Lingchi Character in Verum | World Anvil

Lingchi

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Lingchi

Variant Human Race
Steton/Dragon Slayer Origin
Sanguine Knight 10 Class & Level
True Neutral Alignment
Cassius Deity
Iitanas Imperium Faction
Member/Citizen Rank/Position
6 Loyalty
None Company

Strength 22
+6
Dexterity 12
+1
constitution 16
+3
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 10
Hit Die
1d10+3
+4 proficiency bonus
+10 Strength
+1 Dexterity
+7 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+4 Arcana
+10 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+7 Martial
+3 Medicine
+4 Nature
+7 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+7 Survival
skills

 
50
MV
1
Prestige
2
Attunement Slots
20
Armor Class
102
Hit Points
+1
Initiative
30 ft.
Speed
Gozuryu And Benzaiten 1d20+12 1d8+1d6+6+2
Gozuryu And Benzaiten 1d20+7 1d8+1d6+16+2
Handaxe 1d20+10 1d6+6+1
Attacks
Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple weapons, Martial weapons, Krazaxian Waraxe
Tools: Brewer's Supplies, Painter's Supplies, Smith's Tools
Saving Throws: Strength, Constitution
Skills: Arcana, Athletics, Insight, Martial, Nature, Perception, Survival
Languages: Common, Elvish (Imperial)
Ability Score Cap Increases: +2 Dexterity, +2 Intelligence, +2 Strength
Proficiences
None
Spellcasting
Inventory
19649.4 gold
69 crafting tokens
1x Masterwork Plate Armor
2x Krazaxian Waraxe
2x Shortsword
2x Handaxe
2x Bandolier
1x Masterwork Smith's Tools
1x Imperial Robes
1x Citizen Badge
1x Painter's Supplies
1x Fadesteel Ring (+3 HP)
Explorer's Pack


Consumables
1x Potion of Speed
2x Potion of Supreme Healing
5x Greater Healing Potions
2x Antitoxin (vial)
5x Potion of Invulnerability
2x Potion of Heroism
5x Potion of Growth


Quicksilver Threads
Quicksilver Threads
Boots - Arcadum Rarity - Attunement
These boots when worn grant the wearer +30ft of movement speed, but only to land speed.
They also grant a +1 bonus to AC


Stalker's Eye Spectacles
Stalker's Eye Spectacles
Wondrous (Spectacles) - Major Uncommon (1,100gp)

Of the many talents taught at Stalker's Eye, Daborak's most prominent academy for training spies and assassins, tracking a target during nighttime is one of the most important. These peculiar glasses, given to graduates of the Academy, don't appear particularly helpful during the daytime, but at night they enhance the visual capabilities of the wearer. Note: extended use discouraged.

Nightvision: As an action, you can properly don these spectacles. For the next 10 minutes, these enchanted lenses grant you Darkvision within 30 feet. This ability can be used once, with its use refreshing after dawn.

This item is Glorybound.


Gozuryu and Benzaiten, The Enoshima Engi (ATTUNED)
Gozuryu And Benzaiten, The Enoshima Engi
+2 Krazaxian Waraxes - Legendary - Twinned Attunement: Sanguine Knight

Gozuryu, the black axe, glistening and deadly. The shape of a five-headed dragon wraps along its blade, five blood-red maws baring fangs that promise carnage. In the other hand: Benzaiten, the white axe, beautifully formed in the shape of a celestial wing. Its edge, though framed by exquisite feathers of metal, is no less effective than its counterpart.

Each axe has one effect exclusive to it. To gain any benefits from either weapon, you must be attuned to both.

Your Strength score is increased by 4, up to a maximum equal to your ability score cap.

Death by A Thousand Cuts: You deal an additional 1 bleed damage and 1d6 necrotic damage on attacks made with these axes. Bleed damage you deal from any source ignores resistance.

Sakura Omen: Your critical strike range increases by 1 on enemies afflicted with 1 or more Bleed. Your critical strike range increases by 1 more on enemies afflicted with 5 or more Bleed.

