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Rizbin (new)

8 Level (0/48000 XP for level-up) Badlands (Scorpas Rider) Background Synthari Race / Species / Heritage Alignment
Enchanter (metamorphesis)
Level 8
Hit Dice: 8/8
1d6+4 Class 1

STR
11
+0
DEX
14
+2
CON
19
+4
INT
20
+5
WIS
11
+0
CHA
10
+0
66
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+4 Constitution
+8 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+8 Arcana INT
+0 Athletics STR
+0 Deception CHA
+5 History INT
+0 Insight WIS
+0 Intimidation CHA
+8 Investigation INT
skills
+0 Medicine WIS
+5 Nature INT
+0 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Synthari

Age: You are immune to magical aging effects. You do not age.

Speed: Your base walking speed is 40 feet.

Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
-You have advantage on saving throws against being poisoned, and --You have resistance to poison damage.
-You don't need to eat, drink, or breathe.
-You are immune to disease.
-You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Repair (Equal to prof): The magical mechanisms inside you restore 2d8 + prof hit points to itself or to one construct or object within 5 feet of it.

Rend: 1d8 + STR mod Force Damage ----> 1d12 + STR with Simple Weapons Expert

Augmented Soul: You have a natural affinity for augmentation due to your artificial nature. You gain the following benefits:
-You can attach a weapon to your hand. Once you have attached a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated.
-You can attach armour to yourself, the armor attaches to you and can't be removed against your will. It also expands to cover your entire body. The armor replaces any missing limbs, functioning identically to a limb it replaces.
-You gain the ability to attach potions to yourself. The maximum number of potions you can attach equals your proficiency bonus.

Spectral Shift: As an bonus action, you can momentarily tap into the ethereal plane, shifting your form to become partially spectral. You can choose a space within 500ft that you can see, and teleport to it. You gain the following benefits until the start of your next turn:

Resistance to all damage except force damage.

You have advantage on Dexterity saving throws.

= Equal to PB
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Feats
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Strong Will

(Prerequisite: 20 in Intelligence, Wisdom or Charisma) Grants advantage on INT, WIS, CHA saves


War Caster
PHB
p170
Prerequisite: The ability to cast at least one spell

You 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.


Gunner Feat

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Class features
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Item Augmentation

Starting at 1st level, you know the construction of items and how they function. You gain the ability to augment a non-magical item.

When you take a short or long rest, you can choose a number of non-magical items equal to your Intelligence or Wisdom modifier (Minimum of 1) to augment. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence or Wisdom modifier (minimum of one object). If you try to exceed your maximum, the oldest augment immediately ends, and then the new augment applies. The item must be non-magical and cannot be removed from the creature or structure once it has been augmented otherwise it loses its augmentation. Augmentation requires 1 hour of uninterrupted work.

To augment an item, you must have a set of artisan's tools in your hands. If you are augmenting another creature's equipment then they must be willing and present during the process.

Choose one of the following augmentations for each item;

Crystallise: The item becomes unnaturally hard and diamond-like, if the item was armour then it grants +1 to AC, or if the item was a shield or another piece of equipment then it grants +1 to saving throws.

Magnetic: The item becomes magnetic, it becomes attracted to other items with the same augment, if the item is attached to another magnetic item then it undergoes the spell effect of an Immovable Object. If the Item was a weapon then it gains a +1 to attack rolls as it attempts to attach to the target.

Spell Conduit: The item becomes a conduit of magic, if a spell of 3rd level or lower is casted within 10ft (That doesn’t come from this item) of the item then roll a d6. On a 6, the spell is absorbed into the item and it loses this augmentation. If this augment is on an arcane focus, then you can choose to cast a spell without a spell slot once per short rest.

Utility Enhancement: The item gains a unique utility feature, tailored to its nature. For example, a backpack could gain an extra-dimensional pocket, a rope could become stronger and self-tying, or a set of lockpicks could grant expertise in Thieves' Tools checks.


Enchanting Replication

At 2nd level, you possess the ability to replicate a magical item that possesses at least one feature or trait (including bonuses such as +1, +2, or +3, which are considered traits). To perform this replication, you must spend one hour in direct contact with the chosen magical item. You can replicate a magical item a number of times equal to your proficiency modifier at a time; if you try to exceed your maximum, the oldest replicated item is immediately destroyed. Upon completion of the replication process, you gain an identical copy of the magical item. If the item requires any saving throw DCs or relies on a spellcasting modifier, you use your own respective values instead of those associated with the original item. You must attune to the item in order to use it, and if another creature tries to attune to the replicated item the item is destroyed. It is important to note that you cannot replicate magical items that are tied to a specific class, grant an Ability Score Increase (ASI), or have specific requirements which must be met in order to wield or attune to them. You cannot replicate Artifacts.

