Corvo Character in Kroninth | World Anvil
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Corvo

Barsuk (a.k.a. Corvo)

Encontrado na mata por dois fazendeiros que cuidaram dele até ter 14 anos, quando fugiu de casa, pois não aguentava mais ver os pais sofrerem por sua causa.

Dois meses depois de fugir encontra um homem quase morto que lhe entrega o revólver e um manual para construir mais armas, esse mesmo homem pede que ele queime o manual depois de ler.

Aprende a usar armas de fogo e acaba virando um assassino de aluguel devido a sua fisiologia e habilidades   É convocado novamente pelo deus da morte que lhe impõe anos de treinamento mental, o forçando a se tornar um Battlemind.

Divine Domains

Death
Divine Classification
God
Children
Eyes
Amarelos
Hair
Longo e preto
Height
1,80m
Weight
80Kg

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Corvo

Battlemind 8 Class & Level
Bounty Hunter Background
Tiefling Race
Neutral Good Alignment

Strength 10
+0
Dexterity 8
-1
constitution 17
+3
intelligence 18
+4
wisdom 14
+2
charisma 10
+0
Total Hit Dice 7
Hit Die 1d10+3
3 proficiency bonus
12 Passive perception
0 Strength
-1 Dexterity
3 Constitution
4 Intelligence
2 Wisdom
0 Charisma
saving throws
-1 Acrobatics
2 Animal Handling
5 Arcana
0 Athletics
0 Deception
4 History
2 Insight
0 Intimidation
5 Investigation
2 Medicine
4 Nature
2 Perception
0 Performance
0 Persuasion
4 Religion
-1 Sleight of Hands
0 Stealth
2 Survival
skills
19
AC
82
Hit Points
-1
Initiative
9m
Speed
Armor: all
Weapons: Martial
Languages: Common, Infernal
Tools & Misc: Tinker's Tools, Gaming Set, Instrument
Proficiencies
Attacks
Psionic Anchor
2nd-level conjuration
Casting time: 1 bonus action
Range: 30 feet
Components: V
Duration: Instantaneous

You attempt to magnetically pull a creature, using yourself as an anchor point. Choose a creature within range, that creature must succeed on an Intelligence saving throw or be immediately teleported to an unoccupied space within 5 feet of you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd.

See Invisibility
2nd-level divination
Casting time: 1 action
Range: Self
Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Duration: 1 hour
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Mind Spike
1st-level abjuration
Casting time: 1 reaction, which you take when a friendly creature within 10 feet of you is targeted by an attack.
Range: 10 feet
Components: S
Duration: Instantaneous

You attempt to interrupt an attack by psionically piercing through the mind of the attacker.

The target must succeed on an Intelligence saving throw or gain disadvantage on the triggering attack and become vulnerable to psychic damage until the end of your next turn.

Dissonant Whispers

1st-level enchantment
Casting Time 1 action
Range 60 feet
Components V
Duration Instantaneous
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground. On a successful save, the target takes half as much damage and doesn't have to move. A deafened creature automatically succeeds.

At Higher Levels: The damage increases by 1d6 for each slot level above 1st.

Compelled Duel

1st-level enchantment
Casting Time 1 bonus action
Range 30 feet
Components V
Duration Conc. Up to 1 minute
Compel a creature you can see to duel you. Unless they succeed on a Wisdom saving throw, the target is only able to attack someone other than you with disadvantage and they must succeed on a Wisdom saving throw to move more than 30 feet from you. They only have to succeed at the saving throw once in order to move freely for the rest of their turn.

If you try to harm any creature besides the target, if a friendly creature tries to harm the target, or if you end your turn more than 30 feet away from the target, the spell ends.

Phantasmal Force

2nd-level illusion
Casting Time 1 action
Range 60 feet
Components V S M (Fleece)
Duration Conc. Up to 1 minute
You fill the mind of a creature you can see with some illusory creature, object, or phenomenon while the spell lasts. Unless the target succeeds at an Intelligence saving throw, it believes the illusion is entirely real; even its senses will verify this and any illogical situations that arise will be rationalised in the illusion's favor.

