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Kenku Race
Bloodwave Bay/Shipwreck Diver Origin
Sorcerer 3 Class & Level
C/N Alignment
Kaheeli Deity
Tops Faction
None Rank/Position
1 Loyalty
None Company

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 10
+0
wisdom 12
+1
charisma 15
+2
Total Hit Dice 1d6
Hit Die
1d6+2
+2 proficiency bonus
+0 Strength
+4 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+6 Acrobatics
+1 Animal Handling
+2 Arcana
+2 Athletics
+4 Deception
+0 History
+2 Insight
+4 Intimidation
+2 Investigation
+1 Martial
+1 Medicine
+0 Nature
+3 Perception
+4 Performance
+2 Persuasion
+0 Religion
+4 Sleight of Hands
+6 Stealth
+1 Survival
skills

 
3
MV
0
Prestige
1
Attunement Slots
14
Armor Class
22
Hit Points
+4
Initiative
30ft
Speed
Attacks
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: Scroll makin one, Leatherworker's Tools, Weaver's Tools
Saving Throws: Intelligence, Wisdom
Skills: Sleight of Hand, Acrobatics, Arcana, Athletics, Intimidation, Investigation, and Stealth
Proficiences
Cantrips:
1. Minor Illusion
2. Shocking Grasp
3. Pretidigitation
4. Mending

Lvl. 1:
1. Chaos Bolt
2. Shield
3. Mage Armor

Lvl. 2:
1. Shadow Blade
Spellcasting
1x Light Crossbow
20x Bolts
2x Bandoliers
2x Dagger
1x Component Pouch
1x Explorers Pack
13x Scrolls of Chaos Bolt
1675gp
3x Crafting Token
Equipment
Tops
Faction
Mad Man
Stat Array
Bloodwave Bay
Bloodwave Bay is a place of freedom and opportunity. Being the only remaining inland sea not regulated by the other various countries of the world, it is a place of unexplored and unclaimed wonder. It is here where those that call themselves pirates, make their home. Their are many gifts Bloodwave Bay bestows to its denizens, as well as a myriad of sub-types to choose from.

You don't live on these waters, without learning to swim good and proper. Skill Prof – Athletics

The sea is unforgiving and is constantly moving. +1 to Dexterity

Shipwreck Diver
Sometimes the life of hunting those on the waters isn’t nearly as profitable or as easy as scavenging the sea floor. There are those that brave the depths and the train their bodies rigorously in order to dive to the bottom of the sea, searching for hidden and lost treasures.

You were one of these brave divers. You scoured the deep and have seen things most don’t even know exist. You have adapted to your underwater environment.

You have spent so long under the water that its depths are like a second home.
You can hold your breath for 1 hour. In addition, you reduce damage taken from bludgeoning damage by 5.

You gain proficiency in the Investigation skill, and with Carpenter's Tools.


Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, and Stealth

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can read and write Common and Auran, but you can only speak using your Mimicry trait.

Attribute Cap Increase: +2 Constitution; this boosts the maximum of the ability score, but not the score itself.

Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Glamored Top Hat
This top hat may become any form of fitting Top Hat on the wearer, no larger than a 5ft cube. If the Glamored Top Hat is unobstructed, it instantaneously reshapes and cleans itself. While wearing this hat, you gain a bonus +1 to Charisma Checks for each other Tops member wearing a Glamored Top Hat within 15 feet of you. Additionally, you gain a +1 bonus to Attack Rolls if there is another Tops member wearing a Glamored Top Hat within 15ft of you.

Sorcery Points:3
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

DisowendCrayon.

Statblock Type

Verum Character Sheet

Link/Embed