Augmenters Rite

At 3rd level, you choose the type of Augmenter you are, each of which is detailed at the end of the class's description. Your choice grants you features at 6th level and again at 10th and 14th level. Example subclasses; Augmenter of Souls, Augmenter of Metamorphosis, Augmenter of Curses.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Tool Expert

Starting at 5th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. You can use your proficiency bonus when attempting to use an Artisan's Tools with which you are not proficient (You cannot double your proficiency with this feature). However, the tool must still be appropriate for the task at hand.

Augmenters Rite Feature

At 6th level, you gain a feature granted by your Augmenters Rite choice.

Ethereal Nexus (1)

Starting at 7th level, your connection to the mystical energies of the Ethereal plane allows you to attune to a greater number of magical items. You gain an additional attunement slot, you cannot use this additional attunement slot for any item except for your Enchanting Replication item. This increases to two additional attunements at 13th level and three additional attunements at 17th level.

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Augmenters Rite Feature

At 10th level, you gain a feature granted by your Augmenters Rite choice.
Soul Resurgence

Starting at 11th level, your mastery over Enchanting Replication grants you the ability to cheat death itself. When you are reduced to 0 hit points, you can expend a replicated item (Doesn’t have to be attuned to you) from your Enchanting Replication feature to instantly regain 1 hit point instead.

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Ethereal Nexus (2)

Starting at 13th level, your connection to the mystical energies of the Ethereal plane has become stronger and more. You gain two additional attunement slots, you cannot use these additional attunement slots for any item except for your Enchanting Replication item. You gain three additional attunements at 17th level.

Augmenters Rite Feature

At 14th level, you gain a feature granted by your Augmenters Rite choice.

Augmentation of Vitality

At 15th level, you unlock the Augmentation of Vitality feature, which enhances your life force through the attunement of magical items. You gain a bonus to your Wisdom, Charisma, and Intelligence saving throws equal to the number of items you are currently attuned to.

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Ethereal Nexus (3)

Starting at 17th level, your connection to the mystical energies of the Ethereal plane have reached its peak and allows you to bypass your physical body. You gain three additional attunement slots, you cannot use these additional attunement slots for any item except for your Enchanting Replication item.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Unleashed Arcanum

At 20th level, you reach the pinnacle of your augmentation; allowing the Ethereal planes energies within you, unlocking the Unleashed Arcanum feature. Once per long rest, as an action, you can activate Unleashed Arcanum. For the next minute, your spellcasting abilities are greatly enhanced, granting you the following benefits:

Arcane Mastery: Your spells ignore resistance to their damage types, and your spell attacks score critical hits on a roll of 19 or 20.
Mystic Resilience: You gain advantage on all saving throws against spells and other magical effects. In addition, any damage you take from spells is halved.
Magical Item Surge: You gain a bonus to your spell attack rolls and DCs equal to the amount of replicated items you are attuned to.

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Subclass Features
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Augmenter of Metamorphosis


At 3rd level, you gain the extraordinary ability to assimilate magic items into your own body. The process of assimilation requires a short or long rest and the presence of a non-consumable magic item of uncommon rarity or lower. During the one-hour assimilation process, you must engage in meditation and concentration, channelling your magical energy to merge with the item. Once the assimilation is complete, you permanently gain the benefits of the magic item and you lose an attunement slot. This includes its passive effects, ability score bonuses, and any additional abilities it provides. The number of magic items you can assimilate at a time is equal to the amount of attunement slots you have, and they count as replicated magic item attunement for the purpose of abilities and features. As you grow in power, your assimilation capabilities expand. At 6th level, you can assimilate rare magic items, and at 10th level, you can assimilate very rare magic items. Finally, at 14th level, you can assimilate legendary magic items, pushing the boundaries of your own mastery. However, the more items you assimilate, the greater the influence they exert on your psyche. The collective unconsciousness of the assimilated objects can create internal struggles. At the discretion of the Dungeon Master, you may be required to make Wisdom saving throws (DC is 10 + amount of assimilated items) to resist their influence. Failure to resist results in conflicts between your own desires and the echoes of the absorbed items; until you use the Assimilation feature again the DM can take control of your body at any time and make you use your action to do something that the items would want. E.g. An item that has a vengeful background may make you attack someone who reminds the item of their previous

