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Sir Octavian Atziluth

9 Level (0/64000 XP for level-up) Midas (Royal Apothecary of the Imperial Kingdom) (Sparking Knight) (Jungle of Elements) Background Elf (Eladrin) +2 Dex, +1 Cha Race / Species / Heritage Neutral Good Alignment
Paladin (Ancients) (Gestalt) (BASE)
Level 9
Hit Dice: 7/9
1d10+5 Class 1
Warlock (Genie) (Gestalt) (3) (d8)
Level 1
Hit Dice: 1/1
1d8+5 Class 2
Warlock (Celestial) (Gestalt)
Level 1
Hit Dice: 1/1
1d+5 Class 3

STR
13
+1
DEX
22
+6
CON
20
+5
INT
11
+0
WIS
14
+2
CHA
24
+7
106
Hit Points
+6
Initiative (DEX)
25
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+11 Attack mod
CHA Ability
+7 Abi Mod
19 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+6 Dexterity
+5 Constitution
+1 Intelligence
+7 Wisdom
+12 Charisma
saving throws
+14 Acrobatics DEX
+7 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+8 Deception CHA
+1 History INT
+7 Insight WIS
+8 Intimidation CHA
+1 Investigation INT
skills
+7 Medicine WIS
+1 Nature INT
+7 Perception WIS
+8 Performance CHA
+12 Persuasion CHA
+1 Religion INT
+6 Sleight of Hand DEX
+10 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Race
Elf (Eladrin)
MTF
p61
Ability Scores: Dex +2; Cha +1
Size: Medium
Speed: 30 ft.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

(Non-applicable) (Darkvision. Accustomed to twilit forests and the night sky, 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. You can't discern color in darkness, only shades of gray.)

Tremor Sense: You gain tremorsense to a radius of 60 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that the source of the vibrations (Monsters/Creatures) are in contact with the same ground or substance. Tremorsense cannot be used to detect flying or incorporeal creatures.

Eye's of Rahsh'tallah: When you touch your bonded dragon, you can see through their eyes, as if you were them.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, any eladrin can change their season.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:

Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

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(level 1 stuff)
Divine Sense
PHB p82
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

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Midas Trial Boon
Due to passing the trial of Midas, you are granted a missed class feature.

Pact Magic
PHB p105
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

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Lay on Hands
PHB p82
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

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Otherworldly Patron (Gestalt)
PHB p105
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

The Genie
TCE p73
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

Genie's Vessel
1st-level Genie feature

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table. (Ornate Lanturn)

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.

Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

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(level 2 stuff)
Divine Smite
PHB p82
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

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Fighting Style
PHB p82
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Blind Fighting
TCE p41
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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Missed Class Feature: Spellcasting
Spellcasting
PHB p82
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

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(level 3 stuff)
Pact Boon
PHB p105
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain
p107
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

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Sacred Oath
PHB p82
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Oath of the Ancients Spells
Paladin Level Spells
3rd ensnaring strike, speak with animals
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride

Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

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Channel Divinity
Channel Divinity: Harness Divine Power
TCE p52
3rd-level paladin optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
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Channel Divinity: Nature's Wrath
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
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Channel Divinity: Turn the Faithless
You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

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Oath of the Ancients
PHB p86
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

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(level 4 stuff)
Gestalt ASI, Feat, Missed Class Feature
ASI: +1 Dex, +1 Con

Feat:
Skilled
PHB
p170
You gain proficiency in any combination of three skills or tools of your choice. (Acrobatics, Survival, Animal Handling)

(Missed class feature): Eldritch Invocations

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Eldritch Invocations
Investment of the Chain Master
TCE
p71
Prerequisites: Pact of the Chain
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

  • Gift of the Ever-Living Ones
    XGE
    p57
    Prerequisites: Pact of the Chain
    Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

    Eldritch Mind
    TCE
    p71
    You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.


    Gift of the Depths
    XGE
    p57
    Prerequisite: 5th level
    You can breathe underwater, and you gain a swimming speed equal to your walking speed.

    You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

    Armor of Shadows
    PHB
    p110
    You can cast mage armor on yourself at will, without expending a spell slot or material components.

