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notsoshort

Goliath Race
Peakfolk Origin
Kensei Monk/ Tempest Cleric/ Rogue/Ranger 8/1/1/2 Class & Level
Chaotic Neutral Alignment
Kaheeli <3 Deity
Freemen Faction
Chapter Master Rank/Position
15 Loyalty
Smoke Walkers Company

Strength 13
+1
Dexterity 22
+6
constitution 18
+4
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 12
Hit Die
1d8+4
+4 proficiency bonus
+5 Strength
+10 Dexterity
+4 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+10 Acrobatics
+3 Animal Handling
+0 Arcana
+5 Athletics
+1 Deception
+0 History
+7 Insight
+0 Intimidation
+8 Investigation
+11 Martial
+3 Medicine
+4 Nature
+7 Perception
+0 Performance
+0 Persuasion
+0 Religion
+6 Sleight of Hands
+10 Stealth
+7 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
20
Armor Class
118
Hit Points
+6
Initiative
45 / 35 Fly
Speed
Attacks
Saves
Strength
Dexterity
Skills
Acrobatics (Peakfolk)
Athletics (Natural Athlete)
Insight (Monk)
Investigation (Ranger and Expertise)
Martial (Monk and Expertise)
Nature(Kaheeli <3)
Perception(Factionless)
Survival (Krazax Born)
Stealth (Rogue)

 
Tools
Smith's Tools (Monk)
Brewer's Supplies (Factionless)
Navigator's Tools (Freemen)
Cartographer's Tools (Freemen)
Carpenter's Tools (Academy 1)
Calligrapher's Supplies (Kensei)
Jeweler's Tools(Academy 2)
Thieves Tools (Rogue)
Waterborne Vehicle (Freemen)

 
Weapons & Armor
Simple Weapons (Monk)
Light Armor (Cleric)
Medium Armor(Cleric)
Shields (Cleric)
Martial Weapons (Tempest)
Heavy Armor (Tempest)

 

Proficiences
Ranger Spells
Hunter's Mark
Zephyr Strike


Cleric Spells
Bane
Bless(Prepped)
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word(Prepped)
Inflict Wounds(Prepped)
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith(Prepped)


Cantrips
Guidance(Cleric)
Toll of the Dead(Cleric)
Thaumaturgy(Cleric)
Lightning Lure(Freemen)

Spellcasting
Keelhauler(Attuned)
Keelhauler
Being upgraded by Takar Odvin
+1 Mace - Major Very Rare (6000gp, 60 days) - Attunement

This weapon has the following mundane properties:
• You deal an additional 1 cold damage on a hit with this weapon.
• You deal an additional 1 lightning damage on a hit with this weapon.
• You deal an additional 1 thunder damage on a hit with this weapon.

A steel mace enchanted with a skull effigy obtained from the site of a goblin ritual, and tempered with the chlorine breath of a dragonborn in a Hkari forge. Then further enhanced with a manticore stinger being blunted and added to the mace as part of the weapon, and having been tempered further with the chlorine breath of a dragonborn while under rapturous watch from Babylon. Swamp's Grasp was then enchanted with the Sphere of the Death Storm during multiple storms while praying to Babylon. It was later enchanted by a powerful elven drunkard before a statue of Kaheeli.

When you hit with this weapon, you deal an extra 1d6 of your choice of lightning or necrotic damage, which goes through resistances. You gain advantage on Intelligence (Arcana, History, Nature, Religion) checks on the target until your next short or long rest.

Avast!: When you complete a long rest, you can call upon the ambiguity born of the prayers upon this weapon, finding power in the clash of faiths. Choose two spells of 1st level from the Abjuration or Evocation schools. You can cast a spell from the weapon in this way three times (spell save DC 15, +7 to hit with spell attacks, +4 spellcasting ability modifier).

When you hard cast a spell of 1st level or higher from the Abjuration or Evocation schools of magic, or cast a spell using this weapon, one of the following happens as part of the cast (if applicable).
  • Abjuration: You reduce bludgeoning, piercing and slashing damage taken equal to the spell’s level for the next minute, to a maximum of 3 (non-cumulative).
  • Evocation: You gain resistance to the damage type dealt by the spell for 1 minute. Additional casting refreshes this duration, and changes the resistance.
  • [Base Material, Enhancement, Enchantment, Adornment, Special Crafter, Spell Invocation x2]

    The Endless Star
    THE ENDLESS STAR
    Uncommon (600gp) - Wondrous - Earring
    You permanently have 1 light of the dancing lights spell without the need of concentration.
    You have advantage on and survival checks pertaining to navigation when you can see the stars.

