Artorius Kenos | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Artorius Kenos

Draconic Rogue 7 Class & Level
Infernus - Pillars of Fire Background
Half-Elf/Half-Raven Faunus Race
? Alignment

Strength 14
+2
Dexterity 20
+5
constitution 20
+5
intelligence 14
+2
wisdom 20
+5
charisma 22
+6
Total Hit Dice 7
Hit Die
1d8+5
+3 proficiency bonus
+2 Strength
+8 Dexterity
+5 Constitution
+2 Intelligence
+8 Wisdom
+9 Charisma
saving throws
+8 Acrobatics
+5 Animal Handling
+5 Arcana
+2 Athletics
+9 Deception
+2 History
+8 Insight
+6 Intimidation
+5 Investigation
+5 Medicine
+2 Nature
+11 Perception
+6 Performance
+9 Persuasion
+2 Religion
+5 Sleight of Hands
+11 Stealth
+5 Survival
skills Thieves Tools.   Expertise in: Perception and Stealth (doubles prof bonus     Languages: Common, Elvish, Draconic, +1
  proficiencies

 
18
Armor Class
105
Hit Points
+5
Initiative
40
Speed
Rapier 1d20+8 1d8+5
Dagger 1d20+8 1d4+5
Twin blades 1d20+8 1d4+5+3
Attacks
Light Armor, Shields, Martial weapons, simple weapons, hand crossbows, longswords, rapiers, shortswords.
Proficiences
Spellcasting Ability: Charisma
Spell Save DC: 17
Spell Attack Bonus: 9

Cantrips: 4; Level 1 spell slots: 4; Level 2 spell slots: 3; Level 3 spell slots: 3 (+2bonus Level 4 spell slots: 1;
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Cantrips:

Fire Bolt:
CASTING TIME: 1 Action; RANGE/AREA:120 ft; COMPONENTS: V, S; DURATION: Instantaneous; SCHOOL: Evocation; ATTACK/SAVE: Ranged DAMAGE/EFFECT:Fire

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).
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Prestidigitation
LEVEL: Cantrip; CASTING TIME: 1 Action; RANGE/AREA: 10 ft; COMPONENTS: V, S DURATION: 1 Hour; SCHOOL: Transmutation; ATTACK/SAVE: None; DAMAGE/EFFECT: Utility

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.
-----------------------------------------
Mage Hand:
Casting Time: 1 action; Range: 30 feet; Components: V, S; Duration: 1 minute

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.
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Ray of Frost:
Casting Time: 1 action; Range: 60 feet; Components: V, S; Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your 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).
=================================
Level 1 - 4/4

Shield:
LEVEL: 1st; CASTING TIME: 1 Reaction *; RANGE/AREA: Self; COMPONENTS: V, S DURATION: 1 Round; SCHOOL: Abjuration; ATTACK/SAVE: None; DAMAGE/EFFECT: Warding

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 the magic missile.
* - which you take when you are hit by an attack or targeted by the magic missile spell
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Chaos Bolt:
1st-level evocation; Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
1-Acid; 2-Cold; 3-Fire; 4-Force; 5-Lightning; 6-Poison; 7-Psychic; 8-Thunder.
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
----------------------------------
Detect Magic:
Casting Time: 1 action; Range: Self; Components: V, S; Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic if any.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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Level 2 - 3/3
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Blur:
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 a 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 true sight.
------------------------
Scorching Ray:
Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
-----------------------------------------------
Enhance Ability:
Casting Time: 1 action; Range: Touch; Components: V, S, M (fur or a feather from a beast Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

Bear’s Endurance. The target has an advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull’s Strength. The target has an advantage on Strength checks and their carrying capacity doubles.
Cat’s Grace. The target has an advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has an advantage on Charisma checks.
Fox’s Cunning. The target has an advantage on Intelligence checks.
Owl’s Wisdom. The target has an advantage on Wisdom checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
==============================
Level 3 - 3+bonus 2; 5/5

