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Ebon Russet

Swordsman 6/ Sorcerer 1 7 Class & Level
1st, 4th level Monk/ 2nd, 3rd, 5th, 6th level Fighter/ 7th level Sorcerer Background
Human Race
Alignment

Strength 20
+5
Dexterity 20
+5
constitution 20
+5
intelligence 16
+3
wisdom 16
+3
charisma 16
+3
Total Hit Dice 6
Hit Die
1d10+5
+3 proficiency bonus
+8 Strength
+10 Dexterity
+8 Constitution
+3 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+7 Acrobatics
+3 Animal Handling
+3 Arcana
+8 Athletics
+3 Deception
+3 History
+3 Insight
+3 Intimidation
+6 Investigation
+3 Medicine
+3 Nature
+8 Perception
+3 Performance
+5 Persuasion
+3 Religion
+4 Sleight of Hands
+9 Stealth
+3 Survival
skills Strength, Dexterity, Constitution. proficiencies

 
21
Armor Class
74
Hit Points
+5
Initiative
40
Speed
WeaponAttackDamage
7 Branch sword+8/+8d8/d10/d8 rifle
Dual Swords+8/+8d8&d6/2d6,d12 rifle
Fist+8d4
Attacks
Acrobatics, Athletics, Investigation, Perception, Stealth, Light Armor, Medium Armor, Heavy Armor, Simple and Martial Weapons, Martial Arts, Unarmored Defense, Martial Archetype: Scout, 3 attacks per round. Driving with half proficiency, can give advantage once.
Proficiences
Spellcasting Ability: CHA
Spell save DC: 14
Spell Attack Bonus: 6
Spellcasting
7 Branch Sword, Duel Swords, Dress Attire, Gold Signet Ring of Rahja, New Years Sword, Anti-Venom, 2 potions of greater healing(4d4+6), Supreme Healing potion(10d4+20), Armor of Barbarian Rage( Gain the Ability to Rage), Blood Houma, 78GP, Magnets. 40 water canteens, 40 rashins, pack of Grim Darks. Terracium weave shawl(+1 AC and +1 DR)
Equipment
COMBAT SUPERIORITY
At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level.
Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:
-When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
-When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
-If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

NATURAL EXPLORER: Desert.
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 7th and 15th level.

ELECTRIC SEMBLANCE: LEVEL 1
Metamagic: twin spell
2 sorcery points.
Electrical Field can now attack those who I designate and only them.
+2 to Dex Saves.

MOVEMENT SPEED-UP(+10)
+2 Electricity armor bonus.
Signet Ring of Gold "Rahja": Maximum Charges: 100
Current Charge: 22
At the end of the day, however much energy you have amassed is absorbed into the ring. You may pull up to your level of stored electricity from the ring, up to the maximum of 8. If you fail to remember to charge the ring at the end of the day, the charges will reset to 0. If you crit on a ranged attack, gain an additional charge. If you crit with a melee attack, gain an additional 3 attacks until the end of the combat. Damage die type: d8.

BRUTISH STRIKER:
You are exceptionally quick in combat and you strike with overwhelming strength.
*When you take the attack action and hit with a weapon that you are proficient with, the weapon's damage increases by 1d4 until the end of your current turn. the extra damage dealt increases to 1d6 at 10th level, 1d8 at 16th level, and 1d10 at 20th level. Once you use this ability, you can't use it again until you finish a long rest.
*If you move at least 10 feet or more in a straight line immediately before making a melee weapon attack and hit a creature, you may shove that creature.
*When you take the attack action your speed increases by 10ft until the end of your turn.

ULTRA INSTINCT:
You've been pushed to the brink more times than you can count. As a response, your body has learned to automatically react to a threat.
*Increase your Dexterity score by 1, to a maximum of 20.
*You have advantage on dexterity saving throws.
*Whenever a melee attack against you misses, you can move up to 5 feet away from the aggressor without provoking an opportunity attack. You can only do so if you have movement remaining and are not Grappled, Paralyzed, Petrified, Restrained, Stunned, Unconscious or otherwise prevented from moving.

ACTION SURGE:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

SLOW FALL:
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Blessing of the harmonic desert( Inspiration Die)
Features & Traits

Heroes Enabled

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.

Level 0 Spells

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Lightning Lure

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 15ft
Duration Instantaneous
Components V

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Chromatic Orb

1-level Evocation

Casting Time 1 Action
Range 90ft
Duration Instantaneous
Components V, S, M
Materials a diamond worth at least 50gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Magic Missile

1-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard, Cleric (Arcana Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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

Block

The blockiest of blocks


LevelXP
10

Created by

Kazuma128.

Statblock Type

Character Sheet (Legacy)

Link/Embed