The Blood-Red Shores of Enoshima: Twice per long rest, you can use a bonus action to ascend into a state of sanguine perfection for five rounds. For the duration, you gain the following effects:
-Your AC is increased by 4.
-Attacks you make with weapons with the Cleaving property hit an additional creature within range with the cleaving damage.
-Attacks you make with these weapons on enemies afflicted with 3 or more Bleed have advantage.

Gozuryu, the Fury: This effect is exclusive to Gozuryu. When you use your Bloodwell class feature through an attack made with Gozuryu, you can use your reaction awaken the five-headed dragon of Gozuryu. The 5 scaled heads lash out at enemies within 10 feet of you. Multiple heads can target the same target based on the size of the target: up to 1 head for tiny or smaller, up to 2 for small, up to 3 for medium, up to 4 for large, and up to 5 for huge. You cannot target creatures bigger than huge with this ability. Each target must make a DC 17 Strength saving throw for every head targeting it or be restrained and grappled for 1 minute. As an action, each target that failed the initial saving throw can attempt the saving throw again, no longer becoming grappled and restrained once they have succeeded on a number of throws equal to the number of initial saving throws they failed. However, if the target attempts to escape and fails, they gain a level of exhaustion. Each target can only gain up to two levels of exhaustion in this way. The grappled and restrained conditions also end on all targets if you become incapacitated. You can use this ability once per long rest.

Benzaiten, the Silence: This effect is exclusive to Benzaiten. When you use your Bloodwell class feature through an attack made with Benzaiten, for every Bleed removed from the target, the target takes 1d6 cold damage and cannot receive healing for that many rounds. You can use this ability three times per long rest.



Equipment
Iitanas Imperium
Faction
Mad Man
Stat Array
Fighting Style
Fighting Style: Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Second Wind
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge
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.


Sanguine Knight
Sanguine Knight: The lords of the knight have chosen you to protect the antideluvians and as such you stand ready, prepared to sacrifice your body for power and call to the powers of the Sanguine.


Suffering Sword
Suffering Sword
Beginning when you choose this archetype at 3rd level, you can only use weapons that deal slashing damage. If you use a weapon that deals Slashing or another damage type, you can only choose slashing. When you deal damage with such weapons, you deal an additional 1 bleed damage to the target.


Sanguine Boon
Sanguine Boon
At 3rd level, whenever you are healed, if you would be healed to your maximum hit points, you can convert any leftover healing as temporary hit points. You cannot gain more than 3 times your character level of temporary hit points in this way. You cannot gain temporary hit points from this class feature if you already have any temporary hit points at all.


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


Bloodwell
Bloodwell
At 7th level, whenever you score a critical hit against an enemy, or you hit a bleeding enemy with a total bleed stack of 5 or more, you can activate your Second Wind class feature (no action required) even if it has already been used. If you do, your allies within 15 feet of you are also healed for the same amount. Using this ability, removes all bleed damage from the target.


Running Red
Running Red
At 10th level, your speed increases by 5 feet for each bleeding enemy you can see. Movement augmented in this way does not provoke opportunity attacks.


Dragonslayer
Dragonslayer: You reduce all physical damage taken from non draconic enemies by 2. This stacks with other forms of damage reduction.


Imperial Dance
Imperial Dance: The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5 feet of you beyond the first, to a maximum of +3.


Aladine's Glory
Aladine's Glory: Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the current combat encounter. This must be a legitimate enemy that is threatening to the character (level check)


Edict of Xian Tor
Edict of Xian Tor
At the beginning of a combat encounter, a member of the Iitanas Imperium gains 10 temporary hit points as abjuring energies cover them in an armoring sphere.


Edict of Zel'Itar
Edict of Zel’Itar
During True Combat, whenever a member of the Iitanas Imperium that is a Shar’kai would defeat an enemy, they are considered to have defeated 2 for Glory of Aladine. The total bonus to damage and AC from the Imperial Dance Fighting Style is increased by 1 while in True Combat.


Variant Human Feat
Variant Human Feat: Heavy Armor Master
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.


4th Level Feat
4th Level Feat: Dual Wielder
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.


6th Level ASI
6th Level ASI: +2 Strength


8th Level Feat
8th Level Feat: Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Class/Racial Features & Traits

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