BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Dörthe

TI


Equipment

Quarterstaff: Strength, Heavy Bludgeoning, 1D8-3, Versatile, Break, Topple, Graze, Reach, 2

Cutlass:Dexterity, Light Slashing, 1D8+2, Melee, 1

Versatile: You may wield this weapon in 1 hand or 2 hands. when weilding in 2 hands roll the damage dice twice and use that for the damage of this weapon when attacking.

Break: If you criticaly hit a creature, the next attack on that creature has a +5 to its rolls against that creatures Wound threshold.

Topple: A critical hit you knock the creature prone and in a direction of your choice upto 1.5 meters (not into the air).

Graze: On an attack miss that is not miss by greater then 5 still does a minor wound.

Magical items

Magical contact lenses: Allow the user to change there eye color while wearing there contact lenses to any color they decide.

The Whispering Skull:Cursed, bound to the user, wielder immediately comprehends and can speak forgotten or dead languages.

Black powder for later:Unknow

Beyblade:

Grandmas Favorite frying pan for naughty children:
(Strength, Heavy Bludgeoning, 1D8+9, Break, Graze, Melee, 1) When used for a melee attack action you may perform the following effects each up to a number of times equal to your favorite stat per long rest, -Change the damage type to fire damage of this weapon, rolling an additional 1d8 on the attack roll. -When performing an attack action you may cause a flash of light to come from the frying pan,all creatures within 4.5 meters of the frying pan must make a constitution saving throw against (your favorite stat+10+proficiency bonus) excluding yourself. The creature that fails this saving throw will be blind for 1d10+favorite stat+proficiency bonus, actions.

Santas gift(The key to all naughty boys and girls homes): allows you to open any door that has a naughty child on the over end of it, or is located same building as this key beyond the door.

Armor

Gambeson (+1)

Misc

5 days of rations, basic clothing, and a basic bag, Nanery kit, Cookery set, ovanmits, platemail apon, pegleg, sun hat, Pouch of 8 gold.


Feats

Church Cursed: You may not enter a church or be healed by holy items. If you enter a church you take a moderate wound for each round you're in the church, and when you come in contact with holy water you take 1 minor wound. Other holy items may harm you, and this is decided by your DM.

Sunlight weakness: While in sunlight you gain a -5 to all rolls.

Missing a bodily extremity/limb: Leg (Right)

Naturally magical: (Mend)

Silver Tongue: you're quite the persuasive person. You may reroll any failed persuasion once Long rest.

Fine eye for detail: You are able to spot if an item is an imitation of an item you have seen previously. This includes the ability to tell if gemstones, gold, and money are fake.

Addiction: you have a horrible addition that is destroying your life. This addition is decided by you and the DM, and must be accessed at least once a day. If your character does not access their addition they will gain withdrawal. After 2 days they suffer a -5 to all rolls they perform if they do not access their addition, and after 3 days it becomes a -10.

Feeble: You are malnourished, genetically weak, or may be injured, as such you are weaker than normal people. This means you will gain -2 in strength and -1 to constitution.

Potion craft: You are able to create potions that heal or cure diseases, and you may only have a number of potions equal to your proficiency level at any given time, each potion takes 1 hour to make, and you must determine the effect upon creation and only apply when fully drunk. -Heal potion: These potions heal 2 points of damage. -Cure Potion:cures a creature from minor diseases, or one minor effect a creature is inflicted.

House Edge: When you would roll a dice, you may add 1d4 to the roll, you may only use this feature once per turn.

Loaded Dice: Up to the number of times equal to your gambler level per long rest, You can reroll any dice roll.

Lucky Break: When reduced to 0 HP, roll a die 1d6: on 5 or 6, stay at 1 hitpoint instead.

Summon Dark Fairy: You are able to summon a Dark fairy. You may only do this a number of times per long rest equal to your level in this class. The fairy will remain summoned until you dismiss it or 10 minutes have passed. You may only have 1 fairy summoned at a time. This fairy allows you to do any of the following effects and while casting these effects don't count as spells they are still magical effects. The effects are as follows and are up to the DM discretion: Illusions, You are able to make minor imagery changes, such as moving shadows or small moving objects. Audio manipulation, able to make sounds and voices appear around you. Dark cloud, able to create a cloud of smoke that is hard to see through.

