Artorius Kenos (Stheno) | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Artorius Kenos (Stheno)

Harbinger 1 Class & Level
Leonidas- The True King Background
Half-Elf Race
Alignment

Strength 14
+2
Dexterity 18
+4
constitution 20
+5
intelligence 14
+2
wisdom 18
+4
charisma 22
+6
Total Hit Dice 1
Hit Die
1d8+5
+2 proficiency bonus
+2 Strength
+6 Dexterity
+5 Constitution
+2 Intelligence
+4 Wisdom
+8 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+4 Arcana
+2 Athletics
+8 Deception
+2 History
+6 Insight
+6 Intimidation
+4 Investigation
+4 Medicine
+2 Nature
+8 Perception
+6 Performance
+8 Persuasion
+2 Religion
+4 Sleight of Hands
+8 Stealth
+4 Survival
skills Thieves Tools.   Light Armor, Shields, Martial weapons, simple weapons, hand crossbows, longswords, rapiers, shortswords.   Languages: Common, Elvish, +1 (Draconic)
  proficiencies

 
15
Armor Class
13
Hit Points
+4
Initiative
30
Speed
Rapier[roll 1d20+6] 1d8+4
Dagger 1d20+6 1d4+4
Attacks
Spellcasting Ability: Charisma
Spell Save DC: 16
Spell Attack Bonus: 8

Cantrips: 2; Level 1 spell slots: 2
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Cantrips:

Fire Bolt
CASTING TIME: 1 Action; RANGE/AREA:120 ft; COMPONENTS: V, S; DURATION: Instantaneous; SCHOOL: Evocation; ATTACK/SAVE: Ranged DAMAGE/EFFECT:Fire

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Prestidigitation
LEVEL: Cantrip; CASTING TIME: 1 Action; RANGE/AREA: 10 ft; COMPONENTS: V, S DURATION: 1 Hour; SCHOOL: Transmutation; ATTACK/SAVE: None; DAMAGE/EFFECT: Utility

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
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Level 1 - 2/2

Shield
LEVEL: 1st; CASTING TIME: 1 Reaction *; RANGE/AREA: Self; COMPONENTS: V, S DURATION: 1 Round; SCHOOL: Abjuration; ATTACK/SAVE: None; DAMAGE/EFFECT: Warding
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
* - which you take when you are hit by an attack or targeted by the magic missile spell

Chaos Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
1-Acid; 2-Cold; 3-Fire; 4-Force; 5-Lightning; 6-Poison; 7-Psychic; 8-Thunder.
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.

Spellcasting
Rapier
melee weapon (finesse, sword)
Category: Items
Damage: 1d8
Damage Type: Slashing
Item Rarity: Standard

Daggerx2
Category: Items
Damage: 1d4
Damage Type: Piercing
Item Rarity: Standard

Leather Armor
Equipment
• I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
• I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
• I judge people by their actions, not their words.
• When I set my mind to something, I follow through no matter what gets in my way.
• I always want to know how things work and what makes people tick.
• My favor, once lost, is lost forever.
• I can stare down a hellhound without flinching.
Personality Traits
• Might. In life as in war, the stronger force wins.
• Knowledge. The path to power and self-improvement is through knowledge.
• Fairness. We all do the work, so we all share in the rewards
Ideals
• Something important was taken from me, and I aim to take it back.
Bonds
• Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
• I have trouble trusting.
• Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Flaws
(Dragon's Vow) End of all Things: You can use your action to expend 5 hp or up to a max of 60 hp to expel a burst of Fire in a 30 foot radius centered on you. All creatures within the area must make a Dexterity saving throw where the DC is equal to 8 + The number of HP expended divide by 5 + Prof. On a failure, the target suffers 8d6 fire damage and is Feared until the end of their next turn. On a success, they take half Damage and are not Feared. The damage increases by 1d6 of past instance of 10.
Also on activation for 1 Min, You heal half of one instance of fire damage each turn. This Vow can use once per long rest.

Dragon Soul Stone(Arcane Focus) An artifact that carries the Soul of Leonidus in it. Giving you access to this Class and it’s spells. For each kill or defeat of a Draconic creature this Stone absorbs their magic empowering Leonidus. If it is taken from you, you start weakening, if the stone has been more than 100 feet away from you for the past 48 hours. After this time frame you lose all levels in this class. If a creature tries to identify this item with a spell, it must succeed a DC 25 Wisdom saving throw or die outright. After which it may attempt a DC 35 Arcana check to see if it can successfully identify it.
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Soul Armory
At 1st level, You may expend any level of spell slot and use your item interaction to create any Soul weapon you’ve bonded with to the Dragon Soul Stone in your empty hand. You are proficient with it while you wield it. This weapon counts as magical for the purpose of bypassing resistance and immunity to non-magical attack. Weapons made this way count as an arcane focus.

Your Soul weapon disappears if it is more than 5 feet away from you for 1 minute, you dismiss it, you use the feature again or if you die.

You can transform one magic weapon into your Soul weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. After which you can dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Soul Bond thereafter. You can’t affect an artifact or a sentient weapon with this ability. The weapon ceases to be your pact weapon when you die, if you perform the 1-hour ritual to bond with a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
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Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. You can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of you and you don’t have disadvantage on the attack roll.

Expertise
At 1st Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
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Racial:
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. 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.

Fey Ancestry: You have an advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.
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Features & Traits

Heroes Enabled

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Created by

altria.

Statblock Type

Character Sheet (Legacy)

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