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Konton Ko

Sprite Race
The Rift - Lu'us Origin
Sorcerer (Wild Magic) 11/ Archfey warlock 1 - 12 Class & Level
Chaotic Good Alignment
Kaheeli Deity
The Last Grove Faction
Quartermaster Rank/Position
10 Loyalty
Company

Strength 10
+0
Dexterity 19
+4
constitution 18
+4
intelligence 12
+1
wisdom 13
+1
charisma 22
+6
Total Hit Dice 12
Hit Die
1d6+4
+4 proficiency bonus
+0 Strength
+10 Dexterity
+8 Constitution
+1 Intelligence
+1 Wisdom
+10 Charisma
saving throws
+4 Acrobatics
+0 Animal Handling
+1 Arcana
+0 Athletics
+10 Deception
+1 History
+0 Insight
+5 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+5 Nature
+0 Perception
+5 Performance
+10 Persuasion
+1 Religion
+4 Sleight of Hands
+4 Stealth
+0 Survival
skills

 
70
MV
2
Prestige
3
Attunement Slots
19
Armor Class
111
Hit Points
+6
Initiative
50 fly, 20 walk
Speed
AttackRollDamage
Firebolt 1d20+11 3d10
Dagger 1d20+7 1d4+3
Light Crossbow 1d20+7 1d8+3
Attacks
Common, Sylvian (Seelie), Elven, Herbalism Kit, Brewer's Kit, Druidic
daggers, darts, slings, quarterstaffs, light crossbows, Shields, Hand Crossbow
Darkvision 60ft
Deception, Persuasion, Nature
Proficiences
Sorcerer - 11SP
Cantrips:
Firebolt
Frostbite
Minor Illusion
Eldritch Blast
Message
Chilltouch
Mage Hand
Prestidigitation
4 Lvl 1 Slots:
Shield
Alter Self
Faerie Fire
Sleep
Unseen Servant
Armor of Agathys
3 Lvl 2 Slots:
Scorching Ray
Hold Person
3 lvl 3 slots
Fireball
Haste
Dispel Magic
Counterspell
3 Lvl 4 Slot
Polymorph
Greater Invisibility
2 lvl 5 Slot
Synaptic Static
Animate Objects
1 lvl 6 Slot
Sunbeam
Spellcasting
Mantel of Seasons, Herbalism Kit, 1100 gp, 39 CT, blanket, blue feathered crossbow - 20 feathered bolts, Handcrossbow, two daggers, explorer's pack, Antitoxin, x5 vials, Potion of Necrotic Resistance, x4 greater healing potions, 2x potion of invuln, 2x potion of heroism, x2 superior healing potions, bandoleer, Shield, 50gp gem (chrom orb component), Chromatic Crystal Ball Arcane Focus, Scroll of dispel magic x2, oil of slipperiness x1, Jann Plushie, Sapphire wedding ring. 2x Masterwork Bandoleers. Goblin Talisman

Bandana of broken dreams, major rare (head)
This mystical crimson bandana is enchanted with the blood of many victims.
This bandana has 4 charges.
Whenever you would be healed in any way while wearing this bandana, you can expend up to 2 charges to use a reaction to restore 1d6 additional hit points per charge. All expended charges are regained at dawn.

The Weathered Bulwark Wooden Shield, rare (1850 gp) - attunement This petrified plank of birch is somewhat cold to the touch, causing the air around it to form condensation on its erratically burnt exterior. It is surprisingly sturdy for the condition it presents itself in. Nature's Embrace- The bearer of the shield may use their reaction to gain Fire and Cold Resistance until the start of their next turn. Base Material, Enchantment, Enhancement, Spell Invocation x1

Fae Pyre Crown: Regalia of the Pyrewood
Minor Legendary Wonderous(Crown)
Worthy 2
Restricted Attunement spell casting class feature

Exclusive Attunement: While attuned to this item, you cannot attune to any other item that would grant a bonus directly to your spell save DC.

