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Atem Muto

Protector Aasimar Race
Minstro: Magically Trained Origin
Card Mage (Summoner - 11/Card Thrower - 6) 7 Class & Level
Chaotic Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 17
+3
constitution 15
+2
intelligence 11
+0
wisdom 11
+0
charisma 18
+4
Total Hit Dice 7
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+6 Acrobatics
+0 Animal Handling
+3 Arcana
+0 Athletics
+4 Deception
+0 History
+3 Insight
+4 Intimidation
+3 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+4 Performance
+4 Persuasion
+0 Religion
+6 Sleight of Hands
+3 Stealth
+0 Survival
skills

 

MV

Prestige
2
Attunement Slots
17
Armor Class
66
Hit Points
+3
Initiative
30ft
Speed
WeaponHitDamage
Dagger 1d20+6 1d4+3
Shortsword 1d20+6 1d6+3
Attacks
Weapons/Armor: Light and Medium Armor, Simple weapons, Shields, Short Swords
Skills: Acrobatics/Arcana/Insight/Investigation
Saves: WIS/DEX
Tools: Playing Cards/Pan Flute
Languages: Common/Celestial
Proficiences
Racial Cantrip:
Light

Origin Spells:
Detect Magic
Magic Missle

Spellcasting
Weapons/Armor:
Duel Shield
Two Daggers
Studded Leather Armor
Inspiring Light Samurai Mail
+1 Studded Leather Armor
Attunement
Description: Surprisingly light armor made with wood, steel, and magic. Very flexible and easy to move around in.
Protect my Allies: Once per short rest, as an action, you can tap on the symbol that is on the shoulder of the armor. Allies within 60ft of you gain +1 AC for one minute. If there are any effects that would provide more AC than this bonus than the higher bonus would be used instead (ie. Haste, Shield of faith, Magic items, etc).
Inspire Morale: Twice per short rest, as a bonus action, you can tap on the symbol on the chest of the armor. Allies within 60ft gain temporary hit points equal to your level plus your base stat highest modifier (Level + X).


Tools:

Scholar's Pack:
Backpack, book of lore, bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand. a small knife.

Other Equipment:
Deck Box & Card Binder, 3 Blank Cards, 8 Days Worth of Rations, 10 Pairs of Fine Clothes, 2 Enigma Stones, Magic Keystone, 5 Cards of [REDACTED], 1 Healing Potion, 1 Superior Healing Potion, Interdimensional Key Thing

Money:
40pp 1007gp
Equipment
The Mad Man
Stat Array
Racial
ASIs: +2 CHA/+1 DEX
Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.


Origin
Minstro: +1 CHA
Proficiency in Arcana
You can increase your spell DC by +1 before casting the spell, twice per long rest.
Magically Trained: You went to school to learn magic of some kind or maybe some nice mage taught you some magic. You can use Detect Magic at will, and you can choose a 1st level spell from the evocation school of magic to have (1 use, and refreshes on short or long rest) = Magic Missile


Class
Card Wielder: You are a wielder of the card. It takes some natural talent to harness the power of the cards, or it takes many years to learn about the magic of the cards.
Custom Start: You may choose your saving throw proficiencies.
Summon Level Limit: 4
Hope for my Minions: You have a pool of healing power for your minions that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your Card Mage level × 5. As an action, you can heal your own minion within 30ft of you up to a maximum remaining within your healing pool.
Life Points Link: Whenever a Card Mage's summon is defeated, any extra damage to the summon is dealt to the Card Mage as psychic damage.
Mana Refill: As a Bonus Action, you can refill your Deck Spell Mana, a number of times depending on you Card Mage level. Mana Refill Pool = 3
Heart of the Cards: Once per combat, as a free action you can choose a card that is still within your deck to put on top of the deck.
Arcane Cards: Starting at 6th level, the cards that you throw count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Mulligan: Starting at 6th level, at the beginning of combat you may choose to reshuffle the cards within your hand back to your deck (you choose how many), and draw back the amount you sent back to your deck.

Card Summoner:
Summoning Space: At 3rd Level you gain 1 more summoning slot on the field (from 3->4). This increases again at 15th level.
Life Link: Once per short or long rest, when a minion has less than a quarter of their maximum hit points and is about to be destroyed, the card mage can sacrifice their own hit points to reduce the damage. 1hp sacrificed is 1 damage reduced.

Card Thrower:
Throwing The Right Way: You specialize in throwing your cards to attack. Damage Die of Cards go up by 1 step (d4 -> d6), and you can choose damage type before you attack (slashing, piercing, or bludgeoning).
This damage die increases at 7th level, 11th level and 17th level.
Quick Draw: You gain proficiency in Sleight of Hand. Gain +2 to initiative. If you're first when combat begins, you get to throw a card as a reaction at a creature. This takes your reaction for your first turn.
Hat Trick: If you spend a spell slot or mana you can add the ‘sticky’ property. When you hit a creature with a card that has this property you can make the card get stuck onto the creature. As an action you can detonate the card for 2d6 damage (Choose damage type; arcane or elemental from list). If the property was upcasted then add an additional 1d6. The creature and surrounding creatures within 5ft must make a dexterity saving throw of your spell save DC, if successful take half damage.


Level 4 Feat/ASI: Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Level 5 Feat/Expertise: Defensive Duelist: When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you

Starting Stats: 10/15/14/11/11/15
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

ThunderTank.

Statblock Type

Verum Character Sheet

Link/Embed