The target can even be physically manipulated and take damage from its illusion. On your turn, the illusion deals 1d6 psychic damage if it stands in or enters the area within 5 feet of the illusion, in cluding the illusion's space. The damage appears to the target to be caused by some attack or effect that is natural to the illusion. It does not deal damage if it is not of something that would naturally attack or cause a damaging effect if it were real.

The target can look more closely at the illusion, making an Intelligence (Investigation) check. If it succeeds the illusion disappears and the spell ends.


Spellcasting
1 - Pena do pirata.
-Thieves'
<span class="line-spacer"> </span>
Tools
Poção de cura - 1
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Poção de cura + - 3
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Backpack with:
  • Bedroll
  • Mess Kit
  • <span class="line-spacer"> </span>
    Tinderbox
  • 10 Torches
  • 10 days of Rations
  • Waterskin
  • 15m de Corda
  • Weapons:
  • Dagger
  • Shorstword
  • -Granada de Mão
    -pais do Lars
    -5 ovinhos estranhos
    <span class="line-spacer"> </span>
    -Roupa de Viajante e de Frio
    Quest Items:
    Livro dos eternos
    Fogo de Alquimista- 1 e 1/2
    Equipment
    Mesmo não demonstrando aprecia bastante interações sociais.
    Tenta não ser rispido.
    Personality Traits
    Encontrar um lugar onde seja aceito como é.
    Ideals
    Pais que viviam em uma pequena fazenda, fugiu de casa depois dos pais serem excluídos por o terem acolhido.
    Bonds
    Tem um ponto fraco por marginalizados e excluídos.

    Fica agressivo ao ver outros serem maltratados.
    Flaws

    Background

    Ear to the Ground - I am in frequent contact with people in my chosen segment of society. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city I visit, a person who provides information about the people and places of the local area.

    Blurred Step

    Your psychically charged mind creates a force that can propel you forward and move your allies in a damaging way. With a bonus action you can teleport a number of feet equal to your Level x 5. Or instead with an action bonus can move an ally the same number of teleport feet.
    Mind's Eye

    Your mind is capable of perceiving objects on a molecular level. As an action, you can open your Mind’s Eye. Until the end of your next turn, you have advantage on Intelligence (Investigation) checks made to determine if something is an illusion or otherwise unnatural. In addition you automatically know if a creature has been transformed by some means. For example, while your Mind’s Eye is active, a druid cannot disguise itself from you by using Wild Shape. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.
    Protection

    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
    Intellect Hammer

    Starting at 2nd level, when a creature you can see hits with a melee weapon attack, you can expend one battlemind spell slot to deal psychic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.
    Mental Agility

    By 3rd level, your powerful mind allows you to pick up new talents quickly. It takes half as long and costs half as much to train yourself in a new skill or tool.
    Extra Attack

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

    Starting at 6th level, whenever you or a friendly creature within 10 feet of you takes damage for the first time in a round, reduce the damage by your Intelligence modifier + half your battlemind level. You must be conscious to grant this bonus. At 18th level, the range of this aspect increases to 30 feet

    Battle Resilience

    As a bonus action on your turn, you imbue your body with protective psionic energy. For 1 minute, you have resistance to all damage and +1 bonus to your AC and all saving throws.
    Aspect of the Iron Guardian

    Starting at 7th level, When a friendly creatures within 10 feet of you takes damage, you can use a reaction to redirect the damage to you instead. At 18th level, the range of this aspect increases to 30 feet.

    Grenade (5e Equipment):
    The Alchemist's Grenade consists of a glass vial filled with one ounce of alchemist's fire, but where the stopper would be there is instead flat glass covering the end of the vial, with the glass connected to a glass cube with sides 0.7 inches long. The glass box is filled with 30 ounces of extremely dense gunpowder, resulting in a contraption that, when thrown so the glass shatters, explodes in a 10 foot radius. The explosion deals 5d6 fire damage, with a dexterity saving throw for half damage having a DC of 10.
    Features & Traits

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