Metamorphic Fusion

At 3rd level, as a complement to your Assimilation ability, you gain the extraordinary power of Metamorphic Fusion. This ability allows you to integrate an assimilated magic item into your physical form, altering your body and augmenting your capabilities in unique ways. As a bonus action, you can activate Metamorphic Fusion and choose one of the magic items you have assimilated to fuse with your body. The chosen item reshapes your form, incorporating its properties and aesthetics. The effects of Metamorphic Fusion are directly relevant to the item you are currently assimilated, allowing you to utilise its abilities while benefiting from your own Enchanter Class modifiers and DCs instead of the item's. Additionally, if the assimilated item has charges, you can choose to expend hit dice instead of a charge to activate its abilities. For example, when fused with a Wand of Fireball, your fingertips become surrounded by flames, and you can cast fireball by expending the item's charges or your hit dice, using your Enchanter Class DC for its saving throw. If the assimilated item provides a passive effect, such as the stealth enhancement of a Cloak of Elvenkind, you gain the benefits of that effect immediately upon activating Metamorphic Fusion. If the assimilated item provides an active ability or requires activation, such as the explosive spellcasting of a Wand of Fireball, you must choose the item upon activation or use your bonus action to switch to that specific effect. Once switched, you can use the active ability during your turn, following the normal rules for activating magic items. You can switch between assimilated items as a bonus action. It is important to note that if the assimilated item is forcibly removed or destroyed from your body through amputation or another effect, the fusion ends immediately, and you revert to your normal form.

Harmonic Resonance

At 6th level, your mastery over the assimilated magic items reaches a new level, granting you the ability to harmoniously resonate with their essence. This attunement allows you to tap into the collective power of your assimilated items, enhancing your own capabilities and further blurring the line between yourself and the magic you have absorbed.

Whenever you successfully hit a creature with a spell or weapon attack, you have the option to expend one or more charges from a single assimilated magic item. By doing so, you can unleash additional damage of a type associated with the assimilated item. The amount of additional damage is calculated by adding the total number of charges expended plus 2d8.
While you have at least one assimilated magic item, you gain a bonus to your AC equal to the amount of assimilated magic items.
You can now assimilate rare magic items, expanding the range of possibilities for your assimilation abilities.


Echoing Presence

At 10th level, your assimilation abilities manifest in a new form as Echoing Presence. This feature allows you to tap into the echoes of the assimilated items, creating a powerful aura that influences the battlefield and enhances your interactions with magic. You gain the following benefits;

You emanate an aura of resonating magic with a radius of 10 feet. Any hostile creature that starts its turn within the aura's range must make a Wisdom saving throw against your Enchanter Class DC. On a failed save, the creature's next spell or magical effect targeting you or your allies within the aura has advantage on its saving throw or the creature has disadvantage on its attack roll.

Whenever you or another creature successfully resist a spell or magical effect while within the aura, you gain advantage on your next spell attack roll or weapon attack before the end of your next turn.

You can choose to use an action to spend 1 minute in deep concentration. This concentration grants you the ability to cast the detect magic spell without expending a spell slot.

Your connection with the assimilated items grants you advantage on ability checks made to identify or analyse magical items, as well as the ability to determine their properties and functions even without casting identify.

You can now assimilate very rare magic items, expanding the range of possibilities for your assimilation abilities.


Enigmatic Fusion

At 14th level, your assimilation abilities reach their pinnacle with the extraordinary power of Enigmatic Fusion. This feature allows you to achieve a profound unity with the assimilated magic items, granting you unparalleled mastery over their combined might and weaving them seamlessly into your being.

You gain the following benefits;
You can now assimilate legendary & artefacts, items of incredible power and rarity, into your body.

While you are fused with an legendary & artefact, you gain immunity to the damage types associated with that artefact.

Once per long rest, as a bonus action, you can unleash the true potential of your assimilated artefacts. For 1 minute, you gain the benefits of all the assimilated magic items and artefacts you currently have assimilated, as if you were wielding all of them simultaneously. During which, you can also expend charges or uses from the assimilated items and artefacts without depleting their actual charges or uses. Additionally, any damaging effect from your fused items ignore resistances and vulnerabilities.


