Remove these ads. Join the Worldbuilders Guild

Ariadne B. Byakko Veremund

5 Level (0/14000 XP for level-up) Variant Noble (Knight) | The 10 Veil Knights Background The Temporal Ones(Sun Scaled) Race / Species / Heritage Neutral Good Alignment
Veil Cleric
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
15
+2
DEX
8
-1
CON
15
+2
INT
10
+0
WIS
19
+4
CHA
12
+1
35
Hit Points
-1
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
45/15
Speed (walk/run/fly)
1 / 1
Chandiv
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
-1 Dexterity
+2 Constitution
+0 Intelligence
+7 Wisdom
+4 Charisma
saving throws
-1 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+1 Deception CHA
+3 History INT
+7 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+4 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+6 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Background

Variant Noble (Knight)

Skill Proficiencies: History, Persuasion

Tool Proficiencies: One type of gaming set(Dragonchess Set)

Languages: Draconic

Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp



Racial
The Temporal Ones

Ability Score Increase
Your STR score increases by 5, and your Wis score increases by 5

Ability Score Decrease
-5 to Dex score

Age
File Corrupted

Size
Dragonborn are taller and heavier than humans, standing well over 12 feet tall and averaging almost 250 pounds. Your size is Medium or large.

Speed
Your base walking speed is 45 feet and a fly speed of 15 feet.

Corrupted Ancestry
Sun Scaled True Radiant 15 by 30 ft. line (Str. Check)

You have Corrupted Ancestry. Choose one type of Old One from the Ancestry table. Your breath weapon and damage resistance are determined by the DM

Celestial Breath Weapon
You can use your action to exhale destructive energy. Your Corrupted ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + you STR or Wis modifier + your proficiency bonus. A creature takes Xd6 damage on a failed save, and half as much damage on a successful one. The damage increases with level and X is your current level. After you using your breath weapon; your weapons and spells deal up to your level in Corrupted ancestry damage for one min. You can do this up to half your prof mod (Min of 1/ Rounded Down), you can’t use it again until you complete a short or long rest.
Disclaimer: this bonus damage doesn't stack with itself but, increase the duration.

Warning: the more you use this the more you lose yourself.

Damage Resistance
You have resistance to the damage type associated with your ancestry.

Languages
You can speak, read, and write Common and Vox Maki.



Faction
The Architects ( Shield)
-----------------------
The 10 Veil Knights
Leader: Heliodor Chaac-Esclarmonde; Shield of The Creator, The Rivers and Seasons Protector, The Obsidian Knight, and The Stone Maker
Amethyst Knight: Ariadne B. Byakko Veremund ; Axe of the Creator, and The Paradox Knight

----------------
Origin:
Blessing of Materia
Gain 1 Rune Stone slot for attuning to stones and gain one awakened Mythic Gem stone; and +2 Constitution.

Traveling Lunari
Once attuned, you are immune to any negative effects from travelling in the Mist for 1 hour.
Activating the stone gives you have advantage on Stealth checks for 10 rounds. Can only do this Once Per long rest.

Black Opal Stone
Once attuned You gain Super Darkvision.
On activation, you can create a shadowy duplicate of yourself at a point within 60 feet of yourself, which lasts for 10 rounds or, Dispelled by a light source(Dancing lights, Fireball, or ect). During this, you can use your bonus action to instantly change places with your shadow, provided you can see it or there is darkness. Can only do this Once Per long rest.

Sunset Amber
Once Attuned, this stone grants your movements increase in fluidity and movement, due to moving at hyper speeds. Your movement speed increases by 10.
On activation you gain proficiency in one saving throw for 10 rounds. Can only do this Once Per long rest.
==

Skills: You gain Proficiency in, Shield, Shield Weapons and, Stone Awakening Tools

The Stones' Hymn
Once per long rest, outside of combat you can expand a class feature as an action to awaken a Minor(Con Score 1-14), Major(Con Score 15-17), or Legendary(CON SCORE 18-20) stone to assist an ally till their next long rest.(Aka up to DM Discretion and the pontency is increased by the Charecter's lvl)

