Ariadne Banedragon Veremund | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ariadne Banedragon Veremund

15 Level (0/195000 XP for level-up) Jungle of Elements Background Temporal One Dragonborn (Sunscaled)/ Were-Fox (Astral Fox) Race / Species / Heritage Neutral Good Alignment
Rune Knight Fighter
Level 8
Hit Dice: 8/8
1d10+5 Class 1
Veil Cleric
Level 7
Hit Dice: 7/7
1d8+5 Class 2

STR
20
+5
DEX
10
+0
CON
20
+5
INT
20
+5
WIS
28
+9
CHA
20
+5
323
Hit Points
+0
Initiative (DEX)
22
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
4 / 4
Runes
2 / 2
Channel Divinity
3 / 3
Action Surge
2 / 2
Indomitable
2 / 2
Fate Dice
Spellcasting ...
+14 Attack mod
WIS Ability
+9 Abi Mod
22 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+5 Strength
+0 Dexterity
+5 Constitution
+5 Intelligence
+14 Wisdom
+10 Charisma
saving throws
+0 Acrobatics DEX
+14 Animal Handling WIS
+5 Arcana INT
+10 Athletics STR
+5 Deception CHA
+15 History INT
+14 Insight WIS
+5 Intimidation CHA
+5 Investigation INT
+14 Martial WIS
skills
+14 Medicine WIS
+5 Nature INT
+14 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+15 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+14 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +10 STR 1d8+5 Bludgeoning
 Versatile
Warhammer (Two-handed) +10 STR 1d10+5 Bludgeoning
 Versatile
Attacks

Spell Book

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Origin
Dragon
Khyne :
Origin: +2 to Any Stats(CHA) and +1 to Any Stat (DEX)
Skills: Choose any 4 skills to gain proficiency in, or choose 2 of your skill proficiencies to gain Expertise instead.
Tools: Gain Proficiency in any 1 Tools, 1 Musical Instrument, and 1 Kits.

Skill Proficiency: Athletics, Martial, Stealth, or Acrobatics and +2 to Strength or Dexterity






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Fighter
Fighter
Fighting Style:
Defense
While you are wearing armor, you gain a +1
bonus to AC.

  • Action Surge
  • Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Extra Attack
  • The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

  • Indomitable
  • Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

    You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

  • Extra Attack
  • At 11th level, you can attack three times whenever you take the Attack action on your turn.






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    Cleric
    Cleric
  • Spellcasting

  • As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

  • Cantrips
  • At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

  • Preparing and Casting Spells
  • The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

  • Spellcasting Ability
  • Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier
    Ritual Casting
    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

  • Spellcasting Focus
  • You can use a holy symbol as a spellcasting focus for your cleric spells.

  • Channel Divinity(2/rest)
  • At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

    Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

  • Turn Undead

  • As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Destroy Undead (CR 1/2)

  • Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

  • Destroy Undead (CR 1)

  • Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed

  • Divine Intervention

  • Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
    Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.






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    Rune Knight
    Rune Knight

  • Bonus Proficiencies
  • You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

  • Rune Carver
  • Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
    Runes Known
    3rd-2
    7th-3
    10th-4
    15th-5
    >Fire Rune
    >Cloud Rune
    >Hill Rune
    >Storm Rune

  • Giant's Might
  • You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
    If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
    You have advantage on Strength checks and Strength saving throws.
    Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

  • Runic Shield
  • You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    -Great Stature

    10th-level Rune Knight feature

    The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
    Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

    -Indomitable (Two uses)
    At 13th level, you can use Indomitable twice between long rests.






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    Veil Cleric
    Veil Cleric
    Veil Domain Spells
    Cleric Level Spells:
    1st feather fall, shield
    3rd blur, misty step
    5th slow, haste
    7th dimension door, fabricate
    9th hold monster, far step

  • Cleric of the Old Ways
  • Starting at 1st level, you gain proficiency with Heavy Armor and Martial Weapons.