    Eye of the Storm Series: Tempest(Attuned)
    Eye of the Storm Series: Tempest
    Amulet - Minor Legendary (10,000 gp) Hallowed Attunement: Kaheeli

    This amulet at first appears to bear the façade of coiling snakes, but upon closer inspection is of great thunderclouds swirling and coiling around one another. In the center of this storm lies a gem that glows faintly.

    You gain a +4 bonus to your Dexterity score, to a maximum equal to your ability score cap.

    You deal an extra 1d8 lightning damage with melee weapon attacks.

    You gain a fly speed of 20 feet. While flying directly above the sea, the fly speed increases to 30 feet, and wind does not negatively affect your ability to fly.

    Kaheeli's Storm: You ignore resistance against lightning damage, and you deal an additional point of lightning damage per damage die whenever you would deal lightning damage.

    Storm Lord: This amulet is a holy symbol and arcane foci of Kaheeli, and holds 10 charges. You can use an action to expend the amulet's charges to cast one of the following spells from it, using your Wisdom as the spell ability modifier: Shocking Grasp (0 charges), Feather Fall (1 charge), Gust of Wind (2 charges), Call Lightning (3 charges), Storm Sphere (4 charges), Maelstrom (5 charges). The amulet regains 1d6 expended charges after a short rest, or all expended charges after a long rest.

    [base material, adornment, enhancement, enchantment, spell invocation x 1, special crafter]

    Death Grip Gauntlets(Attuned)
    Death Grip Gauntlets

    Attunement

    Whenever you would deal damage through grappling or through unarmed attacks, you deal an additional 1d6 necrotic damage. In addition you have advantage on saving throws vs death effects or any attack that would deal necrotic damage.


    Helmsman Pin
    Helmsman Pin
    Pin (Wondrous) - Minor Rare - Non Attunement
    The Icy Winds howl in front of the Helmsman, as his ship shakes, and the crew shivers but he is not deterred, he shall deliver his crew to safety. To the Eye of the Storm, to its calm waters. However he failed, yet, he is still trying, even in the afterlife.

    Windy Grasp: If you are critically struck by a melee weapon that does cold damage, you may reduce it by 2 Damage.
    [Base Material]


    Air Takar 1
    Air Takar 1
    Shoes (Wondrous) - Masterwork
    Environmental damage received from walking on a hazardous surface is reduced by 1.


    Icy Hot Eye patch
    Icy Hot Eye patch
    Eye patch (Wondrous) - Major Uncommon (850gp)

    This eyepatch leaves a cooling sensation on the eye it's placed over, soothing wounds and burning at some points.

    When you deal fire or cold damage, you can use a reaction to heal for 1d4 hit points. This ability can be used twice, refreshing at dawn.


    Teleront's Carriage of Fast Travelling
    Teleront's Carriage of Fast Travelling
    Wondrous (Carriage) - Arcadum

    This powerful magical vehicle has multiple aspects.
    Type: Land
    Size: Gargantuan 1,200lb
    Space: 15ft wide, 30ft long, 12ft high.
    Ability Scores: STR 16 (+3), DEX 15 (+2), CON 16 (+3)
    Armor Class: 15 / 20
    Hit Points: 1,500 (500 / 300)
    Damage Threshold: 14; resistant to piercing from non-siege weapons.
    Speed: creature-propelled, or spectral steeds.
    Propulsion Method: Teleront's Carriage is pulled by at least 6 large creatures, or 2 huge creatures.
    Driving Method: Reins.
    Crew: One driver.
    Passanger Capacity: 10
    Cargo Capacity: up to 10,000lb on the cab roof

    -Passengers of this vehicle are in an increased state of comfort while travelling. Conjured snacks, and weather acclimation inside the coach ensures that the passengers are always comfy.
    -The carriage has an enhanced interior to what one would expect. It can hold up to ten occupants inside the coach.
    -Spectral Steeds: The carriage driver can as an action conjure a team of horses which come hitched and ready to pull the carriage, these horses have a base speed of 80 feet, and can pull, in excess of the carriage, 32,000lb. The carriage driver can suppress this and allow other beasts or creatures to hitch to the wagon and pull it instead.
    -The carriage appears to be missing a piece. In its center, there is a large indention where it seems a sort of massive gem is meant to be placed. Recovering this gem known as the Lost Gem of Fast Travelling, would allow this carriage's abilities to reach its full potential.


