Skjörn Character in Verum | World Anvil

Skjörn

Species
Year of Birth
1177 28 Years old
Children
Eyes
Green
Hair
Dark Brown
Height
5'4"
Weight
153 lbs
Known Languages
Common, Elvish, Sylvan, Primordial

Skjörn

Half-Elf Race
Dolten/Dark Howler Origin
Warlock 5/Sorcerer 5/Paladin 1 11 Class & Level
Chaotic Neutral Alignment
Inca Deity
Great Coven Faction
Member Rank/Position
18 Loyalty
Company

Strength 13
+1
Dexterity 14
+2
constitution 18
+4
intelligence 10
+0
wisdom 12
+1
charisma 18
+4
Total Hit Dice 5/5
Hit Die
1d8/6+4
+4 proficiency bonus
+1 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+3 Arcana
+4 Athletics
+7 Deception
+0 History
+1 Insight
+4 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+3 Nature
+1 Perception
+4 Performance
+4 Persuasion
+0 Religion
+2 Sleight of Hands
+5 Stealth
+1 Survival
skills

 
55
MV
3
Prestige
2
Attunement Slots
17
Armor Class
103
Hit Points
+2
Initiative
35
Speed
Attacks
Calligrapher's Tools, Alchemist Supplies, Cook's Utensils, Medium Armor, Shields, and Martial Weapons.

Common, Elvish, Sylvan, Aquan (noble & lesser)
Proficiences
Spell DC: 16 | Spell Attack Mod: +8

LevelPer Day
1st
4
2nd
2
3rd
2
4th
0
5th
0
6th
0
7th
0
8th
0
9th
0


Warlock
0: Eldritch Blast, Create Bonfire, Booming Blade
1: Shield, Hex
2: Misty Step, Mirror Image
3: Thunder Step, Fly

Sorcerer
0: Chill Touch, Mold Earth, Gust, Shape Water, Shocking Grasp
1: Absorb Elements, Feather Fall
2: Maximilian's Earthen Grasp, Web
3: Haste, Tidal Wave

Sorcerer Points: 5
Spellcasting
Gold: 20794.95 gp

Tolvasa, the Greenrager (Attuned)
+1 Battleaxe\Quarterstaff
Worthy 2 - Major Rare - Attunement

This weapon functions as a battleaxe and a quarterstaff and is considered to be either and or both at all times. It appears to be made out of solid copper and has green runes glowing amongst it's designs. The axe head is oddly shaped but no less powerful for the choice.
While attuned to this weapon you are garbed in a wild looking armor of ancient design. This functions mechanically as the Barkskin spell.

While attuned to this weapon you may cast the spells Bane, Ensnaring Strike and Spike Growth once per day.

You gain use of the following abilities while wielding this weapon:
Cursed Fate: You may designate an enemy creature that is within 30 feet of you. If that creature fails a DC 14 Wisdom saving throw, they suffer this ability. If the creature targets you with a melee or ranged attack roll, you gain advantage on attack rolls made against that creature with this weapon until the end of your next turn. Once you use this power, you cannot use it again until you complete a short rest.
Wrath of Nature: You may make a ranged spell attack against a creature, targeting it with grasping vines. If you hit, the creature suffers 2d8 points of bludgeoning damage and is restrained until the start of your next turn. Once you use this power, you cannot use it again until you complete a short rest.
Ancestral Shield: When you activate this ability as a bonus action, you gain 2d10+10 temporary hit points. If you still have these temporary hit points by the start of your next turn, you lose them and heal for an amount equal to that number. You may use this ability once per day.

Periapt of Peril
Necklace
Wondrous - Minor Rare (3000 gp)

This item acts as an arcane casting focus.

Once per day, as a reaction to taking damage, you can give yourself 1d12 temporary hit points. This ability refreshes at dawn.


Eye of the Storm Paragon: Shroud of the Sea Strider
Cloak
Minor Rare Artifact - Crafted by: Skjörn
Attunement: Chaotic Neutral, Worthy 1

It is encouraged that you worship Kaheeli, though not required to wear this cloak. But you must not disrespect Kaheeli in any way. Doing so will force the cloak to be removed, and you cannot attune to it until you atone yourself in her eyes.

