Origin (Daborak):
Daborak is a warrior nation, built on military service, discipline, courage and horses. All of its citizenry are trained, at least to some degree, in warfare. You are among these well trained individuals. While Daborakians may have different callings, all share the following abilities.
+1 to Strength
Skill Proficiency – Athletics
Sub-Origin (Solider in Training):
The ring of steel and the call of battle are what you were born to. Your early life focused more on the art of battle and nothing else. Daborakians look up to you as you walk by. For you are a Soldier.
Skill Prof – Intimidation
Your were trained in keeping your balance and footing in combat. You gain proficiency with a martial weapon of your choice. If you already possess all martial weapon proficiencies, you may instead choose one weapon or unarmed strikes and gain a +1 to damage rolls with them. (I choose Longsword.)
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Deity: Ezokhine
Church Boon:
+1 Wisdom, and every crafting material you use is considered to have the Blessed mutator. This stacks, even if the material already has the Blessed mutator.
If you are a Cleric, you gain your 2nd attunement slot at 6th level in Cleric, and your 3rd attunement slot at 9th level in Cleric. If you already have a 2nd or 3rd attunement slot, these don't stack, but they don't prevent you from gaining attunement slots normally.
Lip Service:
Skill Proficiency – Perception, and 1 additional crafting token when you complete a mission.
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Starter Faction: Factionless
Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted. (I choose Martial for skill and Smith's Tools for tools.)
Faction (Bard's College): Current Loyalty 5: Adds +5 to Hit Points
History has many faces, many facets like that of a brilliant gemstone. The shining light within is that of truth, but truth is not always so clear, as bias often times clouts it. The Bards of the world, seek to preserve this truth in it's purest form, so that all may benefit from the lessons of past. The Bards College accepts applicants with something to offer to the world, for they themselves are not only dedicated to preserving history, but adding a bit of flair to it as well. Songs, plays, music, and revelry are powerful tools to spread a message. The Bards have mastered this practice and are welcomed by most civilized lands to preform their great recordings. You have joined the bards, whether it be to become a bard yourself, to protect them as they go on their travels, or to seek their knowledge, you have agreed to aid them. What will the bards record of your adventures?
Tenets:
Seek out the truth, for it is the highest calling.
Record everything you can, omit nothing, no matter how embarrassing, damning, or lewd.
Conduct yourself always with style.
Have fun!
General Faction Bonuses:
Attribute Cap Increase: +2 Charisma; This boosts the maximum of an ability score but not the score itself.
Tool Proficiencies: 2 Instruments of your choice and 2 Tools of your choice. (Herbalism Kit, Alchemist Supplies, Drums, & Viol)
Bards College Badge: Membership in the Bards College is marked by a badge carried by every member. This badge not only marks them with authority as a historian, but also may assist in granting the bard access to certain restricted places. once per long rest you may brandish your badge in stupendous fashion, announcing your presence. Doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it
Facilities: Focus Bond
Improved Spellcasting Matrix: Due to the arcane knowledge etched from the world of Erast, all Bards College members have their spell DCs increased by 1.
Bard's College NPC: Klak
Scholarly Pursuits: Each member of the Bards College learns 1 Wizard Cantrip of their choice, that they cast at Character Level. This cantrip uses your Highest Mental Stat. Leaving the Bards College removes this benefit. (I choose Light)
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Draconic Ancestry: Red dragon, Damage Resistence: Fire
Breath Weapon:
You can use your action to exhale destructive energy. Your draconic 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 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
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Sorcerer Features:
Cantrips Known: 4
Lightning Lure
Fire Bolt
Control Flames
Booming Blade
Spells Known: 3
Shield
Absorb Elements
Earth Tremor
Draconic Bloodline:
Dragon Ancestry: Blue, Lightning
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience:
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Font of Magic:
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points: 2/2
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting:
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Casting Spell Slots:
Spell Slot Level: Sorcery Point Cost:
1st = 2
2nd = 3
3rd = 5
4th = 6
5th = 7
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Fighter Eldritch Knight Features:
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Fighting Style:
Defense: While you are wearing armor, you gain a +1 bonus to AC.
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 on top of your regular action and a possible bonus 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.
Spells Known:
Abjuration and Evocation: Shield and Absorb Elements
Other Spell: Find Familiar
Weapon Bond: (Current Weapons Bonded: Butcher's Render, 1/2)
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can sum m on that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Level 4 Ability Score Increase: +2 to Wisdom
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Forge Cleric Features:
Forge Domain Spells:
Cleric Level Spells
1st: identify, searing smite
3rd: heat metal, magic weapon
5th: elementai weapon, protectianfrom energy
7th: fabricate, wall of fire
9th: animate objects, creation
Bonus Proficiencies:
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.
Blessing of the Forge: (Plate Armor: +1)
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.
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Familiar: Owl(Celestial) Name: Ildrex
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t
attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you
cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
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Attunement Items:
Cape of Shroud:
Minor Rare, Attunement
This cape leaves a trail of (non-mechanical) shroud. To the unwary eye, it may seem blank with simple intricate lines. But to the trained eye, and one that knows Thieves Cant’, it reveals this sentence: “Death is unforeseen”
While attuned to this cape, the user gains +5 walking speed in dim lights or darkness.
Shade Walker: In dim light or darkness, you can roll Stealth with advantage, which you can do three times per long rest. In addition, you do not have to use only half of your movement during stealth but may use your full movement.
Shroud: You can use an action to increase your AC for 1 minute by 1. You can use this ability 2 times, regaining its uses after a long rest.
Butcher’s Render:
+1 Longsword - Very Rare - Attunement
A razor sharp and wicked looking sword that has flayed many.
Your Strength score increases by 3, up to a maximum equal to your ability score cap.
Domineering Carnage - As a bonus action you may cause the sword to appear to begin bleeding. For 1 minute your attacks deal an extra 1d10 force damage on hit against prone targets and the weapon gains the cleave property. This may be used once per long rest.
Crush the Weak - When hitting a prone creature with this weapon, you can force them to make a DC 15 Constitution saving throw or be stunned until the end of your next turn. You can use this effect twice, regaining all uses after a long rest.
This item is Glorybound
Class/Racial Features & Traits