    =======================
    Gex
    Small Beast, True Neutral
    AC: 13
    HP: 14 (2d6+6)
    Speed: 25 ft. Walk 30 ft Climb and Swim.
    ABILITIES
    STR 9 (-1), DEX 16 (+3), CON 16 (+3), INT 5 (-3), WIS 14 (+2), CHA 8 (-1)
    Skills: Perception +5, Stealth +6.
    Damage Resistance: Lightning
    Senses: Darkvision 60 ft., Electricity Sense; Passive Perception 15.
    Languages: --
    ACTIONS
    Bite: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+3 piercing damage.)
    Shock: ranged martial attack (+6 Atk, reach 20/80 ft., one target, 1d4+3 lightning damage.)
    SPECIALS
    Electricity Sense. Shocker lizards automatically detect any electrical discharges within 100 feet.

    ==============================
    Magic items
    Freemen Cloak: This cloak provides not only a convenient method to display ones own sigil, but it also is infused with the freedom of the sea, you gain advantage on any saving throw that would impede your movement.

     
    Utility items
    Miner's Pick
    Backpack
    Crowbar
    Holy Focus
    Waterskin
    Silk Rope (50ft)
    Grappling Hook
    1 Empty Vial
    Utility Weight: 15lbs
    Tools

    Tools Weight: 0 lbs
    Weapons
    Dark Prince's Storm
    Tonfa
    Weapon Weight: 8lbs
    Potions

    Potion Weight: 0 lbs
    Consumables

    2 lbs of Flour
    2 Smokestick
    25 gp of Silver Dust
    4 Bag of ball bearings
    Consumables Weight: 5 lbs
    Takar's Deals
    2 signal whistles
    Blades that Shine and Glisten: The Ordean Pin-Up Manuscript
    Ladenvar Drug x2
    Dragonweed x12
    Abyssinian Tea x6
    Half Moon x6
    Stardust x7
    Ice Pony x5
    Carpenter's Tools(Master Work)
    Jeweler's Tools (Master Work)
    Smith's Tools(Master Work)

    =======================
    Bandolier (Master Work)
    Consumables Weight: 0 lbs

    Bandolier
    1 Scroll of Bless
    1 Scroll Cure Wounds
    1 Scroll of Shield of Faith
    Consumables Weight: 3 lbs

    Bandolier
    1 Scroll of Bless
    1 Scroll of Healing Word
    Consumables Weight: 2 lbs

    Bandolier
    1 Scroll of Healing Word
    1 Scroll of Cure Wounds
    Consumables Weight: 2 lbs


    White Oak Sapling in a pot
    Top hat from a Leprechaun
    Bottle of Ancient Elven Wine from the Rift
    Self-Playing Lute
    Total Weight: 35 out of 390

    Random Stuff
    Wand of Sparks
    Bottle of Ancient Elven Wine from the Rift
    Automatic Quill
    Self-cleaning Toothpick
    Insta-Supplies!
    Rent-A-Blessing
    1 Mirror usable for Scrying
    DC 19 Disguise as Don Skyfixa
    Wand of Giggles: Causes a target to have a brief giggling fit once per day. DC 10 Wisdom save to resist.
    Wand of Haunting: Creates an image of a cartoonish ghost and makes spooky noises.


    Ox and Cart
    Chest 1: 12 Scrolls of Comprehend Languages
    4 Scrolls of Pass without a trace
    6 Scrolls of Healing Word
    5 Scrolls of Gentle Repose
    1 Scrolls of Detect Magic
    11 Scroll of Tongues
    3 Pass without Trace Scrolls
    1 Potion of Invisibility
    5 Oil Of Slipperiness
    4 Potions of Flying
    8 Potions of Speed
    4 Gaseous Form Potions
    7 Potion of Heroism
    6 Potion of Invulnerability
    Total: 112lbs

