- Class: Plane Rider
- Race: Amnesa
- Birth Place: Sidgel
- Grew Up in: Niche of Gyra
- Family: ???
- Fun Flair: Anton has corruption contained within him, it does not spread but it does move under his skin like a living being crawling inside of him.
- Dagger of Venom
- Ring of the Realms
- Horn of Hearing
- Doodle Ring
- Ioun Stone (Alertness)
- Double Visions
- Lilliana's Stick
- 1 x Hill Giant Strength Potion
- 3 x Healing Potions
- 1 x Wildmagic Potion
- Druid Notebook
- Common
- Infernal
- Primordial
- Orcish
- Druidic
- Sylvan
- Elvish
- Awkward
- Curious
- Determined
- Age
- 22
- Date of Birth
- 18th Day of Spring, 13,477DL
- Gender
- Man
- Eyes
- Mirrors Dark Opal with a deep blue and black speckled with all kinds of colours
- Hair
- Fluffy, short, black hair
- Skin Tone/Pigmentation
- Pale White
- Height
- 6'1"
Anton Brealkdown:
Long Rest Table
Roll | Long Rest Effect |
---|---|
1 | Phase out of the plane and the party wake up to it, it stops in an hour (or the d4) |
2 | Nightmares Abound ( - d8 temporary hit points) |
3 | Anton takes to some good reading |
4 | Anton tries being social (talking or learning/teaching) |
5 | Proves a theory correct (could have something fun with that) |
6 | Sweet Dreams (+ d8 temporary hit points) |
7 | |
8 | |
9 | |
10 |
Statblock:
Anton
9
Level (0/64000 XP for level-up)
Scholar
Background
Anamesa/Dryad
Race / Species / Heritage
Neutral Good
Alignment
Plane Rider
Level 9
Hit Dice: 9/9
1d8+3
Class 1
STR
7
-2
DEX
16
+3
CON
16
+3
INT
22
+6
WIS
14
+2
CHA
12
+1
86
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
40
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+10
Attack mod
INT
Ability
+6
Abi Mod
18
Save DC
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
| -2 | Strength |
| +7 | Dexterity |
| +3 | Constitution |
| +10 | Intelligence |
| +2 | Wisdom |
| +1 | Charisma |
saving throws
| +7 | Acrobatics | DEX |
| +2 | Animal Handling | WIS |
| +10 | Arcana | INT |
| -2 | Athletics | STR |
| +5 | Deception | CHA |
| +10 | History | INT |
| +6 | Insight | WIS |
| +1 | Intimidation | CHA |
| +10 | Investigation | INT |
skills
| +2 | Medicine | WIS |
| +6 | Nature | INT |
| +6 | Perception | WIS |
| +1 | Performance | CHA |
| +1 | Persuasion | CHA |
| +6 | Religion | INT |
| +3 | Sleight of Hand | DEX |
| +3 | Stealth | DEX |
| +10 | Survival | WIS |
Skills
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Interplaner Dip | +10 | INT | 7d8 | Force | |
Dagger of Venom | +8 | DEX | 1d4+1+3 | Piercing | |
Finesse, Light, Thrown (range 20/60), Poison CON Save DC 15, 2d10 | |||||
Double Visions | +0 | STR | 1d4+2-2 | Piercing | |
Finesse, Light, Thrown (range 20/60), |
Attacks
Spell Book
Cantrips | ||||||||
---|---|---|---|---|---|---|---|---|
NAME | AB | CAST | RNG | DUR | DMG | CMP | # | |
Thunderclap | +7 | Self | Instantaneous | 1d6 | S | |||
Friends | +6 | 1 Minute | Self | Concentration, 1 Minute | SM | |||
Level 1 Spells 1 slots | ||||||||
NAME | AB | CAST | RNG | DUR | DMG | CMP | # | |
Thunderclap | +7 | Self | Instantaneous | 1d6 + | S | |||
Level 2 Spells 1 slots | ||||||||
NAME | AB | CAST | RNG | DUR | DMG | CMP | # | |
Thunderclap | +7 | Self | Instantaneous | 1d6 + | S | |||
Enthrall | +6 | 60 feet | 1 minute | VS | ||||
Level 3 Spells 1 slots | ||||||||
NAME | AB | CAST | RNG | DUR | DMG | CMP | # | |
Thunderclap | +7 | Self | Instantaneous | 1d6 + | S | |||
Haste | 1 Minute | 60ft | Concentration, 1 minute | VSM |
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
Mental Fortitude You are always aware when someone is trying to read your mind.