    --------------------------------
    (level 5 stuff)
    Extra Attack
    PHB p82
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    --------------------------------
    (level 6 stuff)
    Aura of Protection
    PHB p82
    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

    At 18th level, the range of this aura increases to 30 feet.

    Otherworldly Patron Feature: Elemental Gift
    PHB p105
    At 6th level, you gain a feature granted by your Otherworldly Patron.

    Elemental Gift
    TCE p73
    6th-level Genie feature

    You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: Cold (marid).

    In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    ---------------------------------
    (level 7 stuff)
    Aura of Warding
    Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

    At 18th level, the range of this aura increases to 30 feet.

    Mounted Combatant
    +1 Cha from Navi
    You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
    You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
    You can force an attack targeted at your mount to target you instead.
    If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    Elvan Accuracy
    +2 Dex from Navi
    The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
    Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
    Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

    --------------------------------
    (Level 8 stuff)
    FEAT + Missed Class Feature
    Divine Health
    By 3rd level, the divine magic flowing through you makes you immune to disease.

    Chef +2 Con
    TCE
    p79
    Time spent mastering the culinary arts has paid off, granting you the following benefits:
    Increase your Constitution or Wisdom by 1, to a maximum of 20.
    You gain proficiency with cook's utensils if you don't already have it.
    As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
    With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

    Navi Reward:Skill Expert
    +2 Cha
    TCE
    p80
    You have honed your proficiency with particular skills, granting you the following benefits:
    Increase one ability score of your choice by 1, to a maximum of 20.
    You gain proficiency in one skill of your choice.
    Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

    ---------------------------------
    Fey Touched
    +2 Cha
    TCE
    p79
    Your exposure to the Feywild's magic has changed you, granting you the following benefits:
    Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
    You learn the misty step spell and one 1st-level spell of your choice (Dissonant Whispers). The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

    Eldritch Adept
    +1 Wisdom
    TCE
    p79
    Prerequisite: Spellcasting or Pact Magic feature
    Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. (Armor of Shadows) If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
    Whenever you gain a level, you can replace the invocation with another one from the warlock class

    ------------------------------------
    Celestial Warlock:
    Subclass Features
    The Celestial
    XGE p54
    Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

    Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

    Expanded Spell List
    The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

    Celestial Expanded Spells
    Spell Level Spells
    1st cure wounds, guiding bolt
    2nd flaming sphere, lesser restoration
    3rd daylight, revivify
    4th guardian of faith, wall of fire
    5th flame strike, greater restoration
    Bonus Cantrips
    XGE p54
    At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

    Healing Light
    XGE p54
    At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

    As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

    Your pool regains all expended dice when you finish a long rest.

    Otherworldly Patron feature
    PHB p105
    [–]
    At 6th level, you gain a feature granted by your Otherworldly Patron.

    Radiant Soul
    XGE p54
    [–]
    Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

    Features & Traits
    Rahsh'tallah's Tormenta Grasp
    Wyvern Lance+2/Wyvern Tear
    Aspect of Midas
    Soul/Pact Attunement Octavian Only
    Melee Range weapon (Martial, Lance,Finesse,Two Handed)
    Category: Items
    Damage: 2d6+2
    Damage Type: Piercing, Slashing
    Item Rarity: Pinnacle
    Properties: Reach,Cleaving
    Weight: 6
    Holy Focus: When casting spells with verbal components, the staff projects the words to cast them. Alternatively your familiar can also speak them for you. (Cause Octavian is mute.)

    Blessing of the Blue Dragon: Your Intelligence, Charisma, and Wisdom gains +1 to it's Score, Skills, and Saves.

    Lightning Claws: This Weapon and Rahsh deal an additional 1d4 Lightning Damage.

    Scales of Sparks: Rahsh and You gain +3 ac and whenever an enemy within 5 feet of you would attack you with a melee weapon and deal more damage than your Constitution modifier, you can bleed lightning on that enemy for an amount of Lightning damage equal to your Constitution modifier. This can only occur once per round.

    Tormenta Smite: When You or Rahsh'tahlla get a Critical Hit on a Hostile Creature you can add 5d8 of Lightning Damage. As both your bodies sparks with a Golden Lightning; You and allies within 15 feet of you or Rahsh gain Temp Hp based off Half the Total Lightning Damage Dealt. If that you or your allies already have Temp hp it is converted to healing instead. Can be used Twice per long rest.