Features & Traits
Gauntlet of the Summoner

Wondrous Item (Gauntlet), Legendary (Requires Attunement)

This enchanted gauntlet is imbued with the magical essence of summoning, granting its wearer incredible power over the arcane arts.

Properties:

The gauntlet has 4 charges. It regains 1d4 expended charges every long rest. You can have a max amount of charges equal to your character level.

While wearing the gauntlet, you have prof and advantage on Arcana checks related to summoning or controlling magical beings.

You can use an action to expend 1 charge and cast the Summon Creature spell from the gauntlet. The spell does not require any components and can be cast at its lowest level, summoning a CR 1/8 or lower creature as per the spell's description.

Additionally, while wearing the gauntlet, you gain the ability to cast the following spells once per long rest, using the gauntlet as the spellcasting focus: Summon Shadowspawn (3 charges),Summon Elemental (4 charges), and Summon Celestial (5 charges).

When you cast a summoning spell using the gauntlet, the summoned creature gains a bonus to its hit points equal to your proficiency bonus.

Summon Creature:
1st-level Conjuration (Ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small bone figurine of the creature to be summoned)
Duration: Concentration, up to 1 hour
You summon a CR 1/8 or lower creature from the list below. The creature appears in an unoccupied space within range and acts immediately on your turn. The summoned creature is friendly to you and your companions and obeys your verbal commands. In combat, it rolls its initiative and acts on its turn.

Choose one of the following creatures to summon: Acolyte, Bandit, Cultist, Guard, Kobold, or Scout.


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Bag of Devouring
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Thundercunt, Rare, Attunement

+2 Rocket Launcher

20 lb.
2d10 Thunder - ammunition (10/5000 ft.), heavy, reload (1 shots), special, two-handed, 10ft Radius

Siege. This weapon deals double damage to objects and structures. Reloading this weapon requires 1 action.

Roaring Raijin: All normal shots from this Launcher are made in a line at your target. So if you are aiming at a target who is 80ft away, it is an 80ft line that will damage all structures and creatures until it collides with something. As well as, push them back 5ft.

The Last Sound: As a bonus action, you can swap this rounds ammunition into a condensed burst of sound, which can be heard from 1000ft away. The next time you fire this Launcher, in a 20ft cone, all creatures must make a Constitutin Saving Throw(DC 15). On a failure, all creatures are launched 1d4 x 10 feet away, Deafened for 1 minute and take 4d8 Thunder Damage. On a successful save, they take half damage and suffer no other effects. You can do this twice per long rest.

Bass Boosted: Everytime you fire this Launcher, you create a 10ft explosion of sound that comes out the barrel. This will double everytime you fire the rifle until it reaches 5000ft. At 5000ft, the launcher will over-charge and cause one more explosion as it has generated enough kinetic energy. At the 9th shot, if it hits its target, it will shake them to their core and cause them to take 10d8 BOOM damage. It is maximized if it is an object.

Raijin's Retribution: When using the Roaring Raijin feature of this Rocket Launcher and successfully hitting a creature, you can unleash Raijin's Retribution. Upon impact, the target creature is not only pushed back 5 feet as per the standard effect but is also forcefully propelled a distance equal to half the remaining range of the projectile before reaching its maximum range. For example, if the Rocket Launcher has a maximum range of 500 feet and the target is hit at 250 feet away, they are pushed back 5 feet and an additional 125 feet away from the shooter. This effect can only occur if the projectile's remaining range after hitting the target is greater than 10 feet.

While in metamorphsis, you gain the following feature with this weapon;
Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

1st double: 10 * 2 = 20 ft
2nd double: 20 * 2 = 40 ft
3rd double: 40 * 2 = 80 ft
4th double: 80 * 2 = 160 ft
5th double: 160 * 2 = 320 ft
6th double: 320 * 2 = 640 ft
7th double: 640 * 2 = 1280 ft
8th double: 1280 * 2 = 2560 ft
9th double: 2560 * 2 = 5120 ft

BOOM Damage: When a creature is reduced to 0 hit points by this damage, their body is under so much vibrational force and explode, destroying their body and any non-magical items. If they are not reduced to 0 hit points by this damage, you are Deafened for 1 hour.

February 19, 2024
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DCXXI- The All-Out Planar War Machine. [12 charges]
Artifact, Attunement, Mech-Armour. Large sized.