A platinum crown with horns twisting, turning, and intertwining with thorns across the length of each of them forming into a dome of brambles. The gaps within the brambles seep a faerie flame of ever-changing rainbow color, that harmlessly dance across the wears shoulders and hair

The Fae powers within the crown empower you.
Your Wisdom score and Charisma score both increase by 2, up to a maximum equal to your ability score caps.

The evershifting rainbow flames now decorate all of your spells.
Spell attacks and your spellcasting DC for hardcast spells or spells from this item increases by 2. Spells you hardcast deal an additional 1d4 force and 1d4 fire damage. (Once per a source.)

Claimed of the Pyre: When you would cast a spell that deals damage, you may change the damage type of that spell to force or fire. You can do this 3 times, regaining all uses on a long rest.

Fathomless Wildpyre: A creature that has been damaged by you or affected by one of your spells this round makes saving throws for Faerie Fire at disadvantage. As a bonus action you can cast Faerie Fire. You may do this 4 times, regaining all uses on a long rest.
Pyrewood Regealia
You channel the energies of nature from the multicolored flames and brambles of this crown. You may use each of these abilities once, regaining all uses at dawn.
Pyrewoods Blessing: You may cast Plant Growth at its lowest level.
Pyrewoods Wrath: When you would cast Plant Growth as an action all enemies within the radius of the spell must succeed on a DC 17 dexterity saving throw or become restrained for the duration. At the end of each of its turns, the target can make another Dexterity saving throw. On a success, the effect ends on the target.
Summon Pyrewood: When you would cast Plant Growth over 8 hours, you can cause a large tree (thats kind is determined by you) to grow within the center of the affected area with leaves of rainbow color matching that of Faerie Fire. This tree is considered completely mundane for all mechanical purposes.

Once a long rest and an action you can choose a number of allies within 60 feet equal to your proficiency bonus, you and the chosen creatures shoulders and hair begin to dance with the evershifting rainbow flames within the crown granting them a fly speed of 30 feet for 1 min. When you or a creature within 60 feet of you falls, as a reaction you can activate this ability.

This item is Glorybound.

(Non-canon section)
Nature's Bulwark
+1 Shield - Very Rare - Attunement

A wooden shield carved with Celtic knots and wrapped in glowing magical vines. The vines shoot spores out to restore the vitality of the wielder's allies.

Your Constitution score increases by 3, up to a maximum equal to your ability score cap.

This shield doubles as an arcane focus and a holy symbol of Kaheeli.

Spreading Spores. As an action, you can choose up to 4 creatures within 120 feet of you that you can see. Each creature restores 2d4 hit points. You can use this feature once, regaining this use after finishing a long rest.

Kaheeli's Cloak of Mists
Cape
Very Rare - Attunement

A shifting cloak that protects the wearer from those who seek to harm it.

Your Dexterity score increases by 3, up to a maximum equal to your ability score cap.

Slippery Sprite - Dexterity saving throws you make are increased by 2.

Mist-sight - As a bonus action, you can activate this cloak to see normally in darkness, both magical and nonmagical, to a distance of 30 feet for 10 minutes. You can use this ability once, regaining the use after finishing a long rest.
Equipment
The Last Grove
Faction
The Mad Man
Stat Array
17 in tall, 16 years old physically
Last Grove blessing - +2 Init
+2 max wis
Female from alter self and pregnant - +2 AC
Married to Jann Stratos - +2 AC within 30ft
Denied Skill - Insight

Petite Stature - Cannot wield two-handed/heavy weapons, nor carry characters

Laughing Mad – Sprites are immune to the confusion spell and forms of madness that are not fey in origin.
60ft Darkvision

Wild Magic - 1d20, roll WM table on a 1

Tides of Chaos - adv on a roll, back on long rest with option for DM to roll on WM table to regain it.

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 Targets only one creature and doesn’t have a range of self, 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).

Subtle Spell
When you Cast a Spell, you can spend 1 sorcery point to cast it without any somatic or verbal Components.

Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.


Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Glitch_Wizard.

Statblock Type

Verum Character Sheet

Link/Embed