    Lightning Jump: Whenever you use Jump! you may use this maneuver to double the jump height and your aerial attacks are done at advantage. Can be used Twice Per Long Rest.

    Thunder Slam: Once landing on the ground from Lightning Jump; the fall damage is applied as Thunder Damage and creatures within 15 ft radius of you take that damage as well unless they make a DC 16 Dex Save. On a save the damage is Halved. You are resistant to the thunder/fall damage from this ability.

    Jump!: You can Vault as part of your movement. However, your Movement ends once you use Jump. The Vault is half your movement and you are able to attack up to the amount of attacks you have + 1 or you can attempt to Mount Attack a creature. At the end of turn you will land on the ground or mount the creature. You will take falling rules damage if you don't make the Dex Save DC of Height Jumped + 5. This can be used up to your Prof Modifier until a Short or Long Rest.

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    Snowdrop Crown
    Once a singular Snowdrop flower, it bloomed into an everliving crown of flowers after being threaded into Octavian's hair.

    This time has no main effects and is Aesthetic, however it will never wilt.
    (It symbolizes Rebirth/Resurrection and messages of Spring.)

    --------------------------------------------------
    Bag of Holding
    85,240gp
    x3 Potions of Growth
    x15 Potions of Healing
    Longsword (1d8 - 1d10 slashing, versatile)
    Herbalism Kit, Alchemist Kit, Lyre, Weaver's tools
    Breastplate (AC = 14+2 Dex)

    --------------------------------------------------
    Boots of Water Walking
    While wearing these boots, you can stand on and move across any liquid surface as if it were solid ground.

    ---------------------------------------------------
    Crystalline Mirror
    (Attunement required by a caster) - The user gains one first level spell slot. This cannot grant a warlock spell slot.

    ----------------------------------------------------
    +2 Burning Buckler
    +3 AC and Fire DR equal to your proficiency bonus; Does not stack with other sources of DR.

    ----------------------------------------------------
    Dagger of Warning
    Weapon, uncommon (requires attunement)
    Major tier
    Simple weapon, melee weapon
    1 lb. 1d4 Piercing - light, thrown
    This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Paladin Spells:
    Level 1:
    Bless
    PHB
    p219
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a sprinkling of holy water)
    Duration: Concentration, up to 1 minute
    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Ceremony
    XGE
    p151
    1st-level abjuration (ritual)
    Casting Time: 1 hour
    Range: Touch
    Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
    Duration: Instantaneous
    You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

    Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
    Bless Water. You touch one vial of water and cause it to become holy water.
    Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
    Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
    Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
    Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

    Command

    PHB
    p223
    1st-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round
    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

    Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

    Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    Drop. The target drops whatever it is holding and then ends its turn.
    Flee. The target spends its turn moving away from you by the fastest available means.
    Grovel. The target falls prone and then ends its turn.
    Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Compelled Duel
    PHB
    p224
    1st-level enchantment
    Casting Time: 1 bonus action
    Range: 30 feet
    Components: V
    Duration: Concentration, up to 1 minute
    You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

    The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

    Cure Wounds
    PHB
    p230
    1st-level evocation
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Detect Evil and Good
    PHB
    p231
    1st-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt

    Detect Magic
    PHB
    p231
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Detect Poison and Disease
    PHB
    p231
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a yew leaf)
    Duration: Concentration, up to 10 minutes
    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Divine Favor
    PHB
    p234
    1st-level evocation
    Casting Time: 1 bonus action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 minute
    Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

    Ensnaring Strike
    PHB
    p237
    1st-level conjuration
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
    The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

    While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

    At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Heroism
    PHB
    p250
    1st-level enchantment
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1 minute
    A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Protection from Evil and Good
    PHB
    p270
    1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
    Duration: Concentration, up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

    The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    Purify Food and Drink
    PHB
    p270
    1st-level transmutation (ritual)
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Instantaneous
    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

    Searing Smite
    PHB
    p274
    1st-level evocation
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
    The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