  • Scholar of Time's Flow
  • At 1st level, you are never surprised. Additionally, you are proficient in the History & Religion skills and may double your proficiency bonus when making History, & Perception skill checks. If you already have expertises in them then gain 2 Time/Fate Dice after a long rest.

  • Channel Divinity: Veil Threading
  • Starting at 2nd level, you can use your Veil Domain's version of Channel Divinity to alter the flow of time to your benefit. On your turn, you may use your Channel Divinity to take one additional action on top of your regular action and may cast another lv spell with this action. You can only use this feature once per turn, no matter how many uses of Channel Divinity you have.

  • Veilmancer
  • At 6th level, when you use the Veil Threading feature, until the beginning of your next turn, your movement speed doubles, attack rolls and Dexterity saving throws you make have advantage, and attack rolls against you have disadvantage.

    Additionally at 6th level, you can target objects, as well as creatures, with your domain spells. For example, you can cast slow on a rolling boulder or feather fall on a falling glass.

  • Veil Blessed
  • At 8th level, you gain advantage on initiative rolls. You can also attack twice, instead of once, whenever you take the Attack action. (Counts as Extra Attack)






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    Racial
    Racial
    - The Temporal Ones

    Ability Score Increase
    Your STR score increases by 5, and your Wis score increases by 5

    Ability Score Decrease
    -5 to Dex score

    Age
    File Corrupted

    Size
    Dragonborn are taller and heavier than humans, standing well over 12 feet tall and averaging almost 250 pounds. Your size is Medium or large.

    Speed
    Your base walking speed is 45 feet and a fly speed of 15 feet.

    Corrupted Ancestry
    Sun Scaled True Radiant 15 by 30 ft. line (Str. Check)

    You have Corrupted Ancestry. Choose one type of Old One from the Ancestry table. Your breath weapon and damage resistance are determined by the DM

    Celestial Breath Weapon
    You can use your action to exhale destructive energy. Your Corrupted ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + you STR or Wis modifier + your proficiency bonus. A creature takes Xd6 damage on a failed save, and half as much damage on a successful one. The damage increases with level and X is your current level. After you using your breath weapon; your weapons and spells deal up to your level in Corrupted ancestry damage for one min. You can do this up to half your prof mod (Min of 1/ Rounded Down), you can’t use it again until you complete a short or long rest.
    Disclaimer: this bonus damage doesn't stack with itself but, increase the duration.

    Warning: the more you use this the more you lose yourself.

    Damage Resistance
    You have resistance to the damage type associated with your ancestry.

    Languages
    You can speak, read, and write Common and Vox Maki.






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    Feats
    Feats [4/7]

  • Tough

  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

  • Sentinel

  • You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
    When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
    Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
    When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

  • Shield Master

  • You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

    -If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

    -If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

    -If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

  • Skill Expert
  • You have honed your proficiency with particular skills, granting you the following benefits:
    -Increase one ability score of your choice by 1, to a maximum of 20.
    -You gain proficiency in one skill of your choice.(Medicine)
    -Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.(religion)






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    Title
    Titles
    Watcher(Prime Ability)
    (Title Slot: Fate Free Slot)
    (Class: Any)
    (Backstory and Fate Driven)
    (Rarity: Ö̵̑ŕ̷̛a̷̛̅c̴̍̿l̷̆́e̸̐͆ )
  • Resolve (Ex):
  • Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool resets to 0 at the beginning of each encounter. When you are attacked for at least 30% of your maximum HP, the total damage taken is added to your delayed damage pool as temporary HP. The pool cannot be larger than your maximum HP. All status effects and abilities will still effect you as normal (ex: If an attack were to restrain you, you still get restrained). At the end of your next turn, the delayed damage pool is reset to 0.

    If damage were to put you in an unconscious or dying state while there is Temp HP in your delayed damage pool, you may act as normal until the Temp HP disappears. If you were put in the dying state, you still roll death checks as normal. This effect may only be used once per encounter.