Fire Ball:
Casting Time: 1 action; Range: 150 feet; Components: V, S, M (a tiny ball of bat guano and sulfur Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
-----------------------------------------
Haste:
Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a shaving of licorice root Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has an advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take action until after its next turn, as a wave of lethargy sweeps over it.
--------------------------------
Gaseous Form:
Casting Time: 1 action; Range: Touch; Components: V, S, M (a bit of gauze and a wisp of smoke Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
-------------------------------------------------
Counterspell:
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell; Range: 60 feet
Components: S; Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
-----------------------------------------
Thunder step:
Casting Time: 1 action; Range: 90 ft; Components: V; Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
==========================
Level 4 - 1/1


Spellcasting
Muninn & Huginn Mark. II Kindred Hearts
+3 Spell focus Duel Blades
Aspect of Amelia

Sorrow's Embrace
Aspect of Aquamaria,
Studded Leather Armor +1

SuperiorPot = 8d4+8 x3
Supreme Healing Potion: 10d4+20
Superior Healing Potion: 8d4+8 x2
Growth Potion

Rapier
melee weapon (finesse, sword)
Category: Items
Damage: 1d8
Damage Type: Slashing
Item Rarity: Standard

Daggerx2
Category: Items
Damage: 1d4
Damage Type: Piercing
Item Rarity: Standard

[Redacted] - Arcane Focus

Fireworks
Pack of cards
[Redacted] - allowed a reroll on any roll 3 times. If you use it 3 times, on 3rd time you will die.
A whole lot of merch from the Vansolive.

Equipment
• I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
• I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
• I judge people by their actions, not their words.
• When I set my mind to something, I follow through no matter what gets in my way.
• I always want to know how things work and what makes people tick.
• My favor, once lost, is lost forever.
• I can stare down a hellhound without flinching.
Personality Traits
• Might. In life as in war, the stronger force wins.
• Knowledge. The path to power and self-improvement is through knowledge.
• Fairness. We all do the work, so we all share in the rewards

Ideals
• Something important was taken from me, and I aim to take it back.
Sworn revenge
Protect what matters to me.
Bonds
• Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
• I have trouble trusting.
• Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Flaws
(Dragon's Vow) Flames of The King:
You can use your action to expend 5 HP or up to a max of 100 HP to expel a burst of Fire in a 30 foot radius centered on you. All hostile creatures within the area must make a Dexterity saving throw where the DC is equal to 8 + The number of HP expended divide by 5 + Prof. On a failure, the creatures suffer 5d6 + Xd6 fire damage and are Feared until the end of your next turn. On a success, they take half damage and are not Feared. The X is equal to every 5 hp spent on this vow. On activation of this vow for 1 Min; on each of your turns you can heal HP on one instance of fire damage you dealt to a hostile creature. This Vow can be used once per long rest.

The One True King:
As a reaction, once you take damage you do the terrifying roar. All hostile creatures within 30 feet that can hear you must make a Wisdom saving throw of a DC 8+ Prof +any Stat Mod [8+3+6= 17 ] or be under the effects of the command spell. The creature that saves against this save takes 1d6 Primal Fire damage after seeing a vision. Once Per Long Rest.
=============================================
Sneak Attack:
You can deal an extra 3d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of you and you don’t have a disadvantage on the attack roll.

Cunning Action:
You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Soul Tether:
As a bonus action, you extend a draconic-like ethereal arm towards a creature and you can shoot up to 30 feet towards a creature. You then have an advantage on the first melee attack roll you make before the end of your turn. You can use this ability a number of times up to your Charisma modifier, refreshing upon completing a short or long rest.

Dragon Strike :
When you deal damage with a sneak attack, they take an additional d12 of damage of an elemental type of your choosing. You can use this maneuver twice, refreshing upon completing a short or long rest.

