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Evaelynn

Dragonborn Race
Badlands/Woeful Warrior Origin
Collector 21 Class & Level
Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 29
+9
Dexterity 20
+5
constitution 29
+9
intelligence 19
+4
wisdom 13
+1
charisma 14
+2
Total Hit Dice 19
Hit Die
1d6+9
+7 proficiency bonus
+20 Strength
+16 Dexterity
+20 Constitution
+15 Intelligence
+12 Wisdom
+13 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+4 Arcana
+23 Athletics
+2 Deception
+4 History
+1 Insight
+9 Intimidation
+4 Investigation
+15 Martial
+1 Medicine
+2 Nature
+15 Perception
+9 Performance
+2 Persuasion
+4 Religion
+19 Sleight of Hands
+5 Stealth
+8 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
356
Hit Points
+10
Initiative
60
Speed
ShortSword 1d20+6 1d6+3
Rage ShortSword 1d20+6 1d6+5
Attacks
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: All of them
Skills: Athletics, Perception, Survival, Intimidation Martial, Sleight of hand, performance
Expertise: Athletics, Martial, Sleight of hand, Perception
remember 117 hp
Proficiences
Prestidigitation
Minor Illusion
Mending
Poison Spray
Green flame blade
Resistance
Lightning Lure
Shape Water

Silent Image
Enlarge/Reduce
Misty Step
Counterspell
Dispel Magic
Haste
Slow
Entagle
Spike Growth
Dimensonal Door
Farstep
synaptic Static
Teleportation Circle
Scatter
Plane Shift
Teleport
Demiplane
Wish

Sending
Find Greater steed

once a day: Silver barbs

Mystic arcanums
Foresight
Demiplane
Force cage
Spellcasting
Explorer's Pack
The liver of a plane but still in bad condition
Negative time
Eternal blue rose
Heart of the Orc
Greater restoration Bandaid
+3 Anti Regen Javelin
Puppeteer's Guise (Dominate monster sphere)
Eyes of the soul keeper (Astral projection ring)
Mad god's chosen spear (+3 Shadow Javelin 60 foot scream of darkness if they start they turn in darkness 2d6 necrotic, 1 mintue. if at 0hp heal from the damage that knocked you to 0.)
1889692 Gold
3 cannibal counter
Negate planar power
Inability to feel sad
Equipment
Mad Man
Stat Array
Feats:
Tough
Mutant (Skeleton 2: Bonus action become immune to damage for 1 turn)
Aberrant Dragonmark: Boon of Fortitude (Green flame blade and Silver barbs
Lucky
Skilled
Mounted Combat
Alert

Jotun Resilience
The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Mark of the Ordning (Stone)
At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. At 1st and 3rd level, you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.

Stone Giant. Immediately after you cast any of your Mark of the Ordning spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn.

Rage of Fallen Ostoria
Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category—from Medium to Large, for example.

This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:

Your current hit points and your hit point maximum both increase by 1 per sorcerer level.
Your reach increases by 5 feet.
Your walking speed increases by 5 feet.
You have advantage on Strength checks and Strength saving throws.
You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).
Once you use this feature, you can't use it again until you finish a short or long rest.

Blessing of the All Father
At 18th level, your Constitution score increases by 2, up to a maximum of 22.

In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.


Lorehold Spells
Level 1+ Mage of Lorehold Feature

You learn the cantrip sacred flame and the 1st-level spell comprehend languages. You learn additional spells when you reach certain levels in this class, as shown on the Lorehold Spells table.

Each of these spells counts as a class spell for you, but it doesn't count against the number of spells you know. If you are a wizard, you can add these spells to your spellbook upon learning them, without expending any gold, and prepare them as normal.

Ancient Companion
Level 1+ Mage of Lorehold Feature

You learn to call on the spirits of the ancient dead and house them temporarily in the remnants of old statues, so they may remain longer on this plane to bolster your studies and aid you in battle.