Linguist. You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. (Druidic, Sylvan, Elvish)
Features & Traits
Equipment
Copper: 30,
Silver: 2,
Electrum: 0,
Gold: 800,
Platinum: 7
Money
Languages & Proficiencies
Personality Traits
Eveything is new but I have a thirst to learn.
Ideals
So long as I have this token from my homeland, I can face any adversity in this strange land.
Bonds
I sometimes pretend not to understand the local language to avoid interactions I would rather not have.
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
Appearance
Specialized Equipment
Anton is a scholar at heart, and studies a wide range of things and it had led to quite the accumulation of magical goods. WHether it be the venom dagger he killed a beholder with, the ring of the realms given to him by meister Leon, or the sending book gifted to him by an ancient bronze dragon, Illmaros, the Faithful.
Magic Items:
- Dagger of Venom
https://roll20.net/compendium/dnd5e/Dagger%20of%20Venom#content
Dagger of Venom
Weapon
Rare
Damage: 1d4+1
Properties: Finesse, Light, Range, Thrown
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Type
Damage
Damage
Range
Simple Melee
1d4 + 1 / 2d10
Piercing
20/60
Cost: 3,000 GP
Weight: 1
- Double Visions
https://www.reddit.com/r/UnearthedArcana/comments/e072iu/double_visions_very_rare_pair_of_daggers_all_fun/
Double Visions
Weapon
Very Rare Requires Attunement
You gain a +2 to attack and damge rolls made with these weapons, and you must be wielding both weapons in order to gain this bonus.
Each dagger holds a single charge and regains this charge daily at dawn. As an action you can expend 1 charge and activate a dagger's borrowed sight property.
Borrowed Sight. You concentrate (As if concentrating on a spell), and can see through the eye of the dagger for up to 1 minute. For the duration, you gain darkvision out to a range of 120ft through its eye, and one of your own eyes becomes blinded.
As as bonus action, you can produce a magical effect from the eye, either slow, or petrify as a beholder does, targeting a creature you can see through the eye within a range of 120 feet. Borrowed Sight immediately end when used this way. Additionally, roll a d20. On a 1, the eye of the dagger becomes blinded and this effect cannot be used again.
- Slow: The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Petrify: The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Hunted. The beholder whose eyes were taken actively searches for them. While it is in within 1 mile distance from you, it is able to perceive through your eyes at will, and you are awares of this when it does.
Thrown, Light, Finesse, Range.
Dual short daggers of polished steel with handles of eldritch wood, requiring constant trimming to preven the wood from overtaking the blade. The daggers' most prominent features are of course, the two wondering eyes in place of pommels.
Type
Damage
Damage
Range
Simple Melee
1d4 + 2
Piercing
20/60
Cost: 6,000 GP
Weight: 2lb
- Ioun Stone of Awareness:
https://www.dndbeyond.com/magic-items/4918-ioun-stone-of-awareness
Ioun Stone of Awareness
Wondrous Item
Rare Requires Attunement
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness. You can't be surprised while this dark blue rhomboid orbits your head.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
Cost: 6,000
- Ring of the Realms:
Ring of The Realms
Wondrous Item
Rare Requires Attunement
Allows the wielder to cast the Find Familiar spell without expending a spell slot, summoning two small air elementals.
Find Familiar:
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab,
frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse,
spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics
of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls
its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as
normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It
reappears after you cast this spell again
While your familiar is within 100 feet of you, you can communicate with it telepathically.
Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until
the start of your next turn, gaining the benefits of any special senses that the familiar has. During
this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension
where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is
temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of
you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a
familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list.
Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had
cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver
the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the
roll.
This beautiful ring has a small, dark gem that swirls like the wind is contained within.
