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

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TaCoMunCher

Lizardfolk Race
Bulette Slayer Origin
Ancestral Guardian Barbarian 12 Class & Level
Neutral Alignment
Gazeneroc Deity
Steton Striders Faction
Ambassador Rank/Position
9 Loyalty
The Cordially Invited Company

Strength 16
+3
Dexterity 14
+2
constitution 18
+4
intelligence 10
+0
wisdom 14
+2
charisma 12
+1
Total Hit Dice 10
Hit Die
1d12+4
+4 proficiency bonus
+7 Strength
+2 Dexterity
+8 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+6 Animal Handling
+0 Arcana
+7 Athletics
+1 Deception
+0 History
+6 Insight
+1 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+4 Nature
+6 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+6 Stealth
+6 Survival
skills

 
66
MV
4
Prestige
2
Attunement Slots
16
Armor Class
149
Hit Points
+2
Initiative
50ft, Burrow 30ft, swim 50ft
Speed
GOLD: 16,085SilverCopper
Attacks
Tool Proficiencies: Brewer Supplies, Drums, Cook's Utensils from acedemies.
Skill Proficiencies: Insight from Bulette slayer. Animal handling lip service from Gazeneroc. Nature from Steton Origin. Perception and Stealth from Hunter's Lore racial ability. Athletics and Survival from barbarian.

Attribute Cap Increase - +2 Strength
Atrribute Cap Increase - +2 Constitution; From academies
Proficiences
Linnorm Powerword:
Kos - Might

Using this word of power, causes the individual to grow in size. They become large size and gain a +4 to Strength and constitution. This lasts for 1 minute.

During this time melee attacks deal an additional 2d6 damage.

Using a word of power causes 3 exhaustion levels, which are applied after the benefits from the word fade. This exhaustion cannot be prevented in any way. It cannot be magically healed, it recovers 1 per long rest.
(Notify Arcadum when it was used. Notify it when it has been used three times. Current times used: 2)
Spellcasting
STORY ITEMS:
Map of the last location of the Linnorm (Western Krazax, Teir 3 mission)
Map to Einhander
Book of Fone
Tail Barb of the Alpha Nightstalker
Storm Triad adornment. (Goes into the horn of Greyfall)

Backpack
mess kit
2 Torches
Sleep Anywhere pillow Common 0.5 lbs ; This pillow has the face of an orc painted poorly on one side of it. A string is attached to it that allows you to have the pillow slung around your neck. It’s just a pillow
Tinderbox
2 days of rations
Waterskin
Mithral Maul
Dagger
Drums (Musical instrument)
Crowbar
Mort's Feller's blade
Copper Mark of Arlo enchanted with Level 3 Continual Flame
Grappling hook
Steel mirror
4 silvered javelins
3x Sacks
60x Caltrops
10x vials
Lead lined chest
Longbow
x14 Arrows
Quiver
Cooking Utensils
4x Potion bandoleers
Acid Vial
4x Oil of Slipperiness
3x Potion of Superior Healing
7x Anti-Toxins
1x Potion of greater healing
4x Potion of poison resistance
1x Potion of Flying
2x Potion of Diminution
2x Elixir of Health
1x Potion of Supreme Healing
1x Scroll of water breathing
1x Potion of fire breath
2x Potion of climbing
2x Bottled breath
1x drug water
1x Oil of sharpness +3
1x potion of invulnerability
2x Gentle Repose scroll
1x Potion of healing.
5x Potions of Cold Resistance

9 Tier 5 food tokens

bandoleer 1 (equipped): Potion of flying, Elixier of health, Potion of Supreme healing
bandoleer 2 (equipped): Bottled breath, Potion of invulnerability, Potion of Supreme healing
bandoleer 3: 3x potions of Supreme healing
bandoleer 4: 1x Potion of Growth, 1x Potion of heroism, 1x Potion of Supreme Healing

72 Crafting tokens

Pets:
Thorn Crawler kept with Anon at all times.

