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Finn Lante`


Played by
ConnorM

Other Characters by ConnorM


Finn Lante'

Human Illithari Race
Test Origin Origin
Bloodhunter 12 Class & Level
Alignment
Lorita Deity
Night Guard Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 18
+4
charisma 11
+0
Total Hit Dice 12d10
Hit Die
1d10+3
+4 proficiency bonus
+1 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+4 Arcana
+1 Athletics
+0 Deception
+0 History
+4 Insight
+0 Intimidation
+0 Investigation
+8 Martial
+4 Medicine
+4 Nature
+4 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+6 Stealth
+4 Survival
skills

 

MV
4
Prestige
2
Attunement Slots
13
Armor Class
112
Hit Points
+2
Initiative
30
Speed
Attacks
Languages: Common, Deepspeech, Dwarven(Deep), Elven

Armor: light armor, medium armor

Weapons: simple weapons, martial weapons, shields

Arcana, Martial, Nature, Stealth

Saving Throw: STR, CON
Proficiences
7 spells known

Ensnaring strike
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels.

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Hunters Mark
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels.

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Lvl 2
Healing Spirit
2nd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd

Bark skin
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Spike Growth
2nd-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Level 3
Day light
rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Protection from Energy
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Spellcasting
Leather Armor - 11+ Dex

2 short swords

Explorer Pack
Equipment
Night Guard
Faction
The Mad Man
Stat Array
Origin
------------
+1 WIS (Prof in Martial)
Illithari
-------------
Earth (Geokineticists) (Phenomena) Mold Earth – This functions like the cantrip Mold Earth, except the portion of earth you can effect is equal to 10 + 5x characer level, you may move this earth up to 10 + 5x character level away from you. This costs 1 Shatter.

Additional Attunement

Shatter
Shatter represents the stress on the characters soul to manifest phenomena. Contrary to common belief psionics is not a strange use of the mind but instead a burning of the soul. Whenever a character's Shatter becomes 0, they fall unconscious as their soul is literally shattered. They must make a special set of death saving throws that cannot be interfered with, nor can any healing stop them. Should the character fail these death saving throws and die, they instead are raised as a husk. A horrible and dangerous monster that seeks to drain the souls of those around it. A character has an amount of Shatter equal to Attunement Slots + Proficiency Bonus You regain your proficiency bonus in Shatter whenever you complete a long rest.

Bloodhunter
---------
Favored Nemesis: Aberrations
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored nemesis, as well as on Intelligence checks to recall information about them and Wisdom (Martial) checks to determine their capabilities and tactics. This does not stack with the Favored Enemy class feature if you choose the same creature type.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored nemesis or creatures associated with it. However, you are free to pick any language you wish to learn.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Bad Blood
At 2nd level, you add your proficiency bonus when making Intelligence or Wisdom checks to glean information about your Favored Nemesis. If you would already add your proficiency bonus, you instead add double your proficiency bonus to the check.

Born of Old Blood
(See https://docs.google.com/document/d/1hxaxxayexPAKsWrwKbXvfF3h9Jj-lQCGmNTJOoDDMQA/edit#)

Echoed Bloodline (Subclass)

Intrusive Thoughts
At 3rd level, you learn to harness your loose connection to the hivemind of the underworld and attune to the minds of those around you. You can communicate telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one or more creatures of your choice within range.

The Whispers in the Underdark
At 3rd level, you add your proficiency bonus when making Intelligence or Wisdom checks to glean information about Aberrations. If you would already add your proficiency bonus to the check, you instead add double your proficiency bonus.

In addition, you can read, speak, and write Deep Speech (Flayer). However, if you already know the dialect, you are free to pick Deep Speech (Undercommon) or Dwarven (Deep).


Undone by the Blood
At 10th level, when you learn an ability with Born of Old Blood and cast it at the creature you learned it from, any damage you deal with that ability goes through resistance. In addition, any forced check(s) or saving throw(s) that ability uses, the creature makes at disadvantage.

In addition, you can cast Detect Thoughts at will without expending a spell slot.

Lvl 12 +2 WIS

Eldritch Deceit
At 7th level, you learn to find and exploit a creature’s subconscious. You can use a bonus action to manifest your attacks into the fears of a hostile creature. This creature must make a Wisdom saving throw. On a failure, you can choose to convert any damage you deal to the target into psychic damage for 1 minute, and if you score a critical hit against the target, it becomes frightened until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Psionic Wail
At 11th level, you learn to send out a shockwave from your mind that discombobulates your foes. You can use an action to magically emit psychic energy in a 30-foot cone. Each hostile creature in that area must succeed on an Intelligence saving throw or take psychic damage equal to 4d8 + your Wisdom modifier and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Lvl 4: +1 STR/CON

Extra Attack

Made by the Blood
At 6th level, when you learn an ability with Born of Old Blood and that same ability you learned is targeted at you, you reduce any damage you take by half and gain advantage on any forced check(s) or saving throw(s) that ability uses. If this ability is learned from your Favored Nemesis, you also gain a +5 bonus on any forced check(s) or saving throw(s) that ability uses.

In addition, when you cast a learned ability, the amount of damage or healing dice it rolls is increased to
2 x the Spell Level the ability is cast at.

Lvl 8: Warcaster
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.



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.

The major events and journals in Finn's history, from the beginning to today.

The list of amazing people following the adventures of Finn.

Played by
ConnorM

Other Characters by ConnorM