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Emilius Eulacieus

Fighter (Cavalier) 12 Class & Level
Guild Member (Chef) Background
Faun Race
Lawful Good Alignment

Strength 16
+3
Dexterity 14
+2
constitution 16
+3
intelligence 14
+2
wisdom 13
+1
charisma 12
+1
Total Hit Dice 12
Hit Die
1d10+3
+4 proficiency bonus
+7 Strength
+2 Dexterity
+7 Constitution
+2 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+2 Arcana
+7 Athletics
+1 Deception
+2 History
+5 Insight
+1 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+5 Perception
+1 Performance
+5 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills

 
16
Armor Class
110
Hit Points
+7
Initiative
30
Speed
WeaponAttackDamage
*Downburst+71d8 / 1d10 s
Longbow+61d8 p
Attacks
Languages: SRW Erstation Common, Infernal, Laranian Common

Armour: All, Shields

Weapons: simple, martial
Proficiences
N/A
Spellcasting
Chainmail, shield, explorer pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50ft hempen rope, book, chef mess kit, stray shades
Equipment
Peacekeeper
Personality Traits
Freedom is worth protecting. Politics is better than terrorism.
Ideals
I will protect people like Peros protected me. I will find my friend.
Bonds
Single minded.
Flaws

Heroes Enabled

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

World of Bluewater

Adaptive ID

Wondrous Item Very Rare

A piece of plastic-coated white card with your photo on it.   When holding this card, a creature can speak a name, job title and any additional details to this card and it will become an ID card for your new alias. If the ID leaves your hand, it will return to being blank (save for your photo). Targets must make a DC15 insight check to see through the illusion. DC decreases by 5 per person looking at it.   The ID can only become what you tell it to. It is up to the creature to have the necessary knowledge to create a convincing card.

Weight: 5.07 grams


 

Stray Shades

Wondrous Item Varies [Tír nAill]

A pair of crudely made eyeglasses. The lenses resemble like faceted gemstones and shimmer with many colours.   Stray Shades grant the wearer the effects of Truesight within Tír nAill. The enchantment is broken if brought outside Tír nAill.


 

Jeeves' Umbrallance

Weapon

Legendary Providing excellent service in cleaning, cooking or caring for a person with the noble background.

A heavy black lance. It resembles a closed umbrella

+1 to atk and dam rolls.
If attuned, The umbrallance has 8 charges, and regain 1d6+2 charges per day. As a bonus action, you may speak the command word ("very good, sir"). This causes the umbrallance to magically open up into rapier and shield mode, or assemble into lance mode.
Depending on it's mode, you can expend a charge to do one of the following, as an action:
(Rapier and Shield) can expend 1 charge to cast gust without components. Expend 3 charges to cast gust of wind without using components.
(Lance) expend a charge to gain advantage on the next attack you make.


The statblocks of your class features

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following equipment in addition to the equipment granted by your background   (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack

Cavalier


Hit Points

Hit Dice: d10 per Cavalier level
Hit Points at first Level: See Fighter
Hit Points at Higher Levels: See Fighter

Proficiences

Armor: See Fighter
Weapons: See Fighter
Tools: See Fighter
Saving Throws: See Fighter
Skills: See Fighter

Subclass Options

Bonus Proficiencies

At 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.  

Born to the Saddle

Starting at 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.   Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.  

Unwavering Mark

Starting at 3rd level, when you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.   While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.   In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.   Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Warding Maneuver

At 7th level, if you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Hold the Line

At 10th level, creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, you can reduce the target's speed to 0 until the end of the current turn.  

Ferocious Charger

Starting at 15th level, if you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.  

Vigilant Defender

Starting at 18th level, in combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase
Size Medium
Speed 30ft Walking

Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.   Hellish Resistance: You have resistance to fire damage.   Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 4th-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once, and are able to see perfectly in this darkness. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Infernal Heritage: You gain additional features depending on which Deity runs through your bloodline.     Sidmir: You gain proficiency with Medium Armor, and three martial weapons of your choice. You Gain Proficiency in Athletics and Intimidate, and can use Intimidate based off of strength.   You Can Transform into a Demonic Aspect, Burning with Hellfire and being Consumed in an All-Out Rage.   The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you, and each target within 10 feet of you (30 Feet at level 18,) take fire damage equal to half your level at the start of your turn. All Strength-Based Melee attacks add 2d8 Fire Damage during this turn, and you can use Hellish Rebuke for free, a number of times equal to your level, during your transformation. After the Transformation ends (Willingly or Not,) you gain three levels of exhaustion. This can only be done once every six days.     Zokthys: Infernal Guile: You are Immune To Charm.   Infernal Charm: You have three talent points to spend on the Persuasion Tree.   Twisting Words: You have three talent points to spend on the Deception Tree.   Infernal Appearance: You gain Disguise Self at will.     Adite: Bestial Strength: You gain a +1 To Strength.   Bestial Hide: Your thick, unnatural skin allows you to shrug off blows most mortals would be wounded by. When benefiting from Unarmored Defense as a result of Monk or Barbarian, your base AC starts at 13.   Bestial Mutation: Choose one of the Following:   Infernal Wings: You possess hideous, bat-like wings. These Grant you a Fly Speed of 20 feet.   Infernal Fangs: You can, as a bonus action, Bite an enemy within 5 feet. This does 1d6 Fire damage, and requires a Melee Attack.   Infernal Resilience: You gain Advantage on Hit Die rolls during Level ups.   Infernal Gait: You have a Walking Speed of 35 Feet, and can Jump twice the normal distance.     Ledis: Tides of Fate: After a Short or Long Rest, the character may roll a d20. He may then record the result for use later. After a character within 30 feet of him makes a roll, the player may choose to replace the die with the rolled result.   Coin of Blood: The character possesses a cursed coin. Once per long rest, they can flip the coin, predicting the result. If their prediction was correct, they regain 4d10 hit die. If their prediction was incorrect, they take 4d10 damage. If this damage would reduce the character to 0 points, the character dies.   Master Of Destiny: Once per Long Rest, you can take a glimpse into the immediate future. For the next turn, (or next six seconds,) you gain advantage on all tests, and all attacks against you suffer disadvantage.

Languages. Common, Infernal, Primordial.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB: P. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Available for: Cleric

Level 2 Spells

PHB: P. 250

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2*D10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1*D10 for each slot level above 1st.
Available for: Warlock

PHB: P. 230

Darkness

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Available for: Sorcerer, Warlock, Wizard

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


Created by

Leafbutt.

Statblock Type

Character Sheet (Legacy)

Link/Embed