Medical training: You have studied how to help people when they are hurt or injured. When you take this feature you increase your medicine, herbalism and Medical supplies proficiencies by +2 proficiency levels.

Master of history: You gain 2 levels of proficiency in history due to your vast knowledge of the the world.


Spell Sword Arts: (Cookware)You become proficient in a melee weapon of your choice and increase your hit points by +1 when you gain this feature. When you perform a melee attack you may use your favorite stat instead of the weapon's chosen stat and all melee attacks you perform can be classed as magical damage as well.

Arcane Knowledge: The ability to study magic and learn new spells. If you acquire a spell tome, you may use 8 hours to record the spell in that tomb into your spell book. To use the recorded spell, you must still meet the level requirements.

Mental Buffer: Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage in which you may reduce the damage dealt to your mind or psychic damage by your level+proficiency bonus+favorite stat.

Ancient routes: When traveling you can roll a history check that allows you to pull on your knowledge to find out about ancient paths you may not have known about, allowing you to in some cases half the time it takes for you to travel large distances.

History matters: Whenever you roll a history check double the final outcome.

Forbidden Knowledge: Once per week you are able to use this feature, this feature counts as a spell. Upon dying you revive 24 hours later.

Risky Wager: You may bet a number of hit points when you perform an attack roll, if you deal a moderate wound or greater, you may add the bet of hitpoints to the final damage, but if you fail to deal a moderate wound or greater you take the damage equal to the amount of hitpoints bet.

All In Requirement: You use 4 actions to perform a single attack, this attack uses 3 times the number of dice needed to be rolled for the attack.

Chaotic Spell: Your magic is chaotic in nature making your spells unpredictable. When you select this feature you gain 2 spells from your spell list that you meet the requirements for. When you cast a spell at any time, You gain an additional effect. You must roll a d20 then the corresponding effect occurs during the casting of the spell. -1, spell fails to cast. -2, spell cast normally. -3,You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. -4,You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. -5, You are immune to being intoxicated by alcohol for the next 5d6 days. -6, Your hair falls out but grows back within 24 hours. -7, You are frightened by the nearest creature until the end of your next turn. -8,For the next minute, you regain 5 hit points at the start of each of your turns. -9, A random creature within 18 meters of you becomes poisoned for 1d4 hours. -10, An eye appears on your forehead for the next minute. During that time, you have a +5 on Wisdom (Perception) checks that rely on sight. -11, You can take one additional action immediately. -12, Each creature within 9 meters of you takes 1d4 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. -13, You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. -14, Your size increases by one size category for the next minute. -15, For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. -16, You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. -17, Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. -18, You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. -19, You teleport up to 18 meters to an unoccupied space of your choice that you can see. -20, Maximize the damage of the next damaging spell you cast within the next minute.


Spell Surge: The ability to channel the arcane energy, causing it to become more devastating. Up to a number of times equal to your sorcerer level per day, you may use this feature. When you cast a spell you may treat that spell as if it was casted as 4 actions by using 1 action. After you use this feature you become unable to cast spells again for the next minute.

Spells

Shadow Step: Level 1, Instant
Cast time: 1 action, Range: Self , Duration: Instantaneous , Requirements/Components:None
Effect:Cloaked in shadows, you can move up to 3 meters unnoticed. This movement does not provoke opportunity attacks, and you gain +5 on any Stealth check made immediately after using this spell.

Mend: Level 1, Instant
Cast time: 1 action, Range: Touch, Duration: Instantaneous , Requirements/Components:None
Effect:You touch a small, broken object or torn fabric, magically repairing it. Mend can seal small cracks in wood, glass, or stone, fix a tear in clothing, or reattach minor broken pieces, restoring the object’s appearance and minor functionality. This spell has no damage type and cannot be empowered, but additional actions allow you to fix slightly larger or more complex objects.