An Allosaurous named Stryder with equipment. Stryder has been trained to act as though he has 5 intelligence through Intensive Pet Training.
The Allosaurous has Masterwork plate barding

War Horse (Durant)

*DEAD* The Night Stalker. (Has Equipment, is tamed) *DEAD*
https://docs.google.com/document/d/1rguTWG8bM713uOrMdD07Kr2VLkcTgO6W9YhFwJK1F5c/edit?usp=sharing

A cat that Gul Orn keeps, named Cat that's on hiatus

THE WAR CARRAGE:

Carriage
Rowboat

Total Carry capacity: 540×2×5=5400 lb total carry capacity

Provisions:
Animal Feed x80
Rations x105
Barrels of Water x2
Waterskins x5


Tools:

Alchemist’s Supplies
Brewer’s Supplies
Carpenter’s Tools
Cartographer’s Tools
Cobbler’s Tools
Cook’s Utensils
Glassblower’s tools
Jeweler’s Tools
Leatherworker’s tools
Mason’s Tools
Potter’s tools
Smithing Tools
Tinker’s Tools
Weaver's Tools
Woodcarver’s tools
Navigator’s Tools
Herbalism Kit
Climber’s Kit x5


Armaments:
Light Crossbow x5
Shortbow x5
Crossbow Bolts sets x72
Arrow sets x25
Longsword x5
Leather Armor x5
Healer’s Kit x5
Holy Symbols (Of Glory) x4
Component Pouches x2
Daggers x5
Warpick
Silvered Longsword
Splint Armor
Odin’s Odachi Greatsword (Silvered) 6lb
Heavy Crossbow 18lb
60 crossbow bolts + 3 cases 7.5lb

Misc.:
Lute 2lbs
Lamp x4
Oil Flasks x20
Miner’s Pick
Ram, portable
Merchant’s Scale
Signal Whistle x5
Rope 1200ft
Shovel x5
Tent, 2-person
Whetstone
Torch x9
Ink pen x5
Rations x10
Tinderbox
Grappling Hook x5
Fine Clothes x15
Fishing Tackle
Ink pens x5
one-ounce bottles of ink x5
Paper x100
Parchment x95
100ft of chain
Drums
100 flasks
torches x5
caltrops x25
Ball Bearings x25
holy water x5
pitons x20
hammers x5
Keg of Alcohol
Genasi-Sized Angel Costume (Costume Clothes)
Kobold-Sized Devil Costume (Costume Clothes)
Shield 6lb
Caltrops x2 4 lb
Manacles x1
50ft of rope

Bandolier x16

Scrolls:
Scroll of Cure Wounds x2
Scroll of shield x4
Scroll of absorb elements x4
Scroll of feather fall x1
Scroll of Heroism x5 5lb
Scroll of Bless x2
Scroll of Cure Wounds x4
Scrolls of Wrathful Smite x5
Scroll of Mirror Image x1
Scroll of Pyrotechnics x1
Scroll of Magic Missiles x2

Potions:
1 Basic Poison
5 Potions of Healing
2 serpent poisons,
1 potion of greater healing,
1 potion of acid resistance
Potion of Poison Resistance x1
Potion of Lightning Resistance x1
Potion of Healing x1
Potion of Invuln x2
Oil of Etheralness x1
Oil of Slipperiness x2
Bottled Breath x1

Children’s items
Fish Plush
Irral:
A carving of a dragon
Smunsou:
A carving of a beetle
Feather of Ice
Altiui:
A carving of a bull
Gul Orn:
A carving of a leopard
A cat-bun plush
Horse Plushie
Blue Jay mask
SIlver Dragon Mask
Anon:
A figurine of a giant lizard
Tiger Plush
A giant red dragon plush named Red
A plush of Seian
A mask of Seian

Crafting materials:

Bulette Skull
Base Material (Shield Hammer)
Superior Quality
Attributes: Cold, Brutality, Regeneration, Primal

Venom Sacs of a Chimera
Enhancement Enchantment
Weapons Shields
Strength Wisdom; Lightning, Acid, Chaos, Grave, Fear, Action

Royal Krazaxian Blacksmith (Crafter)
Deity: Glory
Item Types: Armor, Shield, weapon
Ability Alignments: Constitution, Wisdom
Masterwork: Yes
Faction Forge: Yes
Sp. Attunement: Yes
+Bonus: Yes
Effects: Power, endurance, earth, resilience, defense
Flawless: 1 Use each

