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Noringaus Fytiskei

Tiefling (Variant) Race
+1 Strength/+10 max hp/Prof. in Nature & Athletics Origin
Dark Knight (Dark Magus) 4 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 10
+0
constitution 16
+3
intelligence 12
+1
wisdom 12
+1
charisma 18
+4
Total Hit Dice 4
Hit Die
1d10+3
+2 proficiency bonus
+3 Strength
+0 Dexterity
+5 Constitution
+1 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+1 Arcana
+5 Athletics
+4 Deception
+1 History
+3 Insight
+4 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+3 Nature
+3 Perception
+4 Performance
+4 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 

MV

Prestige
1
Attunement Slots
19
Armor Class
51
Hit Points
+0
Initiative
30 ft
Speed
WeaponAttackDamage
+1 Greatsword 1d20+6 2d6+4 slashing
Longsword 1d20+5 1d8+3 or 1d10+3 slashing
Dagger 1d20+5 1d4+3 piercing
Attacks
Languages: Common and Infernal
Armor: All armor, shields
Weapons: Simple and Martial
Skills: Athletics, Insight, Nature, and Perception
Proficiences
Spellcasting class: Dark Magus
Spellcasting Ability: Charisma
Spell save DC: 14
Spell attack bonus: +6

Cantrips:
  • Thaumaturgy*
  • Toll the Dead

  • 1st level spells:
  • Arms of Hadar (Dark art: Unleash)
  • Magic Missle (Dark art: Unmend)
  • Hellish Rebuke* (3d10)
  • Inflict Wounds**

  • 2nd level spells:
  • Invisibility**

  • *Racial Spell
    **Feat spell
    Spellcasting
    Armor:
  • Plate mail

  • Weapons:
  • +1 Greatsword*
  • Longsword
  • 2 daggers

  • Adventuring gear:
  • Explorer's pack
  • Beast Tamer Armband
  • Splint mail
  • Chainmail

  • Current gold: 0.000

    *Augmented using life golem crystal, making it +1 and upping Darkside damage up a tier
    Equipment
    The Mad Man
    Stat Array
    Racial traits:
  • +2 charisma & +1 Wisdom
  • Darkvision
  • Hellish Resistance
  • Infernal Legacy
  • - Thaumaturgy Cantrip
    - One use of 2nd level Hellish Rebuke at level 3 per long rest
    - One use of Darkness at level 5 per long rest
  • Appearance
  • - Fangs
    - Forked tongue
    - Six fingers on each hand
    - Scaly skin

    Origin features:
  • +1 to Strength
  • +10 Max HP
  • Proficiency in Nature and Athletics

  • Starting Feat:
    Flames of Phlegethos

  • +1 Charisma
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage die but you must use the new roll no matter what
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage


  • 1st battle Skill:
    Phalanx
    25% Damage Cut for the party until the start of your next turn. Does not stack with other similar effects, the stronger effect always takes precedent.
    (2 Charges)


    Class features:
  • Well of Darkness (8 points)
  • Darkside
  • As a bonus action, you may spend a Well of Darkness point to fill your weapon with power of a number of rounds equal to your Cha mod. When you make a melee weapon attack while under the effect of Darkside, you deal additional necrotic damage as indicated on the Class Table
  • Current Darkside damage die: 1d8

  • Fighting Style: Defense
  • Burning Blood
  • - As a bonus action, you may expend one of your hit die and recover Well of Darkness points equal to the result. You cannot exceed your maximum

  • Dark Knight Archetype: Dark Magus
  • Chosen Dark Arts

  • Unleash (Arms of Hadar)/ Cost: 1 WoD point
  • Unmend (Magic Missle)/ Cost: 1 WoD point

  • Bloodspiller
  • As a bonus action, you may spend 2 Well of Darkness points to give yourself an extra attack for one round
    (This is an earned homebrew feature)

  • Level 4 ASI: +2 Constitution
  • Level 4 Feat: Shadow Touched

  • Intelligence increased by 1.
  • You learn the invisibility spell and Inflict Wounds. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest.

  • Aftershadow
  • As a reaction, when a creature you can see hits you with an attack, you may reduce the damage by 1d4

    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

    Zanovran.

    Statblock Type

    Verum Character Sheet

    Link/Embed