  • Counter Fate (Ex):
  • You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. The first weapon attack made on your turn gains a bonus to the attack modifier equal to the current value of your delayed damage pool divided by 10, rounded down (minimum +1). The maximum bonus you can gain from this ability is +6 to your attack roll. If an attack affected by Counter Fate hits, you may expend all of the Temp HP in your delayed damage pool, adding that value to the total damage as Radiant, Necrotic, or Weapon (type of damage dealt by the weapon) Damage.


    The Beloved (Cursed)
    Sybil will hunt you, and those closest to you, to the ends of the Earth if they have to. The one they love most in her entire World.

    From this point on, you have been marked by Reverse Death.






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    Dragon Features
    Xenagon Augustus
    The Elder Prismatic Dragon of Guardians and Primal Elements
    Guard of Polaris
    Arbor Pillar: Aquarius
    (Basileum Line)
    Alignment: Good
    The Prismatic Thunder

    Origin: Choose 2 : +4 STR, WIS, or CON

    Skills: Gain proficiency in Athletics, Arcana, Persuasion, and Religion

    True Primal Adaptation
    Whenever you would hard cast a spell or hit a critical on a weapon attack that does Elemental or Force damage you may convert the damage to Primal as a bonus action. Any Primal damage dealt this way is doubled. You can use this ability twice, regaining both uses upon completing True Combat.

    Alteration-X
    Whenever you see an ally within 60 feet deal Elemental or Force damage, you may convert the damage to Primal as a reaction. Any primal damage dealt this way is doubled. You can use this ability twice, regaining both uses upon completing True Combat.

    Nomadic Shifting
    Whenever you roll a Critical on your weapon attacks you may add 2d8 Thunder or Primal to the Damage then, Alter your weapon to the change damage type and then gain X DR to All Sources including True Damage. X is the total damage done from the Nomadic Shifting. You can use this ability up to your Prof Mod per True Combat. These Dice are doubled if you are in Primal Infusion.
    Dawngate Symbol
    As a reaction to dealing Elemental, Force, or Primal damage, you may place a number of glyphs equal to your proficiency modifier on the damaged creatures. They become primed to explode the next time they receive primal damage. This mark lasts until the end of your next turn. A creature affected by Symbol can use a bonus action to attempt to make a saving throw against the DC to remove the mark. You can use this ability up to your Prof Mod per True Combat.

    The Dawngate's Radiance
    Once the Dawngate Symbol activates, You cause an explosion based of 60 feet to erupt in a 10 foot radius of primal energy dealing 1d10 per your character level of True damage.

    Blessing by Polaris
    Being chosen by a Xeno Crystal, you gain Healing Element to primal damage and one of the following damage types of your choice of Elemental damage. You also gain Resitance to True Damage.
    Prismatic Destruction - X
    When you cast a spell with an instantaneous duration that consumes a spell slot that deals Force or Elemental damage or, **you** activate The Dawngate Symbol , As a reaction, you can add additional primal damage equal to the your level and increase its radius by 10ft to that spell or, if the symbol is activated double it's radius. You can use this ability twice per long rest.

    Dawngate's Shielding Light
    You may use your life force as to use a healing spell you know without expending a spell slot as well as changing it to a Bonus action or Reaction . 5 Hit Points = LV 1 Healing Spell, or for every increment of 5 hit points used, it increases the spell level used by 1, up to a max of 6th level (30 HP used). You may use this ability up to your prof mod per long rest.

    ----
    Creator's Life Crystal
    Whenever you would Heal an Ally you may remove one Corruption or Curse. If you do this you gain an Additional Action this Turn. You can do this Additional Action Twice Per Long Rest.

    Defenders of The Dawngate
    You may as a reaction teleport to another ally within 120 ft getting in front of the attacker to Reroll. If it's a Critical Hit, it is instead treated as a Normal Hit. If the damage was more than 23 then you regain your reaction. You may use this once per round and, up to three times per long rest.


