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Xama Kiliya

Tortle Race
Shine Riders Origin
War Magic Wizard 8 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 16
+3
constitution 16
+3
intelligence 21
+5
wisdom 14
+2
charisma 13
+1
Total Hit Dice 8
Hit Die
1d6+3
+3 proficiency bonus
+0 Strength
+3 Dexterity
+3 Constitution
+8 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+5 Animal Handling
+11 Arcana
+0 Athletics
+1 Deception
+8 History
+5 Insight
+1 Intimidation
+8 Investigation
+0 Martial
+2 Medicine
+8 Nature
+2 Perception
+1 Performance
+1 Persuasion
+5 Religion
+3 Sleight of Hands
+3 Stealth
+5 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
65
Hit Points
+12
Initiative
30
Speed
Attacks
Skills: Arcana, Investigation, Survival, Nature, History, Animal Handling, Insight (Knowledge from boat, gives advantage to understand troubles of others and leading others)

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, Great Hammer

Saving Throws: INT, WIS

Languages: Common, Aquan, Goblin, Yggisil (Universal language of the galaxy)

Expertise: Arcana

Misc: Basic Skill: Hunting and Tracking (prof x1.5 to applicable Survival checks)
Proficiences
Spell Save DC: 16

Spellbook:
-Cantrips
Shocking Grasp
Chill Touch
Sapping Sting
Ray of Frost

-1st Level Spells
Gift of Alacrity
Mage Armor
Absorb Elements
Identify (R)
Catapult*
Feather Fall*
Magnify Gravity
Longstrider
Detect Magic (R)
Find Familiar (R)
Tenser's (R)

-2nd Level Spells
Enhance Ability*
Enlarge/Reduce
Maximillian's Earthen Grasp*
Warding Wind*
Aerial Alacrity*

-3rd Level Spells
Ashardalon's Stride
Skirmish*
Dispel magic*
Tongues*
Counterspell*
Lightning Bolt*
Spellcasting
Weapons: Quarterstaff, The Library of Creation Time Stopwatch, The Last Strand
1 time use of Misty Step from cool wizard

Armor:

Money: 213gp

Misc.: Component Pouch, Scholar's Pack, Spellbook, Identify Component, 5 journals and 3 normal size books (Blank), Red Unknowable Egg, 39 volume romance novel series (Maybe one more volume somewhere as unclear if finished), multi-colored enhancement potion

Magic Items:

The Last Strand
Great Hammer - Weapon - Minor Rare - Attunement

This weighty hammer has the head inscribed in intricate dwarven runes, each one seeming to hold the magic within the two-sided hammer. The handle of the hammer wrapped in nearly blood red leather brightening the hammer though there are veins of luminescent green barely visible. The pommel of this hammer hooking to a thick appearing miniature pickaxe that is darkened black, but appears to be more decorative than entirely useful.

Groundbreaker. Within the weight of this hammer, you are able to bring it down to affect those that are around you with your might rather than simply a single target. When you make an attack, you may replace it with this strike rather than one that is normal. All creatures within 5 feet besides yourself make a DC 14 Dexterity saving throw, on a failure the creature takes half of the damage rolled from your normal roll and must then make a DC 12 Strength saving throw or lose half their movement of their next turn. On a success the target takes no damage and doesn’t need to make a saving throw for the movement. This attack can only be taken once every 30 seconds.

By My Beard! You begin to grow a fantastic beard if unable to before, this beard grows at about double the normal speed that a beard would be grown. This cannot be stopped, the only way to stop it is to shave daily.


Bag of Devouring:
Looks like a Bag of Holding, but is an orifice to an extradimensional being, can be used to store non-living things, but a living thing has a 50-50 chance of being pulled in and having to do saves or get eaten.


Black Magic Book:
Changes languages based on what the user is thinking in. Identify a failure, was looked at and attempted to bind soul to something.
Equipment
Starting Feat, War Caster:
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.

Race, Tortle:
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Shine Rider:

Known for their flair added in their combative style the Shine Riders wear armor glinting and gleaming for all to see. They use arms only that can be fanciful and require much learning to use correctly as they first hone their skill with a weapon before getting the honor to learn how to ride one of the beasts of the Shine Riders. At level one you gain proficiency in one martial weapon of your choice and if it doesn’t already have it, it gains the finesse property, and a small animal. At level five you are given proficiency in animal handling and are allowed to start training into riding a creature of the Shine Riders.

Great Hammer Chosen, Large Sized Malokin Animal Partner


Arcane Deflection:
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit:
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Familiar Hare: +4 to Initiative

Trial of Knowledge (Creation) Reward - INT cap increased to 24

Trial of Strife Reward - Allies within 30 feet get a bonus to attack roll or saving throw by the amount Arcane Deflection used.

4th Lvl Feat
Skill Expert: Nature, Exp. Arcana

Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

8th Level Feat: Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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

smoluwu.

Statblock Type

Verum Character Sheet

Link/Embed