Cost: 7,000 GP
Weight: 1
- Doodle Ring:
https://www.reddit.com/r/TheGriffonsSaddlebag/comments/dl1s9o/the_griffons_saddlebag_doodle_ring_ring/
Doodle Ring
Wondrous Item
Common
While wearing the ring on a finger, you can touch that finger to a solid surface and begin to draw. The drawing uses your finger to make marks as if it were a piece of charcoal, ink quill, or paintbrush (your choice). The marks you make can be in any color. Any drawing made by the ring can be easily smudged away without leaving any marks behind. The ring can have up to 5 square feet covered with drawings in this way at any time. Drawing more than that begins to erase the previous marks, and any mark left after 24 hours of being made is magically erased.
This magic wooden ring is always covered in splotches of charcoal, ink, or paint, regardless of how well or often it's cleaned.
Cost: 100 GP
Weight: 1
- Portal Compass:
Portal Compass
Wondrous Item
Uncommon
This portable arcane instrument points in the direction of the last portal it passed through while it and the portal are on the same plane of existence. If that portal no longer exists, the needle becomes static until the compass passes through a new portal.
Weight: 2
- Bag of Holding:
https://www.dndbeyond.com/magic-items/4581-bag-of-holding
Bag of Holding
Wondrous Item
Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Cost: 500 GP
- Horn of Hearing:
- 2 x Firecracker Crystals:
https://www.reddit.com/r/TheGriffonsSaddlebag/comments/bh9vri/the_griffons_saddlebag_firecracker_crystals/
Firecracker Crystals
Wondrous Item
Common
These multicolored crystals are usually purchased in small bags at festivals and holiday events. As an action, you can throw one of these inch-long crystals against a solid surface to crack it apart. When broken in this way, a crystal releases the stored magic inside. The magic ends at the end of your turn and is entirely sensory.
A bag of the small crystals comes with 1d4+8 (10) crystals inside. Roll a number of d8 equal to the number of crystals in the bag and record each number rolled. Use these numbers to determine the kinds of crystals found in the bag using the table below.
d8 Color Result
1 Red Releases a plume of harmless flame 5 feet tall.
2 Orange Releases a small flash of bright light in a 5 foot radius and dim light for another 5 feet, followed by the smell of spices and citrus.
3 Yellow Releases small spiraling motes of energy that fizz and fly about in a 5-foot radius.
4 Green Releases a cloud of colorful verdant smoke that fills a 5-foot sphere that smells both foul and sweet at once.
5 Blue Releases a series of comically large bubbles that float outward from the point of impact in a 5-foot radius.
6 Purple Releases the sound of music. The song is random, and plays only enough to make it recognizable as music.
7 White Releases a dazzling display of sparkling glitter in a 5-foot radius from the point of impact.
8 Black Releases a mystery effect. Roll on the table again when using this crystal to determine its effect. If you roll an 8, roll again.
Cost: 2gp
- Sending Book:
Mentality
Personal history
In Anton's study of the Elemental Plane of Air, he ammassed many notes and even made a friend:
“Geography
This is an amazing atmosphere, to be where one of the main four elements is the heart
and soul of this plain. This city is expansive and expensive. I need to find a job in this place, although I
have found an acquaintance. But I digress. I have gotten off topic. There are land masses scattered
throughout, what seems like, endless expanse of air. Like whatever deity that made this place spilled a
blue paint bucket and it just expanded. There are numerous pockets of mist, gases and fogs, best not go
near until I discover more. I have been told that there is a ‘wind duke’ (Haalifith) looking to take over the
Plane. In summary:
● Massive city ‘Citadel of Ice and Steel’
● Ever expanding space. Where organics fall, forever, and inorganics tend to float.
● Bad guys fortress.”
I have met a friendly Djinni, named Amaila. She has let me stay with them in exchange for work with
whatever I make in commission, I keep.” ~Anton in his Planar Journal
In Anton's study of the abyss he accumalated an array of notes:
"Geography
~ This is a unique space. Defining features, a river of blood, a large, red sun, a stone
fortress in the background (not going in there, possible higher demon). The river runs everywhere it
seems, it appears to leak into holes and caverns. It is either acidic or just very hot to the touch. Following
the river for a while there are portals, weirdly, some just are incorrectly named. In summary:
● Barren and dusty.