Whenever you finish a short or long rest, you can call forth and bond with one such spirit, who comes to inhabit a Medium, freestanding statue within 10 feet of you to serve as your ancient companion. See this creature's game statistics in the Ancient Companion stat block, which uses your proficiency bonus (PB) in several places. When you bond with your ancient companion, choose the type of spirit you bond with: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The statue determines the spirit's appearance.

The ancient companion is friendly to you and your companions and obeys your commands. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

As an action, you can touch the ancient companion and expend a spell slot of 1st-level or higher. The ancient companion regains a number of hit points equal to 10 times the level of spell slot expended.

The companion perishes when it drops to 0 hit points, when you bond with a new ancient companion at the end of a short or long rest, or when you die. When the companion perishes, the spirit within returns to its plane of origin, and the statue becomes an inert object.

Lessons of the Past
Level 6+ Mage of Lorehold Feature

Through your studies, you learn how to better listen and take to heart the teachings of history. When you bond with your ancient companion, you gain the following additional benefits depending on the type of spirit you chose:

Healer. Your hit point maximum increases by an amount equal to your level in this class, and you gain the same number of hit points. When you regain hit points from a spell, you regain an additional 1d8 hit points.

Sage. You have advantage on ability checks using the Arcana, History, Nature, and Religion skills. Additionally, once per turn, when you deal damage to a creature with a spell of 1st-level or higher, you can deal an additional 1d8 force damage to that creature.

Warrior. If you use your action to cast a cantrip, you can make one weapon attack as part of that action. If that weapon attack hits, the target takes an additional 1d8 radiant damage.

When you bond with a new ancient companion of a different type, you immediately lose the benefits of your previous companion and gain the benefits from the new companion's type.

War Echoes
Level 10+ Mage of Lorehold Feature

By pulling from the magic of the past, you can cause your opponent's old wounds to resonate anew. Once per turn, when a creature you can see hits a target with an attack roll, you can use your reaction to force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target becomes vulnerable to one of the damage types dealt by the attack. This vulnerability lasts until the end of the target's next turn and affects the damage dealt by the triggering attack.

You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

History's Whims
Level 14+ Mage of Lorehold Feature

Through steeping yourself in the chaotic whims of history, you learn how to briefly channel the wild nature of time itself. As a bonus action, you can enter a state of chronal chaos. When you enter this state, and at the start of each of your subsequent turns while in this state, you gain one of the following benefits of your choice:

Luck. You receive brief flashes of the future, steeling yourself against oncoming assaults. Whenever you make a saving throw against an effect that deals damage, you can roll a d6 and add the number rolled to the total.

Resistance. You rewind time, knitting together injuries as they occur. You have resistance to bludgeoning, piercing, and slashing damage.

Swiftness. Time stutters, slowing others but hurtling you forward. Your movement speed increases by 15 feet, and you do not provoke opportunity attacks.

The benefit lasts until the start of your next turn. You cannot choose the same benefit two rounds in a row.

The state lasts for 1 minute and ends early if you're incapacitated. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again.

Guardian Soul
Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.

You undergo the following changes while in your guardian form:

Your size becomes Large, unless you were larger.
Any speed you have becomes 5 feet, unless the speed was lower.
Your reach increases by 5 feet.
You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

Piercing Thorns
At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

Ancient Fortitude
At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

Rooted Defense
At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

Guardian Aura
Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.


Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Roving
Your Speed increases by 10 feet while you aren’t wearing Heavy Armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Expertise Athleitcs and Martial

Expertise Perception, Sleight of hand

Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Mystic Arcanum (7th level) Force cage
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Mystic Arcanum (8th level) Demi Plane
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Mystic Arcanum (9th level) Wish
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Magical Secrets (Sending and Find Greater Steed)

At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Rouge 19th Asi

Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
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

Siguno.

Statblock Type

Verum Character Sheet

Link/Embed