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Aryn Kelpeth

Triton Race
Orde/In Plain Sight Origin
Battle Herald Fighter 6 | Wild Magic Sorcerer 5 | Hope Cleric 1 | Level 12 Class & Level
Chaotic Good Alignment
The Seven Deity
World Wanderers Faction
Ambassador Rank/Position
29 Loyalty
The Cerulean Vanguard Company

Strength 18
+4
Dexterity 13
+1
constitution 14
+2
intelligence 13
+1
wisdom 13
+1
charisma 20
+5
Total Hit Dice 2D10, 1D6
Hit Die
1d10+2
+4 proficiency bonus
+8 Strength
+1 Dexterity
+6 Constitution
+1 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+1 Arcana
+8 Athletics
+9 Deception
+1 History
+1 Insight
+5 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+5 Nature
+5 Perception
+9 Performance
+9 Persuasion
+5 Religion
+1 Sleight of Hands
+1 Stealth
+7 Survival
skills

 
76
MV
3
Prestige
3
Attunement Slots
21
Armor Class
109
Hit Points
+1
Initiative
30
Speed
Weapon/AttackAttack RollDamage
Longsword 1d20+6 1d8+5
Eldritch Blast 1d20+6 1d10
Chaos Bolt 1d20+6 1d8+1d8+1d6
Attacks
Skill Proficiency: Athletics, Deception, Nature, Perception, Performance, Persuasion, Religion, Survival.

Tool Proficiency: Ranger Stones (WoWa), Cartographer's Tools (WoWa) & Alchemist's Supplies (Academy).

Languages: Common (Grass) (From Triton), Aquan (Lesser) (From Triton), Sylvan (Moon) (From Academy)
Proficiences
Cantrips:
Eldritch Blast, Guidance, Light, Mending, Prestidigitation, Shape Water, Sword Burst, Thaumaturgy

1st level Slots: 4
2nd level Slots: 3
3rd level Slots: 2

Sorcery Points: 5

Sorcerer Spells Known: 5
1st: Chaos Bolt, Expeditious retreat & Shield.
2nd: Blur & Misty Step.
3rd: Fireball.

Spells Prepared: 2
Bless, Create and Destroy Water, Healing Word and Heroism.

Metamagic:
Quickened - Casts spells as a bonus action. 2 Sorcery points.
Subtle - Cast without Vocal and Somatic components. 1 Sorcery point.
Spellcasting
Carrying Weight: 173 / 270

Equipped
Masterwork Plate Armour - 65 lbs
Commander's Crown (Attuned)
Cloak of the Blizzard's Pack
Shield (Holy Symbol of the Seven) - 6 lbs
Fiends Bane - 3 lbs
Warhammer - 2 lbs

Bandolier #1: Potion of Superior Healing, Potion of Greater Healing, Potion of Superior Healing
Bandolier #2: Potion of Growth, Scroll of Magic Missile, Scroll of Feather Fall

Resources
Gold: 1,515.5
Crafting Tokens: 92

Blueprint
vJewellery

Pet
Trained Giant Owl - Large Breastplate Barding

Tools
Cartographer's tools - 6 lbs
Climber's kit - 12 lbs
Ranger Stones
Healer's kit (10/10) - 3 lbs
Shovels - 5 lbs
Crowbar - 5 lbs
Magnifying Glass
Woodcarver's Tools.
Calligrapher's Supplies

Adventuring Gear
10x Caltrops - 2 lbs
4x Oil Flasks - 4 lbs (4 x 1 lbs)
5x Holy Water Flasks - 5 lbs (5 x 1 lbs)
50 feet of hemp rope - 10 lbs

Backpack - 5 lbs
Bedroll - 7 lbs
Mess kit - 1 lbs
Waterskin - 5 lbs
Traveller's Clothes - 4 lbs
5x Vials
Guiding stone

Consumables
Potion of Greater Healing
Potion of Superior Healing x5
Potion of Supreme Healing x3
Potion of Growth x2
Potion of Fire breath
Potion of Climbing
Potion of Invisibility x1
Potion of Invulnerability x3
Potion of Heroism x2
Elixir of Health

Scroll of Bless x10
Scroll of Create and Destroy Water x3
Scroll of Detect Magic
Scroll of Cure Wounds
Scroll of Healing Word
Scroll of Lesser Restoration x2
Scroll of Chaos Bolt
Scroll of Magic Missile
Scroll of Feather Fall x2
Scroll of Protection from Good and Evil x2
Scroll of Shield of Faith
Scroll of Charm Person

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Commander's Crown
Minor Very Rare. Attunement Attuned
Increase the amount of temporary hitpoints you gain from the inspiring leader feat by 10.
Whenever you use the Commander's Strike Maneuver, the bonus damage your ally recieves is also added to one of your attacks.
Whenever you use the Rallying Cry ability you increase the healing you and your allies recieve by an additional 5.
You also gain an additional use of Second Wind.