● River of blood.
● Large, red sun.
● Stone fortress.
● Odd portals.
I’ve come across many amazing creatures but two caught my eye.
Shoosuva
~ Roughly around 6ft, at their shoulder, beastial quadruped,can roughly 30ft to 50ft in a quick sprint.
Heavily emaciated with a series of bony ridges that went down their spines and their giant poisonous tail
stinger. Mottled skin and patchy fur emitting phosphorescent light, even looking in its mouth the light is
illuminating its jagged fangs.
~ It goes bounding from cliffs to the floor and doesn’t look as hurt as I thought, while I’ve been following
this creature, it looks almost unaffected by some of the environment”
~ It’s pretty quick, it seems to rely on its bite force and the scorpion-like tail on its hind with the stinger on
the end. It looks pretty savage when it finishes off its prey, it can make an attack on another prey near it.
Nightmare
~ Roughly around 6ft, at their shoulder, huge head, fangs like vipers, and malevolent dark eyes often
illuminated by red-hot flames, and they sprouted orange fire when their nostrils flared. Wreathed in fire,
their manes were wild and their tail unkempt with steely hooves leave scorch marks wherever they go,
can roughly 50ft to 70ft in a quick sprint. They have some kind of teleport to the eyes but I feel planer
forces at work, I feel the etherealness to its movement.
~ It being basically a fire horse, it appears to be immune to what it emits
~ They don’t seem to enjoy combat, they only use their fiery hooves to attack.
Sign of Corruption: Not the one that I am looking for." ~Anton in his Planar Journal
Education
Anton was tutored personal by Meister Leon, the head-scholar in Niche, serving under one of Gyra's Kings. He took to regular reading, historical studies, and of course, he deeply researched the planes and the corruption spreading across the land.
Classes and Studies that have Educated Anton
- Pipli's Class on Chromancy in the Citadel
- Osteran Hybern on Mental Fortitude in Liberia
- Dragon Scholar in the Way of the Dragon Monestary
Books & Scrolls Anton has personally taken to studying and reading:
- Murder Hobos: Diving Into the Psychology of Adventuring Psychopaths.
- A Bird's Song: By Katarina Herden.
- Beasts of Fey: By Jameson Freewright
- The Plane of Chaos: The Abyss: By Jameson Freewright
- Demiplanes & the Veil in Between: Written by Jameson Freewright
- The Dream Druid's Tome
- Ancient Histories
- Tome of Clear Thought
- Dragon's and their Kind
person.sexuality
Straight
Known Languages
Anton is quite the linguist, continually delving into dialect and language studies. He can learn languages at half the rate of an average person due to his exstensive travel and study.
- Common
- Infernal
- Primordial
- Orcish
- Druidic
- Elven
- Sylvan
Personality
Quotes & Catchphrases
"You're the most beautiful book I've ever read" ~Session 36, Anton to Deloris
Likes & Dislikes
Likes:
- Reading & Study.
- Exploration.
- Favourite Food: Lots of food. There are too many cultures to decide from!.
- Favourite Season: Spring.
- Favourite Colour: Light green, mostly a reminder.
Dislikes:
- The colour black
The major events and journals in Anton's history, from the beginning to today.
The list of amazing people following the adventures of Anton.
Social
Birthplace
Sigil
Current Residence
The Estorra Manor
Hobbies & Pets
Anton always travels with his ring of the realms, and hence his familiars Val & Niche. These two little air elementals always gather the information he needs.
Small Air Elemental CR: 2
0 ft
, fly: 60 ft
, can hover
STR
1
-5
DEX
23
+6
CON
10
+0
INT
16
+3
WIS
11
+0
CHA
11
+0
( 450 XP)
Evasion. If the orb is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the orb instead takes no damage if it succeeds on the saving throw and half damage if it fails.
Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Small Air Elemental CR: 2
0 ft
, fly: 60 ft
, can hover
STR
1
-5
DEX
23
+6
CON
10
+0
INT
16
+3
WIS
11
+0
CHA
11
+0
( 450 XP)
Evasion. If the orb is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the orb instead takes no damage if it succeeds on the saving throw and half damage if it fails.
Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.