    Arbor Pillar: Aquarius
    During a clash of wills or magic you may awaken the Zeo Core use your life force to use give a bonus to assist yourself or an ally in need. For every increment of 5 hit points used, adds an additional +1 bonus up to a max of 10. Doing so causes a Primal Surge causing you to join in during the clash or out of the box solution. At the end of the resolution you automatically are in Primal Formation: Xeno-Ranger until the end of combat. You can only do this once per month.

    Dragon Vow

    Primal Formation: Xeno-Ranger
    As an action, you fuse with your Xeno Crystal as your Xeno Armor appears and primal energy begins to seep from your body, inundating the area around. Creatures within 10 feet of you take Force damage equal to your level at the start of their turn then gain the following.

    Armor-X
    While in this form; whenever you take damage in this you may state you have advantage on your next saving throw and, if you succeed, gain temp hp off the total roll. Once per Round.

    Giga Clash
    Whenever, you cause an A.O.E. that would hit allies. You negate the damage that would be caused to them. Twice per Round.

    A Ranger's Spirit
    If an Ally or you would Die within 60 feet of you. As a reaction may make an Athletics check DC of 23 and if you succeed you and/or that ally would Revive based on the total roll and regain your reaction. Once per Month.

    This Vow can be used once per long rest, and its effects last for one minute.


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    Curses
    Were-Fox
    Once below half health you can as an action summon your inner beast causing an explosion.

    This Explosion up to 30 feet happens Hostile Creatures that are within the Radius must make a Dex Save (8+Prof+ Wis) and deal Xd6 Astral Damage knocking them up to 15 feet. On a Save they take Half and aren't Knocked back. You heal half of the total rolled. X is your level.

    Your Weapons can use you're Wisdom mod to hit and Damage. Also gain an additional 1d8 Astral damage to your spell and weapon damage.

    Well of Life
    You heal based off the addtional astral damage you deal in this state.
    ---------------------
    Hears a thomas the tank engine and -2 to con saves on spells.

    Features & Traits
    Equipped
  • Plate armor +1
  • E.X.A.-Calibur XVI; The Shard of Beginnings
  • +1 Longsword/ Shield/ Charge Axe
    Pinnacle of Styx
    Watcher Attunement: Reincarnation of Yorhara
    ----------------------------------
    Past Wielder: Yorhara; Goddess of Dragons and Humanity

    Current Wielder: Ariadne Banedragon Veremund

    Excalibur Piece #XVI:
    Zorra Lefay Talisbane; The First Elder Dragon and Creation of Redacted; Creator of the EXA-Calibur; The Lady of the Styx; Lover of Lancelot; Sister of Yukihara; The Broken Blade of Caleumstrix, Rite Breaker, and The Tower Drakengard.
    ---------------------------------
    The First Dragon and EXA-Calibur Piece- This holy longsword appears mundane, but transforms and radiates bright glowing sunlight up to 15 feet when in combat against the True Enemy or becoming unconscious in True Combat. Choose between Yorhara, or Arthur and, this weapon's bonus to attack and damage rolls is also doubled against creatures Dreadborne, Corrupted Ones, Zealots, Void Creatures, or Elder Creatures.

    Yorhara's Gift: You channel the bolstering energy of the gem into your aura. While active, you and allies in the aura gain advantage on Con Saves and Checks, and if an Ally would die in your aura from an enemy trait or Abilities you may sacrifice half your Spell Slots or Class Features so they are nullified from the effects and are put to one HP becoming invulnerable until the end of your next turn. If doing this you gain Max Phials and Max Charges.

    Arthur's Gift: You can radiate a cascading aura of lights that causes you and your allies gain a dr to all damage based on your prof mod + equal to half your highest spellslot (Rounded Up). If one instance damage is less than your level you gain 2 phials and charges; this effect happens once per round.