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Cloak of the Blizzard's Pack
Wondrous Cloak - Major Uncommon
A white cloak made from the pelt of an ice wolf, the hood of the cloak is designed to look like a wolf's head. It is slightly cold to the touch and in particularly hot areas steam can be seen emanating from it.
While wearing this cloak, Cold damage you take is reduced by 1.
[Base Material, Enchantment]
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Fiends Bane
Longsword - Rare
+1 Acid damage
A steel blade black as coal made by a battle-loving Triton. At the hilt is a soft, white flame, warm to the touch, but not unpleasant. As the sword is swung the heat of the flame increases and the fire begins to run along the blade.

As a bonus action, you can cover this weapon with small white flames. For the next minute, attacks made with this weapon deal an additional 1d4 fire damage. If the target is a Fiend, you can choose to deal radiant damage instead. You can use this ability twice, with both uses replenishing at dawn.
[Base Material, Adornment]
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At the start of each mission choose a type of ammunition: arrow, bolt, dart, or javelin; and one of the following effects:
  • Healing Leech: When fired as part of a ranged weapon attack, the Healing Leech ammunition heals you for an amount equal to the roll of the weapon damage dice on a hit. Furthermore, the affected enemy has all healing received until the start of the attacker's next turn reduced by 10.

  • Bloodthirst: When fired as part of a ranged weapon attack, the bloodthirst ammunition deals an additional [1d6] bleed damage on a successful hit. This bleed effect is removed on a successful DC 14 medicine check or HP restoration.

  • I gain 3 of the chosen ammunition type.
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    Tranquility Lake
    +2 Masterwork Shield - Minor Legendary (90 Days, 9,000gp) - Attunement - Attuned

    A smooth stone shield coated in a layer of water that sticks to its surface. The water reflects the user's mood; for example, it becomes warm and full of erratic movement when the user is angry or cold and tranquil while the user is calm. The water can also be manipulated somewhat freely by the user, like form wave patterns, make different shapes and turn to ice or steam.

    Your Charisma score is increased by 4, up to a maximum equal to your ability score cap.

    Cleansing Bubble: As a bonus action, the water on the shield expands into a bubble encompassing a 5 foot radius around the user for one minute, granting the following abilities:

  • All creatures within the bubble are immune to fire damage and resistant to cold damage.
  • When Cleansing Bubble is activated, all allies within 5 feet of you receive 5 temporary hit points.
  • Any enemies within 5 feet of you when Cleansing Bubble is activated must make a DC 17 Strength save or be pushed 5 feet away from you.
  • An enemy may attempt enter the space of the bubble by succeeding a DC 17 Strength Check. This check can be performed once per turn.
  • The area inside the bubble is difficult terrain for enemies.

  • This ability requires concentration to maintain. You can use this ability twice, regaining all spent uses after completing a short or long rest.

    Purifying Waters; You can use your action to cast remove curse at 3rd level on either yourself or an ally within 5ft. If you remove a curse in this way while Cleansing Bubble is active, the magic is dispersed into the bubble's water, healing all allies in the bubble for 1d8 + your Charisma Modifier and dealing all enemies in the bubble 2d8 necrotic damage + your Charisma Modifier. You can use this ability twice, regaining all spent uses after completing a long rest.

    Tentacle Lash: As an action, a watery tentacle lashes out at a target within 15ft. The target must make a DC 17 Dexterity saving throw. On a failure, they take 3d10 bludgeoning damage and are pushed back 10 feet. On a success, they take half the damage and are not pushed. You can use this ability three times, regaining all spent uses after completing a long rest.

    [Base Material, Adornment, Enhancement, Spell Invocation x2, Special Crafter]

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    A Dark Message
    Crafted by Aryn Kelpeth
    Wondrous (Ring) - Major Rare (2,000gp, 20 Days) - Attunement (Attuned)

    A thorny ring made from the dark red wood of a hallowed tree in Dolten that's been scarred by the horrors of the Darkfire Sentinel. Silloways hallow ground still lays there in the pale fields, burned. This ring was made as a reminder of that failure and to do better moving forward.

    Dark Message. As an action you can send a 5 word message to a creature who you know the name of and have physically met before. This message is read aloud in their head in your voice and the creature knows you sent it. This message can travel great distances, but has a 20% chance to fail if sent to a different plane of existence. You can do this 10 times, regaining all uses after finishing a long rest.

