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Chi Sai

Vulpine Kitsune Race
Khao - Jungle (Tracker) Origin
Druid 7 Class & Level
Lawful Neutral Alignment
Lorn Deity
- Faction
- Rank/Position
= Loyalty
- Company

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 20
+5
charisma 11
+0
Total Hit Dice
Hit Die
1d+2
+3 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+3 Intelligence
+8 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+5 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+8 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+8 Medicine
+3 Nature
+8 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+8 Survival
skills

 

MV

Prestige

Attunement Slots
20
Armor Class
52
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Scimitar 1d20+6 [roll1d6+3]
Attacks
Armor: light armor, medium armor, shields
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Insight, Medicine, Nature, Perception, Survival, Investigation
Proficiences
Spellcasting
Cantrip - Guidance, Druidcraft, Produce Flame
1st Level - Cure Wounds, Healing Word, Ice Knife, Detect Magic
2nd Level - Moonbeam, Dispel Magic, Healing Spirit, Pass Without a Trace, Hold Person, Lesser Restoration
3rd Level - Speak with Plants,
4th Level - Polymorph
Spellcasting
x1 Scimitar
x1 vJewellery
x1 Half-Plate
x1 +1 Shield
x2 Bandolier

Equipment
-
Faction
Mad Man
Stat Array
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.

Go for the Throat
Once per attack action, when you make a melee weapon attack with advantage and hit, you can deal 1d4 piercing damage to a target within 5 ft. of you that you can see. You do not need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy is not incapacitated, and you don’t have disadvantage on the attack roll.

Trickster
On your turn, you can move through any space at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you are in a space one size smaller than you. You cannot willingly stop in a space smaller than that, and if forced to do so, you immediately flow to the nearest space you can fit. You can use this feature a number of times equal to your proficiency bonus and you regain all uses upon finishing a short or long rest. This ability also grants advantage to escaping manacles (Dexterity check).

Fox's Cunning: Proficiency with Investigation

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

Balm of the Summer Court
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.
You regain all expended dice when you finish a long rest.
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

IntScoot.

Statblock Type

Verum Character Sheet

Link/Embed