Dark Mantle: Level 2, Sustained
Cast time: 1 action, Range: Touch, Duration: 10 minutes (concentration required), Requirements/Components:None
Effect: Shadows gather around you, forming a thin, concealing veil that provides a +2 bonus to Stealth checks and causes -5 for enemies attempting to perceive you directly. Empowering the spell grants an additional +1 Stealth bonus per additional action used.

Dusk Veil: Level 3, Sustained
Cast time: 1 Action, Range: Touch -Duration: 1 minute (requires 1 Action each turn to sustain),
Requirements/Components: None
Effect: You cloak an ally in shadow, granting them a +5 Stealth checks. Empowering adds a +3 Stealth checks per additional action used.

Shadow Bind Level 5 Sustained
Cast time: 1 Action, Range: 15 meters -Duration: Concentration, up to 2 rounds
Requirements/Components: None
Effect: Dark tendrils extend from nearby shadows and latch onto a creature within range. Roll a spell attack using 2d6, adding your favorite stat and proficiency bonus. On a hit, the target is immobilized, unable to move from its position, and take a wound as umberal damage. Empowering the spell allows you to bind one additional creature or adds 1d6 to the attack roll per additional action used.

Umbral Lash Level 5, Instant
-Cast time: 1 Action, Range: 15 meters -Duration: Instantaneous
Requirements/Components: None
Effect: You manifest a shadowy tendril that lashes out at a target within range. Roll a spell attack using 2d10, adding your favorite stat and proficiency bonus. On a hit that surpasses the target's wound threshold, it deals a wound as both Slashing and Umbral damage. Empowering the spell allows you to make an additional lash attack per extra action used, targeting the same or different creatures.

Soul Drain level: Level 4, Instant

-Cast time: 1 Action Range: 15 meters -Duration: Instantaneous

Requirements/Components: Heart of one creature that is sized medium or larger.

Effect: You siphon vitality from a creature within range. Roll a spell attack using 2d6, adding your favorite stat and proficiency bonus. On a hit that surpasses the target’s wound threshold, it deals a wound as Necrotic damage and heals you for 1 health.

Arc Bolt -Spell required level: Level 4

Spell type: Instant -Cast time: 1 Action

Range: 15 meters-Duration: Instantaneous

Requirements/Components: None

Effect: You release a concentrated bolt of electricity at a target within range. Roll a spell attack using 2d8, adding your favorite stat and proficiency bonus. On a hit that surpasses the target’s wound threshold, it deals a wound as Lightning damage. The bolt can arc to up to two additional targets within 5 meters of the original target, each requiring a separate spell attack roll. Empowering the spell allows it to arc to one additional target per action used.

Wind Blade -Spell required level: Level 4

Spell type: Instant -Cast time: 1 Action

Range: 10-meter line -Duration: Instantaneous

Requirements/Components: None

Effect: You summon a sharp blade of wind that slices through all creatures in a 10-meter line. Roll a spell attack using 2d8 for each creature in the line, adding your favorite stat and proficiency bonus. On a hit that surpasses the target’s wound threshold, it deals a wound as Wind damage. Empowering the spell increases the line’s length by 5 meters per additional action used.

Hit points:5

Damage threshhold

Minor/1Moderate/2Major/4
1+2+3+

Favoured stat:Cha


Proficiency bonus:+2

Movement speed

W,SS,SF,S
630

Personal info
RaceElder god
LineageAshwillow
HistoryCriminal
ClassAvance system: Alchemist (1), Warlock (6), Gambler (5), fairy tamer (1), Medic (1), Lore master (6)
Basic system: Wizard(Spell blade(1)), Sorcer (4)
Proficenties

Stealth, Deception, Lockpicking, Nanery (x2), medicine(x2), herbalism(x2), Medical supplies (x2), History (x4),

Languages

Common, Verthanii, Zekari, (comprehends and can speak forgotten or dead languages),Liroth, Krunzar, Gnomeri, Neruvan

Age- 463
Height- 146cm

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