You do not provoke opportunity attacks for moving out of a creature's reach if an ally of yours is also within 5 ft. of that creature.

You can cast the spell Create or Destroy Water at will without needing material components, and any water you create in this way is salty.

Grace of the Seamother: As long as you wear this cloak, you can breathe air and water and you gain a swim speed equal to your movement speed. While you are swimming in the open seas or oceans, your swim speed is doubled. You ignore any difficult terrain originating from water. Water becomes solid to you, allowing you to move over it as if it were normal ground. You can always choose to sink into the water and swim if you so desire. While you are within 1 mile of the sea or ocean, you do not receive disadvantage on Wisdom (Perception) checks for strong winds or heavy precipitation, and you do not need to make concentration saving throws due to environmental phenomena caused by storms or rough waters.

Magus Maul
+1 Maul
Major Rare - 2 Ibs
Attunement to a creature with the spell casting class feature. Worthy 1
Upgraded by: Skjörn

A maul made of runic stone. It is surprisingly light for a maul, yet still works just as well. There are some of the Taladonni that prefered a stronger backup weapon. This is true for most spell casters, but not for the creator of this Maul. It has been woven with runes and symbols that allow magic to flow effortless though it, making it a powerful weapon for any spell caster, even those that are religious.

The runes on this maul can change to match the welder's needs. As an action, this weapon can be changed into either a holy symbol, Arcane focus, Druidic focus, or a musical instrument (Horn) whilst still functioning as a Maul.

While attuned to this item, the wielder can cast thaumaturgy at will.

Overcharge: As an item interaction, you can overcharge the maul with magic. For 1 minute, the wielder can make attacks with this weapon using their spell casting ability modifier, instead of strength. While overcharged, this weapon deals additional 1d8 damage based on damage type you choose upon activation from Radiant, Lightning, or Force. This damage type can be switched after activation with a bonus action. This ability can be used three times and refreshes on a long rest.

Seering Shield: As an action, you can create a 15 foot radius aura of protection on a point within 30 feet of you. This aura lasts for 1 minute and allied creatures inside the aura gain a +2 bonus to AC against spell attacks and to saving throws against spells and spell like abilities. This ability has 1 use that refreshes on a long rest.

[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]

Heart of Stone

Wondrous Item (Gloves) – Minor Very Rare (3900 GP) – Worthy 2 – Attunement

A set of coarse leather gloves made from an unknown animal that transform into gauntlets made of stone in combat. These gauntlets infuse the wearer with the might of a forgotten earth elemental who once earned their fame in their feats during the planar wars.
This item is upgraded upon the completion of the Trial of the Mountain.

Your Constitution score is increased by 2, up to a maximum equal to your score cap.

Might of Stone: Your melee weapon attacks deal an additional 1d6 Force Damage.

The Earth’s Embrace: You are immune to movement speed reduction effects that are not conditions.

All Who Walk: Twice per long rest, you may attune your senses to the land as a bonus action. For the next minute, you gain a Tremorsense of 5 Feet.

Earthen Gaol: When you would critically hit a creature on a melee weapon attack, you can attempt to temporarily petrify the creature in an earthen coffin. The creature must succeed on a DC 15 Strength Saving Throw or become petrified until the end of your next turn. You can use this ability three times, regaining all uses after finishing a long rest.

This item is Glorybound.

Chameleon Carapace
Half-plate and boots
Rare - Crafted by: Skjörn

Half-plate crafted from the carapace of the Thri Keen, the spine of a displace beast, and embellished with iridescent Stirge wings. The set of armor has a strange beauty, but given time it almost seems to fade into the background.

While wearing the full set of this armor you gain advantage on stealth checks and your walking speed increases by 5 ft. (Due to being half-plate it still grants disadvantage as well)
[Base Material, Adornment, Enhancement, Enchantment (spell x2)]

Old Eldritch Tome
Tome - Major Rare (2,300 gp) - Restricted Attunement: Spellcasting or Pact Magic class feature

This dusty book is filled with mostly inscrutable writing. Not mad, just old. Still, secrets to be gained.