    Disclaimer: This DR doesn't stack with other forms of DR unless stated.

    --------------------------------------
    Shield and Sword of Humanity's Virtue; Requiem Formation
    While in sword and shield form this weapon deal 1d6+Prof+X Slashing Damage that pierces through Immunities (Dealing Resistance instead) and goes through Resistances. X equals +1 for every charge into the blade.

    Ebb and Flow: Each attack landed in Sword and Shield form against a hostile creature Charges the Sword. The Sword can hold a max of up 6 charges into your blade. Critical Hits Grant two charges. You lose charges every two turns that passes after your turn in true combat or used in Conflux Formation.

    Ever flowing Hope
    : As a bonus action you can store the energy from the Sword into the shield charging the phials stored within. Reaching 6 phials stored empowers your shield, increasing your defenses gaining DR against all damage types based on double the amount of phials stored. The Phials stored last for 1 min ,using Ever-Echoing Protection, or until used in Conflux Formation. Stacks with Arthur's Gift.

    Ever-Echoing Protection: If you or an ally within 30 ft takes damage more than the DR you have you may use your reaction to use all the Stored Phials giving you and that ally double the amount of DR you currently have. Three times per Short Rest or Long rest.
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    Ancient Song; Vantelios Caliux: As an item interaction on your turns you may switch the formation of your sword to become your axe and armor. At Max Phial charge you may absorb the Phials into the blade to the Gunblade Form.
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    Axe of Pantheons' Wrath; Conflux Formation:
    While in Axe form this weapon deal 2d8+Prof+X Slashing Damage that pierces through Immunities (Dealing Resistance instead) and goes through Resistances. X equals +2 for every charge into the blade and Phial in the Sheild. Whenever you attack with this weapon it use up a Phials then Charges. Once all are consumed you revert back into Requiem.

    Axe of Yorhara;
    The Shifting Resolve: The wielders attack rolls with this weapon are a 15ft cone instead of a single target within 5ft, dealing full damage to one target and Cascade damage to all other targets within the cone, requiring no save. Cascade damage is applied to all hostile targets within the 15ft cone, including the target that takes normal damage from this weapon if the attack roll succeeds. Cascade damage is Radiant, Necrotic, or Fire Damage equal to Xd4+MentalModifier where X is the wielders proficiency modifier. Cascade damage may be negated by ‘shield’ and other such spells and spell-like abilities that provide coverage.

    Armor of Yorhara; Zorra's Sacrifice Phials are converted instead of Ever flowing Hope are turned to +1 AC and +1 DR for each Phial and Charge you have to a Max of +4 for AC and 12 DR. This Last till Conflux ends.

    Ancient Song Finale: Innocentius Caleumstrix Lux Lacus
    Using up all actions on your turn you bring up this weapon to the sky as it shatters into a blade of the Veil of Caleumstrix then a 120 foot cone of the cascading stands of fate surrounds you then bringing it down in a single slashing motion, tearing the world asunder with the power of the Veil. All Hostile Creatures in a 1w0ft line must make a Dexterity Saving Throw, taking Xd4+Xd6+Xd8+Xd12+Y Astral damage; half on a success. Afterwards; all Allies within 120 feet of you heal Yd20 Hit Points and removing all Void Magic and Debuffs. Once using this; the weapon can no longer transform into Conflux Formation till Next Dawn and you gain 5 points of Exhaustion that can only be removed by certain hunters or elders.

    Y is equal to 5 for each Excalibur User in your hunting Party and X is for Each Phial and Charge used for this Maneuver.
    ------------------------------------------
    Sword of Yorhara's Sin; Alpha Formation
    While in GunBlade form this weapon deal 2d10+Prof+X Slashing Damage that pierces through Immunities (Dealing Resistance instead) and goes through Resistances. X equals +2 for every charge used into the blade. Whenever you attack with this weapon it gains Ebb and Flow and you gain a fly speed up to your movement. Once all at full charge you revert to Pantheon's Wrath or Humanity's Virtue.

