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Astral Ascendit

Lizardfolk Race
Bloodwave Bay ( Navigator ) Origin
Stars Cleric (6) / Monk (1) 7 Class & Level
Lawful Neutral Alignment
Falaael Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 16
+3
constitution 16
+3
intelligence 12
+1
wisdom 18
+4
charisma 10
+0
Total Hit Dice 7
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+3 Dexterity
+3 Constitution
+1 Intelligence
+7 Wisdom
+3 Charisma
saving throws
+3 Acrobatics
+4 Animal Handling
+1 Arcana
+3 Athletics
+0 Deception
+4 History
+7 Insight
+0 Intimidation
+4 Investigation
+3 Martial
+3 Medicine
+1 Nature
+10 Perception
+0 Performance
+3 Persuasion
+1 Religion
+1 Sleight of Hands
+3 Stealth
+10 Survival
skills

 

MV

Prestige
1
Attunement Slots
19
Armor Class
59
Hit Points
+0
Initiative
30
Speed
Bite 1d20+3 1d6
Tonfa (Fire) +1 1d20+7 1d6+4+1d8
Tonfa (Cold) +1 1d20+7 1d6+4+1d8
Light Crossbow 1d20 1d8
Dart 1d20 1d4
Attacks
Armor: Light armor, Medium Armor, Shields

Weapons: All simple weapons , Tonfas

Language: Common and Draconic

Tools: Cartographer's Tools

Saving Throws: Wisdom, Charisma

Skills: Athletics, History, Insight, Investigation, Perception, Persuasion, Survival
Proficiences
Spell DC: 15
Spell Attack Modifier: +6

Cantrips:
Dancing Lights (Stars)
Hand of Radiance
Sacred Flame
Spare the Dying
Resistance


 


1st Level Spells:

Faerie Fire (stars)
Bless(stars)
Healing Word
Guiding Bolt
Command
Shield of Faith

 


2nd Level Spells:

Darkvision (stars)
Moonbeam (stars)
Enhance Ability
Silence
Spiritual Weapon

 


3rd Level Spells:

Spirit Guardians
Magic Circle
Protection from Energy
Melf's Minute Meteors (stars)
Hunger Of Hadar (stars)

 



Spellcasting
• Tonfa +1 ( 1 d8 fire )
• Tonfa +1 ( 1 d8 cold )
• Shiftweave
• A Light Crossbow and 20 bolts
• An Explorer's Pack
• Symbol of Falaael
• 20 Darts ( +3 Screaming Thorns Darts )
•Cartographer Tools
•Navigator Tools
•1 Potion of Healing
•1 Basic Poison
•2 Antitoxin
•Map Case
•10 Paper
•1 Ink Pen
vJewellery (2600g)
Your [ Wisdom ] score increases by 2, up to a maximum equal to your ability score cap.
At the end of a long rest, you can choose a willing creature to be your Ward. As an action you can teleport adjacent to them so long as you are within 30 feet of each other. You can do this twice, regaining both uses after finishing a long rest.

Equipment
Factionless
Faction
Monk
_____________________________
Unarmored Defense, Martial Arts

Racial
_____________

Natural Armor
You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor


 


Hold Breath
You can hold your breath for up to 15 minutes at a time.


 


Cunning Artisan
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.


Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike


Hungry Jaws
In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.


Stars Cleric
_____________________

Celestial Lights
Whenever you roll radiant damage with a cantrip, you can use Celestial lights to deal maximum damage, instead of rolling. You can do this a number of times equal to your wisdom modifier. You regain all uses of Celestial lights after a long rest.


Channel Divinity: Starbust
Starting at 2nd level, you can use your Channel Divinity to harness the power of the stars from within your spells, dealing damage. As an action, while you are concentrating on the spell Arcane Eye, Dancing Lights, Faerie Fire, or Moonbeam, you may present your holy symbol and make your spell burst with starlight. Each hostile creature within 15 ft of the spell's center must make a Constitution save. A creature takes radiant damage equal to 4d6 + your cleric level on a failed saving throw, and half as much damage on a successful one. If there is more than one spell origin, use all of them. Starburst cannot overlap onto its self.


Elemental Stars

Starting at 6th level, whenever you would do radiant damage, you can deal force, cold, or fire damage instead. You can still use celestial lights on cantrips if their damage was changed by Elemental Stars

 


Warcaster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Lonzo.

Statblock Type

Verum Character Sheet

Link/Embed