll a d2 and a d6. When the d2 rolls a 1, you age backwards by a number of years rolled on the d6. When the d2 rolls a 2, you age forwards by the d6.


Spellcasting Focus
Spoiler label
You can use a star globe, planisphere or other similar tools as an arcane focus (found in chapter 5 of the player's handbook) for your astrologian spells.


Spellcasting Focus
Spoiler label
You can use an arcane focus (found in chapter 5 of the player's handbook) for your Sorcerer spells.


Ritual Casting
Spoiler label
You can cast any Astrologian spell you know as a ritual if that spell has the ritual tag. Rituals with Astrologian spells take half the time they would normally take.


Yuan-Ti Pureblood
Ability Scores: Cha +2; Int +1

Innate Spellcasting
Spoiler label
You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.


Magic Resistance
Spoiler label
You have advantage on saving throws against spells and other magical effects.


Poison Immunity
Spoiler label
You are immune to poison damage and the poisoned condition.


Draw
Spoiler label
Beginning at the 1st level, as an Astrologian, you are able to use the Draw ability. You are capable of channeling the power of the stars into your deck of sixty, and grant boons based on the card drawn. You are limited to the number of draws indicated in the class summary table.
Using your bonus action, roll 1d6, the number shown corresponds to the drawn card. Once drawn, you may use a free action to apply the empowering effect to yourself or another creature within 30 feet that you can see. The card burns up in your hand and the magic contained is transferred to the selected creature.
The effect of the boon lasts for a number of rounds equal to half your Wisdom ability modifier rounded down with a minimum of 1 round. Using a draw on a target already under the effects of the same or another card ends the previous ones' effect. Available draws refresh after a long rest.


Astrologian Archetype
Spoiler label
At 2nd level, you choose a study as an Astrologian Fortune Teller all detailed below. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.


You gain a level of Weaver Sorcerous (you are a direct child of a god). Your maximum levels expands to 21.

Divine Soul
Spoiler label
Law gives Bless spell


Favored by the Gods
Spoiler label
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can't use it again until you finish a short or long rest.


Thread Linked
Spoiler label
Starting at 1st level, you have the ability to string together willing creatures using the weave. At the end of a long rest, you can choose to bind yourself with a number of creatures up to half of your proficiency. As long as you are within 60 feet of these creatures, you are considered linked with them, and you can cast spells with a range of touch targeting any linked creature. This link is severed if you are sent to a different plane or move beyond 100 feet of any one creature.


Woven Armor
Spoiler label
You are able to better manipulate the magic of the weave to protect yourself. When you cast Mage Armor, the AC it applies is instead 10 + Your Dexterity Modifier + Your Charisma Modifier.

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

Drangoana.

Statblock Type

Verum Character Sheet

Link/Embed