Angorn Spinesnap | Verum Character Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Angorn Spinesnap

Dwarf (Duergar) Race
Rift (Divini) Origin
Cleric (Tyranny) 5 Class & Level
Lawful Evil Alignment
Astaroth Deity
Faction
Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 10
+0
constitution 16
+3
intelligence 10
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 5
Hit Die
1d8+3
+3 proficiency bonus
+4 Strength
+0 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+7 Athletics
+0 Deception
+2 History
+6 Insight
+2 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 
25
MV

Prestige
2
Attunement Slots
20
Armor Class
49
Hit Points
+3
Initiative
25ft
Speed
Mace of the Adeptd20+8d8+5
Attacks
** STAT BONUSES **

Duergar: +2 Con, +1 Str
Cleric of Astaroth: +1 Str
Rift origin: +1 Wis
Rift suborigin: -1 Dex, -1 Cha

=====

Skills: History, Religion, Insight (Astaroth)
Skills from Divini origin: Perception, Athletics, Intimidation
Skills from story: Sea Vehicles (Sailing),

=====

Languages: Common, Dwarven, Undercommon
Proficiences
[CANTRIPS]

  • Thaumaturgy
  • Guidance
  • Spare the Dying
  • Toll the Dead

  • [TYRANNY]

    1st - Command, Bane
    3rd - Enthrall, Ray of Enfeeblement
    5th - Hunger of Hadar, Conjure Barrage
    7th - Blight, Shadow of Moil
    9th - Dance Macabre, Dominate Person

    [SPELLS PREPARED]

    Inflict Wounds, Healing Word, Hold Person, Revivify, Spiritual Weapon, Spirit Guardians

    Domains: Bane, Command, Enthrall, Ray of Enfeeblement, Hunger of Hadar, Conjure Barrage
    Spellcasting
    Mace of the Adept
    Shield
    Rothian Plate Armor

    Scarab under someone's tongue to make them a slave
    Letter incriminating Magistrate Lodlum
    Wooden symbol of a hawk with "Chief" written in Sand Common

    2x 4d4+4 Greater Healing Potion
    1x 20d4 Supreme Healing Potion
    Equipment
    ** FEATS **

    Iron Will
    Prerequisite: Duergar

    Your will is tempered like the earth you were born from, and will not be halted nor hindered by the likes of mere magic. You gain the following benefits:

    Increase your Wisdom or Strength score by 1, to a maximum of 20. (Strength)

    You have advantage on saves against magical effects that would frighten you.

    A number of times per day equal to your Constitution modifier, you can cast dispel magic at a range of touch, using your strength or wisdom as your spellcasting ability modifier.

    ** RACE TRAITS **

    Superior Darkvision -- Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

    Duergar Resilience -- You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed.

    Dwarven Combat Training -- You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

    Stonecunning -- Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

    Duergar Magic -- When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

    Sunlight Sensitivity -- You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

    ** DOMAIN TRAITS **

    With An Iron Fist
    You gain proficiency with heavy armor and deal an extra +1 point of damage with unarmed strikes while wearing heavy armor.

    Taskmaster
    At 1st level, as an action you can coerce allies to comply with your orders, and for enemies to think twice about attacking you. Choose a number of enemies up to half your proficiency bonus within 60 ft. that you can see. Your allies have advantage on attack rolls against the chosen enemies, but disadvantage on attack rolls against all other creatures until the end of their next turn. The chosen enemies have disadvantage on attack rolls against you until the end of their next turn. Constructs and undead are immune to this effect. You may use this ability a number of times equal to your Wisdom modifier, and regain these uses after a long rest.
    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

    Big Poop.

    Statblock Type

    Verum Character Sheet

    Link/Embed