Veil Knight Shield
With only using a Shield weapon or, using a Shield; You learn the Shield Spell and, can use it twice without using a spell slot. Using the Shield Spell increases your Weapon Damage by your Con Mod.
-------------------------
Lore:
Chaac, Aka Hel the 4th; child of Destruction and Fall, he is a very kind young man but, his domain is a bit opposite due to how much power it holds. He can summon diamond fortress, topaz tower shields, and armaments made of stone minerals that the old sun rider guard uses. He’s like Polaris in the arts of trade and stories due to his power of awakening memories within the Great 9 Rivers and the voices of the Domains. Ever since the conflux, he attained the domain at the young age of 8 and was trained under Lord Apollo and Nyx to use the gems more of defensive measures and healing to protect than the offensive measures.

This faction uses the raw magic contained within the stones of the new and old worlds to either to assist those that need help the Worlds of Fatum. As, well traveling the worlds and timelines to sell their various goods to the future protagonists or, guardians to protect them from the White Death. With the old magic from Polaris and the Veil they use their powers to protect the worlds from either the outsiders or, even themselves using the 9 Rivers to travel the stars themselves.

"We Knights swear to protect the world of our makings with our life, doing anything in our power to ensure the health and longevity of Fatum. We shall never allow the worlds to succumb to Sorrow once more.”
-------------

With The Stone's Light
You may use the Shield spell to cast it upon allies within 30 feat that don't already have the Shield Spell on them already. When you use the Shield spell on an ally instead of yourself; the Veil envelope you, teleporting you 5 ft next to that ally (If there is an unoccupied square next to them). Following up with an AOP. You may use this teleport Twice per Long Rest.

----------------------
3rd Level
The Sigil of the Veil Carries On
You may use your life force to use Shield or a healing spell you or an ally knows without expending a spell slot. 5 Hit Points = LV 1 Healing Spell, or for every increment of 5 hit points used, it increases the spell level used by 1, up to a max of 5th level (25 HP used). You may use this ability Once per long rest.

9 River's Power
If an attacker Critically Hits an ally or you, You may cast Shield to turn it instead to be treated as a Normal Hit.


Class
Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.

Divine Domain
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Divine Domain feature

At 2nd level, you gain a feature from your Divine Domain.

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.(+2 Wisdom)

If your DM allows the use of feats, you may instead take a feat.

Destroy Undead (CR 1/2)

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.


Subclass
Veil Domain Cleric
Veil Domain Spells
1st feather fall, shield
3rd blur, counter spell
5th slow, haste
7th dimension door, fabricate
9th hold monster, far step

Cleric of the Old Ways
Starting at 1st level, you gain proficiency with Heavy Armor and Martial Weapons.

Scholar of Time's Flow
At 1st level, you are never surprised. Additionally, you are proficient in the History & Religion skills. If you are already proficient then you gain expertise instead. If you already have expertises in them then gain 2 Time/Fate Dice after a long rest.

Channel Divinity: Veil Threading
Starting at 2nd level, you can use your Veil Domain's version of Channel Divinity to alter the flow of time to your benefit. On your turn, you may use your Channel Divinity to take one additional action on top of your regular action. You may use this action to cast another lv spell this turn if you already casted a spell. You can only use this feature once per turn, no matter how many uses of Channel Divinity you have.

Features & Traits
Warhammer
Chainmail
Shield
Spear
Priest's Pack
Adventuring gear
19 gp, 24 lb.
Includes:
a backpack
a blanket
10 candles
a tinderbox
an alms box
2 blocks of incense
a censer
vestments
2 days of rations
a waterskin.
A set of fine clothes
a signet ring
a scroll of pedigree
a purse containing 25 gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 34, Platinum: 0 Money
Res: Radiant
Language Prof:
Common
Draconic
Vox Maki
Equipment Prof:
Light Armor
Medium Armor
Heavy Armor
Simple Weapons
Martial Weapon
Shield
Shield Weapons
Tools Prof:
Dragonchess Set
Stone Awakening Tools

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Ventiar.

Statblock Type

Character Sheet (latest)

Link/Embed