    Draw and Syphon
    On hit you may use two charges to attempt to steal magical energy from the creature and, deal Xd4 force damage in a 30 foot radius to each hostile creature(X is based on the Vials gained this turn). The creature must make a DC Charisma saving throw. On a failed save, it loses one spell slot of 3rd level or lower, and you gains one spell slot of the same level. In addition, you learn one spell(Other Than Void Spells) of that level or lower that the creature knows or has prepared. You loses any unused spell slots and forget any spells you had learned after the combat.

    Hissatsu: EXPLOSION!!!:
    On a critical hit and using Draw and Syphon, you may use an additional Vial to increase the radius of the Explosion by 30 feet and deal additional force damage based on the total weapon damage. Two times per Long rest.

    Renzokuken: Fated Reckoning
    Once hitting two consistent attacks in the turn, you may use all Vials gained this turn to continue the assault. You gain X attacks based on the amount of Vials used for this maneuver. However, once you miss this maneuver ends and this maneuver can be used only once during your turns.

    Hissatsu: リミットブレイク
    If all the attacks hit from Renzokuken, you can use a bonus action to gain MAX VIAL CHARGES then changing your weapon to Pantheon's Wrath making an additional attack against the same target, and can keep making additional attacks until all Vials are used. One time per Long rest.


  • Exa-Zoid Scorpius; Horizon's NXT
  • Exa-Zoid Scorpius; Horizon's NXT
    Fate and time's Rider belt/The Veil Guards Armor
    Draconic- Aspect of Destruction
    Rider Gear/Heavy Armor +1
    Exclusive Attunement: Sun Rider Veremunds bloodline.
    -------------------
    One Woman Army: While attuned to this Belt you increase your WIS or STR by 4 and increase the stat cap to 28 of the chosen stat.(Wis)

    Paradox Dice: You learn the Bless spell and may cast it without a spell slot once per long rest. You may add bless to yourskill checks and Bless becomes a Bonus Action to cast in addition to the spell.

    Resolve's Never-Ending Battle: Your hit point maximum increases when you attune to the belt, in addition to your con mod, you may add your wisdom mod to your Max Hp Rolls. Whenever you gain a level thereafter, your hit point maximum increases by adding your con and wis mod.

    Tarot Sacrifice: You may sacrifice 23 of your maximum hp to regain a Time and Fate dice. Three times per long rest.
    --------------------
    The Veil Guard's Armour: +2 full plate. as an item interaction, you may summon forth the Radiant armour of The Veil Guard from this belt. In this form, you are resistant to all magical and non magical physical damage(bludgeoning, piercing, slashing). Then, choose a damage type from the Three: Radiant, Necrotic or Force. you gain resistance to the chosen for the day.
    --------------------
    Temporal Manipulation Field: As a bonus action you may activate an aura of 20 ft around you, choosing mode "Accelerate" OR "Dialate" the chosen aura ends after one minute or as a free action.

  • Accelerate: You and all creatures that you designate in this aura gain a bonus to their Dex saves and checks based off half your wisdom modifier. and an additional +2 to attack and damage rolls. In addition,You undergo the effects of haste as long as this is active. The slow spell and such conditions do not work on you or the ones designated in this field.

  • Dialate: All creatures that you designate in this aura now gain disadvantage to dex saves and checks, a -2 to ac and must make a wisdom save against your spellcasting dc, on a fail they undergo the effects of Slow. A creature repeats the save for the Slowed effect at the end of their turn, on a pass the effect is removed.

  • disclaimer: leaving the field removes both effects. Rentering applies them again.

    you may activate Temporal Manipulation Field TWICE per dawn.
    --------------------
    XENO-RANGER FORM: FATE'S RANGER

    Activating your dragon vow empowers the armour you wear, unlocking even further abilities from it.