    Chest 2: Which Booty? Witch Booty.” Doltenian Workout Manual for a Body your Partner Will Make Pacts Over
    Rhinestone G.O.A.T Jacket
    1 Aesir Holy Symbols
    Masterwork Spyglass
    1 Silver Coin with the Symbol of Kaheeli on it
    Wand of Heating: Warms an object.
    Wand of Chilling: Cools an object.
    Wand of Cleaning x2: Cleans objects.
    Self-Playing Lute & Self-Playing Drums
    1900 gp Diamond Dust
    1k Diamond
    500 gp Diamond x 2
    Pearl of Omi
    Pouch of money Holding (Inside is 25000 plat)
    10 Dsangir Scales


    Chest 3: 4 Potion of Invulnerability
    1 Scroll of Hunter's Mark
    1 Elixer of Health
    8 Potion of Supreme Healing
    Bandolier (Master Work) x 3
    Carpenter's Tools(Master Work)
    Jeweler's Tools (Master Work)
    Smith's Tools(Master Work)
    Keelhauler
    THE ENDLESS STAR
    Eye of the Storm Series: Tempest
    Helmsman Pin
    Air Takar 1
    Total: 43 lbs

    Chest 4:
    Total: 0 lbs

    Chest 5:
    Total: 0
    Weight: 155 lbs


    Rose of Razzozin(When the rose is dipped in the blood of the recently slain they are raised to life. This is a one time use consumable. The recipient must not have been dead longer than 1 hour. It is an action to use the rose.)

    Ship Fund: 72928pp
    Gold: 9246 Platinum and 3 Gold
    Crafting Tokens: 0

    **Captain's Cuirass**
    Major Very Rare- Armor- Studded Leather - non- attunement
    *The leather armor of an unnamed sea captain, whose story has been lost to the depths of the sea. Whoever this captain was, they were either quite adept at magic, or had a crew with a similar skillset.*

    **Mental Bastion** - You gain Resistance to Psychic damage.
    **Red Shirt** - While you are taking bleed damage, you gain 2 additional DR to Physical and Cold damage.
    [Base Material, Adornment, Enchantment]


    Hadren's Stuff to be Returned
    A spellbook 3lbs


    Equipment
    Freemen
    Faction
    MAD MAN
    Stat Array
    Racial
    Goliath ASI: Str +2 Con +1

    Goliath Sharp Nipples: When in a cold climate your nipples become as hard as diamonds and deals extra damage when you are grappled.

    Stone's Endurance: When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

    Natural Athlete: You have proficiency in the Athletics skill.

    Mountain Born: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

    Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    Origin
    Krazax: You gain +1 Constution and proficiency in Survival.

    Peakfolk: Gain advantage on any skill checks and saving throws to avoid falling off an edge of a height greater than 10ft. Prof. in Acrobatics.

    Class
    Monk lvl 4 ASI: +2 Dex
    Monk lvl 8 ASI: +1 Dex and +1 Wis
    Church Boon +1 Con

    Kensei Ranged Weapons: Longbow
    Kensei Melee Weapons: Mace, Tonfa, Katar

    Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Rogue Expertise :Investigation and Martial

    Ranger Favored Enemy: Humanoid

    Natural Explorer:
    You ignore difficult terrain.
    You have advantage on initiative rolls.
    On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
    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.


     

    Faction
    Stormcaller (Cleric Only / Must worship Kaheeli) – Gain the duelist fighting style and deal an additional 2 lightning damage whenever you deal damage with a weapon benefiting from this fighting style. Add Call Lightning Lightning Bolt and Lightning Lure to the cleric spell list you coan prepare and cast. You learn the lightning lure cantrip.

    Kaheeli’s Kiss
    A Freemen that takes this mark, receives only half the normal healing they would receive, but they deal an additional 4 damage on any weapon damage roll they would make.

    Dexterity Cap increase +2

    Titles
    Veteran
    This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.


    Academy
    Wisdom Cap increase +2
    Constitution Cap increase +2
    Intelligence Cap increase +2
    Charisma Cap increase +2
    Language: Elvish
    Tool Prof 1: Carpenter's Tools
    Tool Prof 2: Jeweler's Tools


    Special
    The Elven Emperor put a small amount of his power in me to face the Toxic Indifference. I never used it, but I don't know if it still there or if he took it back.

    I have a sample of my hair at the Grey Pantheon Temple and it is being kept under gentle repose by the Clerics of Nero. Instructions have been left with them and my faction on what to do with it.

    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

    notsoshort.

    Statblock Type

    Verum Character Sheet

    Link/Embed