Designed by [???] the war machine was built and created over the course of 10 years. The reason for such a machines creation was that the creator feared a war coming, one that would never come but that didnt stop him from creating something so powerful that it ended up killing him on startup. After that, someone eventually found their body and the machine by their side. DCXXI was eventually sold to the black market by the founder as keeping this level of tech was dangerous and also useless for those who didnt know how to use it. Over the years, hymn has created a booklet for the DCXXI with all its functions[so-far]. There may be more secrets in the marvellous creation, but only time will tell if you manage to find them before you die.
—------------------------

While inside the mech, you gain the following benefits:

You have 23 AC.
Your Strength score is 22
You have advantage on Strength and death-saving throws.
—------------------------

The Mech has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:

Emit a force field to gain 3d10 + 5 temporary hit points (1 charge or 5 hit points).
Activate boosters to gain a flying speed of 45 feet for 1 minute (1 charge or 5 hit points).
Fire arm-mounted laser: Ranged Weapon Attack: +12 to hit, range 120 feet, one target. Hit: 8d10 radiant damage (1 charge or 15 hit points).
Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).
Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).
Gain devil sight to a range of 120 feet for up to 1 hour (1 charge or 5 hit points).
The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges.

>>Power Charges: You can expend a spell slot to gain one power cell over the course of 1 hour per level of the spell slot. You gain charges equal to the level of the spell slot up to a max of 5th level.

—------------------------
DCXXI also comes equipped with a wide range of arsenal at its disposal, these do not consume Power charges, but still may be empowered by them if you do use it on them.

Gun-Turret: replace on of your attacks on your turn to fire a beam of bullets with a range of 120 ft, on hit , target takes 2d12+prof mod piercing damage, >>empowering the gun turret with a power charged shifts the damage dice to 4d12+prof mode piercing damage for the attack.

Plasma sword: DCXXI comes equipped with a plasma sword that you can summon as a bonus action, This sword uses your str mod to hit and damage and counts as +3 greatsword that does 2d12 Radiant damage. >> Empowering the sword with a power charge as a bonus action gives you the cleave effect on it for a minute. Make an attack roll against all enemies with 15 ft and roll damage dice for each on a hit. The sword does True Radiant damage in this state.

Targetted missiles: DCXXI comes equipped with 40 magic missile charges, you can use upto 15 at a time. >>Empowering these with a power charge allows you to fire all of them at the same time, however, this function may overheat your mech and cause you to go into stasis mode for a round. [Stasis mode:16 ac and you gain the lethargic condition]

Desructo Gauntlets: DCXXI has 2 Destructo gauntlets on each arm, you may replace an attack on your turn to make a melee attack with these. 2d6+prof mod bludgeoning damage, the gauntlets use your str modifier to hit. >>Empowering the gauntlets with a power charge will increase their range by 15 ft for a minute, and a bonus action on your turn, you may launch a gauntlet to an enemy[of size category: small-large] up to 100 ft away and attempt to grapple them. On a successful grapple, The enemy is pulled in melee distance of you.

—------------------------
Reactor OVERLOARD [SELF-DESTRUCT]: Every creature in a 100-foot-radius sphere centred on the Mech must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning damage, and 87 (25d6) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the Mech are slain instantly and leave behind no remains.

This does not destroy the Mech permanently. Rather, 2d6 days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso—drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant.
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Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 4100, Platinum: Money
goblin, common

Languages & Proficiencies
Origins

Badlands
You gain a +10 to your maximum hitpoints.
You gain a +2 bonus to all saving throws.
The badlands is a waterless desert made of sand and rocks, the heat is dangerous to those that aren't used to it. The badlands used to be a land like Degreedia where slavery is rampant and murder was legal in some sick way. After the Freedom King took the throne, this all changed and now it is illegal (Although there are some clans and people who refuse to abide by this rule). The badlands has many ancient ruins and random monuments made of metals & stones. The residents of the continent use large scorpion-like creatures to ride through the barren land. The Freedom king is a Loxodon who was hunted for their tusks and caught as a slave many years ago, after going through a tournament known as "The Bloodshed" he won his freedom and then proceeded to then enter into the "King's Game" to beat the previous king known as the Tyrant King. After he was crowned he then made the badlands what it was today.

Scorpars Rider
You cannot roll under a 10 when making an animal handling check to tame an animal, you also gain the mounted combatant feat (This doesn't stack).

Any familiar or animal that you own, gains temp hp equal to your level on a long rest

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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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Level 0 Spells

SCAG

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (5-foot radius)
Components: S, M
Materials: a melee weapon worth at least 1 sp
Duration: Instantaneous
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

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