Defensive Roll :
When a creature that is at least one size larger than you makes an attack against you, you can use your reaction to make a Dexterity saving throw with a DC equal to 8 + the creature’s attack bonus. On a success, you avoid the attack and can move up to 15 feet away from the creature without provoking an opportunity attack. On a failure, you take the attack as normal and the creature gains advantage on their next attack roll against you. You can use this maneuver a number of times up to your Dexterity modifier, refreshing upon completing a short or long rest.

Draconic Vision, Voice, and Heart
Starting at 6th level, you gain 30 feet of devil sight, and you see it as though it was bright daylight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Uncanny Dodge
Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
============================================
Muninn & Huginn Mark. II Kindred Hearts
+3 Spell focus Duel Blades
Aspect of Amelia

Soul Attunement: These weapons are bound to your soul, and possess sentience.

Undying flame:
You gain DR 3 to Fire. Your Fire Spells deal Necrotic-Fire damage, or an Additional 1d6 Fire Damage. When you hit a creature with these blades and another creature(s) would be within 5ft of your target, you can choose to bounce an ember dealing (your Charisma modifier) in Fire damage to each secondary target.

Fleeting Phantasms:
As a bonus action, For every 10ft of movement you take, you can manifest phantasmal after images (minimum of 1, to a max of 3.) These after images cannot attack and occupy the same space as you. Each time a creature targets you with an attack while you have phantasms, roll a d20 to determine whether the attack instead targets one of your doppelgangers instead.
If you have three phantasms, you must roll a 6 or higher to change the attack's target to a duplicate. With two, you must roll an 8 or higher. With one, you must roll an 11 or higher.
A phantasm's AC equals 10 + your Dexterity modifier. If an attack hits a phantasm, it is destroyed. A phantasm can only be destroyed by an attack that hits it. It ignores all other damage and effects. You can use this ability twice, with both uses refreshing at Dawn or Dusk.

Undertaker's Gambit:
As a bonus action, you can brandish your blade at a target you can see within 120ft. The target must make an Intelligence Saving throw as blackened soot manifests as a blade behind them. On a failed save, the target takes 1d8 necrotic damage and you heal for half the damage dealt + Con Mod. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage and you may apply Sneak Attack. You can use this ability twice per long rest.

Death & Taxes:
When you do an attack of opportunity, you can make an additional weapon attack. If this attack would hit it deals Necrotic damage, the target then suffers disadvantage on all attacks made against you and cannot benefit from healing effects or abilities until the start of your next turn. This ability can be used twice per long rest.

Reap 50 Souls that have been dead within 30 mins and bring this Weapon to Amelia to upgrade.

Soul Attached: Asa
=======================================
Soul Sight: Bonus action to activate. Twice per night. Lasts for 1 hr.
If a creature has a soul, you can see it through cover up to 30 ft. You can sense emotions, how that being is feeling. You gain an advantage on insight checks. (Doesn't work on dragons.)

[Redacted]: You can use your Bonus Action to activate this ability. You grow draconic wings.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 60 feet, and once on each of your turns, you can deal extra Fire or Vorpal damage to one target when you deal damage to it with an attack or a spell. The extra damage is equal to your level.
Once you use this trait, you can't use it again until you finish a long rest.
=============================
Racial:
Darkvision: Thanks to your elf blood, 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.

Fey Ancestry: You have an advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.
=================
11/22/20 - King's Blessing: Feat granted by Custennin.
Tough - Your hit points maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit points maximum increases by an additional 2 hit points. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2)
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

[block: Crescendo Allegro Aquamaria   Talisa Brutus?]

Statblocks for your spells.

Level 0 Spells

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Awesomeness10
Useability10
Aesthetics10

Level 1 Spells

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Awesomeness10
Useability10
Aesthetics10

Level 2 Spells

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Level 3 Spells

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Level 4 Spells

Characters

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NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

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

[block: Fire works x2 Pack of cards Silver yarn - allowed a reroll on any roll 3 times. If you use it 3 times]
[block: on 3rd time you will die. A whole lot of merch from the Vansolive.]

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altria.

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Character Sheet (Legacy)

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