    Hope From Blood. This item contains 5 charges. As an action when you are within 30 feet of a friendly creature, you can expend 1 or more charges to restore 1d4+1 hit points per charge spent. You regain all expended charges after finishing a long rest.

    Sinister Flames. Fire within 10 feet of this item turns black, no longer spreads, deals necrotic damage, and dissipates after 1 minute. This time starts as soon as you are within range.

    The Flames of Life. As an action, you can use this effect to gain lifesense out to a range of 10 feet for 1 minute. You can use this feature twice, regaining both features after finishing a long rest.

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    Rustgill Spore Spear
    Tier 3 Mission Reward
    +1 Spear - Very Rare (5,000gp) - Attunement

    This Russet mushroom Spear still sprinkles spores when roughly shaken.

    Mycology. +2 to Nature Checks

    Fruiting Spores. Once per long rest, a creature that you strike with a spear sprouts russet mushrooms all over their body, providing a -2 penalty to AC for 1 hour.

    Sickening Spores. On a Critical hit with this spear, you remove a creatures immunity to the Poisoned condition, poison damage, and resistance to poison damage for 1 round.

    Accelerated Decomposition. 3 times per a long rest, a mundane organic object damaged by your spear takes a -3 penalty to their relevant usage. This only effects attended objects if they are specifically targeted and will not work in conjunction with Fruiting Spores.
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    At the WoWa outpost (Anything under this is stored at his quarter in the Dolten Outpost)
    Revenant Hydra Head (Trophy, no mechanical benefit)
    Shark plushie (Given to him by Laylat)
    Angler fish plushie (Also given to him by Laylat)

    An envelope containg parchments describing Aryns story.



    Equipment
    World Wanderers
    Faction
    Razzle Dazzle
    Stat Array
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    | Orde - In plain sight |
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    ASI: +1 Charisma.
    Skill Proficiency: Deception, Religion.
    Warlock Cantrip: Eldritch Blast

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    | Race Features |
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    ASI: +1 Strength, +1 Constitution and +1 Charisma.
    Swim Speed: 30 feet.
    Amphibious: You can breathe air and water.
    Darkvision: 60 feet dim light counts as bright light and 60 feet of darkness counts as dim light.
    Languages: Common (Grass), Aquan (Lesser).

    Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

    Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

    Guardian of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

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    | World Wanderers |
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    Primal Surge: As a bonus action you heal yourself for 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.

    Healing is in her blood: Whenever you would be healed by a spell or the Healer feat you are healed for an additional 3 hit points.

    Ambassador
    +5 HP

    Loyalty benefits
    -Advantage on survival checks to track humanoids.
    -I can scavenge for food in even the most desolate of places, I can find enough food to feed myself and two others.
    -I ignore non-magical difficult terrain.
    -I gain proficiency in Survival and Nature. If I already have proficiency in one of the skills I instead gain +2 to that skill (Survival)
    -I can cast Beast Bond and Water breathing once per long rest.

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    | Feats |
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    Inspiring Leader: You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

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    | Battle Herald Fighter |
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    Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

    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.

    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.

    Rallying Cry: At 3rd level, you learn how to inspire your allies to fight on past their injuries.
    When you use your Second Wind class feature, all allies that can see or hear you within 60 feet heal an equal amount of hit points that you healed.

    Expanded Tactics: When you choose this archetype at 3rd level, you learn other methods to deal with conflict.
    You gain proficiency with the Persuasion and Performance skills.

    Level 4 ASI: Inspiring Leader feat

    Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
    The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

    Level 6 ASI: +1 Strength and +1 Charisma.

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    | Wild Magic Sorcerer |
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    Tides of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

    Sorcery Points: 3
    Can be used to create spell slots. The price for a spell slot is the level of the spell slot x2.

    Metamagic:
    Quickened - Casts spells as a bonus action. 2 Sorcery points.
    Subtle - Cast without Vocal and Somatic components. 1 Sorcery point.

    Level 4 ASI: +2 Strength.
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    | Hope Cleric |
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    Church boon: +1 Strength.
    Lip Service: Survival.

    Inspired Mind: Choose one of the following: Saves, Skills, or Attacks. You gain +1 to all rolls of the selected type. You may change this selection after a short rest. At 8th Cleric level this increases to +2 and at 16th Cleric level to +3.

    Glimpse of Ambition: You may choose an ally as a bonus action once a round. Until the beginning of your next turn, they gain the benefit of your Inspired Mind ability. You may extend this duration to one minute at the cost of forfeiting the bonus to yourself for the same duration. This effect may only be active on one ally at a time, though you may end it early by using the ability again.



    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

    HonestGhost.

    Statblock Type

    Verum Character Sheet

    Link/Embed