The DC of your arcane spells are increased by 1.

While attuned to this book, you learn two cantrips and one first level spell from the wizard spell list. These are considered spells known, though a wizard must still prepare them. These must be chosen at first attunement and cannot be changed.

------------

SCROLLS

Level 4

Level 3
Haste x1
Thunder Step x3
Tidal Wave x2
Fly x3

Level 2
Invisibility x6
Misty Step x4
Shatter x12
Spider Climb x1
Web x2

Level 1
Absorb Elements x10
Comprehend Language x1
Expeditious Retreat x17
False Life x2
Featherfall x5
Grease x1
Healing Word x2
Hellish Rebuke x1
Hex x23
Longstrider x3
Magic Missile x1
Shield x5

Potions

Basic Healing Potions x6
Greater Healing Potion x3
Superior Healing Potion x2 - 8d4+8
Necrotic Resist Potion x3
Potion of Invulnerability x3
Potion of Heroism x4

------------

CRAFTING MATERIALS

Flawless
Serena, the Highwayman
Blood of the Earth Mother x2
Felled Forest's Seed

Superior
Natalia - Special Crafter (2x use)
Hazel Wainwright - Special Crafter 1 Use

Dew of the Feywild

Moderate

Poor

Tokens
Crafting: 50

Reagents:


------------

Skuti (Giant Lizard Mount)
Backpack
Pumpkin Backpack
Bandolier x4
Calligrapher's Supplies
Alchemist Supplies
Cook's Utensils
Common Clothes
Cauldron
Barbed Brass Ring
Quaterstaff
Bedroll
Chalk x5
Tankard
Grappling Hook
Candle x5
Oil (Flask) x4
Piton x10
Pole (10-foot)
Rations x15
Rope, Hempen 50ft. x2
Sack
Shovel
Trowel
Signal Whistle
Torch x10
Waterskin (Full) x2
Apples/seeds
Longsword
Shield
Arcane Focus
Blanket
Healer's Kit
Net
Shortsword
Cool Looking Leather Jacket
Emblem of Inca x2 (Tabard and Shield)
Roper Tendril (rope), 50ft.
2 Point Deer Antler
Scimitar
Hand Axe
Spooky Mask of a Bulette
Spooky Mask of a Hag
Small Shield
Iron Spikes x10
Exotic Saddle
Saddle Bags
Silk Rope 50 ft.
Dagger x3
Chicken x5
Herbalism Kit
Rain Catcher
Vestaments
Shortbow
Bork's Sleep Anywhere Pillow
Wig of Color Changing
Wig of Color Changing
1 Stuffed Toy Tree
Inca Figurine, with rustling leaves.
1 Game Set (Dice)
Whoopie Cushion
Ever Spinning Top
Ever Changing Cards
Glowing Holy Symbol of Inca
Glowing Chalk x2
Heavy Crossbow
Green Wolf Plushie
Wand of Sadness
Wand of Happiness
Belt Pouch
Antitoxin
Pole of Collapsing
50gp Emerald
3 gems (150gp)
1 brick of incense (25gp)

Equipment
Great Coven
Faction
Mad Man
Stat Array
Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Dolten - +3 bonus to saving throws vs. Fear effects.

Dark Howler - A little wolf is in your blood – You gain scent with a range of 60ft. You gain advantage on scent based Perception checks.

Skill Prof – Athletics
Corruption bonus – +1 Strength

The traces of lupine in your blood means that you take double damage from silver or blessed weapons. If a weapon happens to be both silver and blessed, you take triple damage.

Hexblade's Curse - Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.

Hex Warrior - At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Grasp of Hadar (Dark Gift) - Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Thirsting Blade - +3 bonus to saving throws vs. Fear effects.

Agonizing Blast - When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Eldritch Smite - Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Pact of Blade - You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Wind Speaker - The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic - Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Metamagic

Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Twinned Spell - When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Elven Accuracy - The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

War Caster - ou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Class/Racial Features & Traits

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