The Frozen Pools (Special Crafting Method)
The special crafting method involves quenching or bathing items in elemental waters.
Always provides cold weather adaptation when attuned
Possible beneficial effects:
Cold Damage/Resistance
Cold damage output boots
Physical damage resist
Cold Absorption
Possible Drawback:
Hot weather vulnerability
Fire damage suffered increased
Fire damage output decreased

Miremaker's Ritual of Madness
Awarding DM: ACOG
Mission: Red Rescue Team
Type: Ritual

Process: Take the item(s) and bathe it in fire. While it bathed in fire, speak the script provided as a part of this ritual, and continue to utter them until the flames begin to turn golden. Once the flames have turned golden, repeat the ritual in reverse until the flames turn blue. Remove the item(s) from the flames - it will not harm you - and douse it in alcohol. Leave for 24 hours, then proceed with any spell invocations.

Result: The item consistently flows with a light blue flame. If the item is a series or paragon item to a deity that isn't Runethares or Oloken'hai, it becomes Desecrated. If it is an Eye of Madness Series or Paragon, it increases by 1 rarity step. The item has a 15% chance to become an artifact, increased by 5% per prestige the crafter has. If the item has a chance to become an Eye of Madness Series item, the chance increases by 15%. Otherwise, it gains a flat 15% chance, which cannot be augmented in any way. If a prayer of sufficient magnitude is made to Runethares, or if the crafter or special crafter of the item worships Runethares, the chance for Oloken'hai series is nullified. If a material used is aligned with Runethares, the 15% chance is instead aligned towards it becoming a Sage's Scroll Series or Paragon item.

Effect: The item also gains the following effect if attuned:

Protection from Falsehood. If an effect would result in your hit point maximum being reduced, you gain a +3 bonus to the saving throw made to resist it.

Finally, roll a d100. The item gains a benefit based on the result of the roll:

1-50: Resistance to fire damage (if non-attunement, DR instead)
51-75: Reduce all damage you take from dragons by 4.
76-90: Reduce all damage you take from dragons by 4, after resistance is applied.
91-100: Limited immunity to fire damage.

Limit: This special method can only be used once.

Misc Flavor items:
A white gold wedding ring with an emerald in the center (worth 250gp)
A topaz bracelet with a Fire Opal in the center. (Bracelet is worth 200gp, opal is worth 100gp)
A T-rex tooth
Gaint snapping turtle claw that has Vyth written on it in Aquan
Bulette claw (Trophy)
Bloodblossom Genesis Peddle
Behir costume, Large Behir mask, Bulette costume, Basilisk Costume, Dragon costume, Dragon mask
An old Dragon Skull (Trophy)
Night Terror's head
777 Ways to Cook A Turkey
Equipment
Steton Striders
Faction
Mad Man
Stat Array
Cunning Artisan.
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath
You can hold your breath for up to 15 minutes at a time.

Hunter's Lore
You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor.
You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws
In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Mobile (Level 4 Feat)
You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Blood Frenzy (Level 8 Feat)
Prerequisite: Lizardfolk Your thirst for blood cannot be sated just once, you must feed more, you hunger for the taste of iron in your mouth. You gain the following benefits: You can now use your Hungry Jaws ability once per turn. Whenever you critically hit with your Hungry Jaws ability, you gain temporary hit points equal to 2d8 + your Constitution modifier as temporary hit points instead of the normal amount. This ability can only be used as a Lizardfolk, this includes the base ability.

Ability score improvement (Level 12 Feat)
+1 strength, +1 charisma

Ambassador
+5 Maximum Hit Points.

Grant us Eyes?
Gained +2 wisdom from the Marcelous Kingvale Campaign

Title - Veteran
This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

Blessing of the Arena
Any that have defeated the carnage elemental receive a +1 to damage rolls with melee weapons for the entirety of phase 3.

Spirits Call

Whenever you would activate your spirit shield class feature, that ally gains that damage prevented as a primal damage bonus on the next source of damage they deal. This can only be applied to a single creature once per round.

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical (1 die)
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
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.


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TaCoMunCher.

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Verum Character Sheet

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