    While in this state, you gain the following benefits in addition to your dragon vow abilities:

  • Allies within your 10 ft aura of primal energy become immune to the effects of your inundating aura, and instead heal hitpoints equal to your level at the start of their turn.

  • As a reaction to taking damage higher than your current ac, you may activate Fated Backlash. The target makes a Wisdom saving throw against your spellcasting dc. On a fail, the target takes [Ac*2] in true force damage. Half of it on a pass. You may use this reaction thrice.

  • As a bonus action you may bind your fate to another within 60 ft of you. This allows you to give them one of your resistances or Immunities for the duration. In addition, if they are critically hit by an attack, you may use your reaction to turn the hit into a normal one.

  • ========================================================================
    Belt of Revivify
    Does the Revivify spell once and it will break
    ========================================================================
    Izzet Guild Signet
    Ring, uncommon (requires attunement)
    This ring, adorned with the symbol of Izzet, allows you to cast chaos bolt. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet's recognition and favor.

    A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
    =========================================================================
    Ring of Necrotic Resistance
    Ring, rare (requires attunement)
    Major tier
    You have resistance to necrotic damage while wearing this ring. The ring is set with jet.
    =========================================================================
    Ring of Free Action
    Ring, rare (requires attunement)
    Major tier
    While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
    ========================================================================
    Cap of Water Breathing
    Water Breathing Thingy
    ========================================================================
    Ring of Reaction(from Ares) +10 to Dex saves and Initiatives
    You make a minor magic ring. Any creature wearing it can add your Intelligence modifier to their Dexterity saving throws and initiative rolls.
    ========================================================================
    Reward Ticket: 0
    Warhammer
    Sentinel Shield
    Shield
    Chainmail
    backpack
    bedroll
    dagger
    Holy Amulet
    Messkit
    Tinderbox
    10 Torches
    3 Greater Healing Potion
    212595 GP
    the staff of the python
  • 1 growth
  • Petrified Wood stone
  • Gives a +2 Intelligence saves
  • 2 Definitely Normal Superior Healing Potion
  • Desert Rose
  • gives you a +1 to damage you do with your spiritual weapon. You can use this ability twice per long rest.

  • Malphas Mox Amber- 350.000 gp (discount -250k GP)
  • Once attuned you learn the Inflict Wounds spell and doesn't count against the amount of spells known. This spell can be applied to weapon attacks as a reaction to a critical hit and uses up a spell slot or a charge from this stone. You may use this power twice per long rest. This stone carries 3 charges and once all are used you must sacrifice your highest spell slot after a long rest to recharge.

  • Mom's Sunrider Stone

  • a piece of Silver
  • The Mark of a Warrior of Vígríðr. (Summon in a another world poggers!)

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5495, Platinum: 0 Money
    Runes:
  • Fire Rune.
  • This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

    In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Cloud Rune.
  • This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

    In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Hill Rune (7th Level or Higher).
  • This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

    In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

  • Storm Rune (7th Level or Higher).
  • Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

    In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
    ====================================
    Cantrip:

    Guidance
    Mending
    Toll of The Dead
    Spare The Dying
    Thaumaturgy

  • Lvl 1 Spells:

  • Bless
    Guiding Bolt
    Healing Word
    Cure Wounds


    Veil:
    Feather Fall
    Shield

  • Lvl 2 Spells:

  • Spiritual Weapon
    Hold Person
    Lesser Restoration
    Gentle Repose


    Veil:
    Blur
    Misty Step

  • Lvl 3 Spells:

  • Beacon of Hope
    Dispell Magic
    Sending
    Spirit Guardian


    Veil:
    Slow
    Haste

  • Lvl 4 Spells:

  • Deathward
    Spirit Shroud


    Veil:
    Dimension Door
    Fabricate

  • Lvl 5 Spells:

  • Greater Restoration
    Mass Cure Wounds


    Veil:
    Far Step
    Hold Monster

  • lvl 6 Spells:

  • Forbiddance

  • lvl 7 Spells:

  • Temple of God
    Ressurection

    Watcher Spell
    Ambient Hymn
    Cantrip
    Reaction
    Instantaneous
    Ambient Hymn transforms the sounds needed to produce any music effect into background noise.
    Those who hear this music masked in this way remain unaware of its true nature, though it still has its normal effects.
    For example, you could use this spell to make a song intended to inspire competence sound like the chirping of crickets, the rustling of leaves, or the crackling of the campfire.
    You choose what your ambient song sounds like, but it should be a noise that's in harmony with the immediate environment.
    A subject who makes a successful Wis save realizes that the sound has been altered and can hear its true nature.

    Belladona's Rose Hymn
    First Level
    Action
    Instantaneous
    All allies within 30 feet of you gain full recovery of their hit dice. Each affected creature heal hit points equal to your level plus your Spell modifier.

    Tekken's Battle Hymn
    First Level
    Action
    Instantaneous
    Can only be Casted in Combat
    All allies within 30 feet of you gain 1 additional Martial Class Charges(Like Ki, Rage, or Ect). Each affected creature gain a bonus to hit on martial weapon attack equal to your level plus your Spell modifier. This buff only applies to the first hit on a creature on their turn expire once it hits.
    for the stones you'll have to wait still as I have other mechanics and items to go through
    Spellcasting
    language:
    Common
    Draconic
    Giant

    Vox Maki
    ====================================
    Lute
    Herbalism kit
    Armor: light armor, medium armor,heavy armor shields
    Weapons: simple weapons, martial weapon
    Tools: Smith Tools, Artisan Tools, Weaver's Tool
    Saving Throws: Wisdom, Charisma
    Skills: History and Religion

    Languages & Proficiencies
    Kind, somewhat idealistic, polite, nervous when it counts.

    Personality Traits
    I want to know more about myself. Adventuring is a start!

    Ideals
    Personal
  • Mother(Gwendolyn): She is pretty much best friends. there is a slight feeling of distances though.
  • Father: She doesn't know much of her Father other than is adventures.

  • Known Dragons:
  • Khyne (ex-Pacted)
  • Caim
  • Kali
  • Znaniye

  • Known NPC:
  • Siva
  • Jeff
  • Splash
  • Clotho
  • Ddanger
  • Qamar
  • Sharrkar

  • Known Hunters:
  • Robin (Met in port sinbad)
  • Lucius (met in venari)(Apparently call her sis)
  • Bear (Met in first hunt)
  • Mr.Boner (Met in venari with a deez nut joke)
  • Zorron (Met in first hunt)
  • Luyssious Temen( Met in first hunt)
  • Ekram (Met in venari with Zorron)
  • Phoebemila (Met in first hunt)
  • Isadora (Met in the Clotho fight)
  • Kathalor(Briefly in Clotho Fight)
  • Rome(Briefly in Clotho Fight)
  • Dolci(Briefly in Clotho Fight)
  • Fam (Only saw him)
  • Shard (Only saw him)
  • Octavian (met in Venari. Arebel Tutor)
  • Heironymus/Haft (In Adora's hunt)
  • Tors Siegfried (In Adora's hunt)
  • Cov Scal (in Mistah hunt)
  • Victoria
  • Pop

  • Bonds
    Somewhat naive and idealistic.

    Flaws
    Ship stuff

  • Artillerist
  • +2 to damage of any type
    +2 to hit
    1d4 to martial and insight checks
    Extra Feat Slot and +2 Action surges

  • Inspis/birth 20s:
  • inspi 1

    Forging Expertise
    Armor
    Shield
    exotic
    Tech (Khyne)

    Rune knight Extra 2 Expertise :
    weapon
    Martial
    Ammunition (Khyne)

    Also gets two rerolls on forging rolls for expertise items

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    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.

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