    Shield of Faith
    PHB
    p275
    1st-level abjuration
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S, M (a small parchment with a bit of holy text written on it)
    Duration: Concentration, up to 10 minutes
    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

    Speak with Animals
    PHB
    p277
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: 10 minutes
    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

    Thunderous Smite
    PHB
    p282
    1st-level evocation
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
    The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

    Wrathful Smite

    PHB
    p289
    1st-level evocation
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
    The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

    Level 2:
    Aid

    PHB
    p211
    2nd-level abjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a tiny strip of white cloth)
    Duration: 8 hours
    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

    Branding Smite

    PHB
    p219
    2nd-level evocation
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
    The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

    Find Steed

    PHB
    p240
    2nd-level conjuration
    Casting Time: 10 minutes
    Range: 30 feet
    Components: V, S
    Duration: Instantaneous
    You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

    Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

    When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

    While your steed is within 1 mile of you, you can communicate with each other telepathically.

    You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

    Gentle Repose

    PHB
    p245
    2nd-level necromancy (ritual)
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
    Duration: 10 days
    You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

    The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

    Lesser Restoration

    PHB
    p255
    2nd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

    Locate Object

    PHB
    p256
    2nd-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a forked twig)
    Duration: Concentration, up to 10 minutes
    Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

    The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

    This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

    Magic Weapon

    PHB
    p257
    2nd-level transmutation
    Casting Time: 1 bonus action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1 hour
    You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

    Misty Step

    PHB
    p260
    2nd-level conjuration
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Instantaneous
    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Moonbeam

    PHB
    p261
    2nd-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
    Duration: Concentration, up to 1 minute
    A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

    When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

    A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

    On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

    Prayer of Healing

    PHB
    p267
    2nd-level evocation
    Casting Time: 10 minutes
    Range: 30 feet
    Components: V
    Duration: Instantaneous
    Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

    Protection from Poison

    PHB
    p270
    2nd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: 1 hour
    You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

    For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

    Warding Bond

    PHB
    p287
    2nd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
    Duration: 1 hour
    This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

    The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

    Zone of Truth

    PHB
    p289
    2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: 10 minutes
    You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

    -----------------------------------------
    Warlock Spells:
    Cantrips:
    Lightning Lure
    TCE
    p107
    Evocation cantrip
    Casting Time: 1 action
    Range: Self (15-foot radius)
    Components: V
    Duration: Instantaneous
    You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. 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.

    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Thunderclap
    XGE
    p168
    Evocation cantrip
    Casting Time: 1 action
    Range: 5 feet
    Components: S
    Duration: Instantaneous
    You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.

    The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Prestidigitation
    PHB
    p267
    Transmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Up to 1 hour
    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    You instantaneously light or snuff out a candle, a torch, or a small campfire.
    You instantaneously clean or soil an object no larger than 1 cubic foot.
    You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Level 1:
    Find Familiar (Pact of the Chain)
    1st-level conjuration (ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
    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.

    Fog Cloud
    1st-level conjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Concentration, up to 1 hour
    You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

    2nd Level:
    Blur
    2nd-level illusion
    Casting Time: 1 action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

    Mirror Image
    PHB
    p260
    2nd-level illusion
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: 1 minute
    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

    Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

    3rd Level
    Create Food and Water

    PHB
    p229
    3rd-level conjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: Instantaneous
    You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

    Spirit Shroud

    TCE
    p108
    3rd-level necromancy
    Casting Time: 1 bonus action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 minute
    You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

    Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

    In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

    Hypnotic Pattern

    PHB
    p252
    3rd-level illusion
    Casting Time: 1 action
    Range: 120 feet
    Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
    Duration: Concentration, up to 1 minute
    You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

    The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

    Remove Curse

    PHB
    p271
    3rd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

    Summon Fey
    3rd-level conjuration
    Casting Time: 1 action
    Range: 90 feet
    Components: V, S, M (a gilded flower worth at least 300 gp)
    Duration: Concentration, up to 1 hour
    You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

    The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

    4th level
    Banishment
    4th-level abjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (an item distasteful to the target)
    Duration: Concentration, up to 1 minute
    You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

    If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

    If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

    -----------------------------------------
    Dragon Pact Special: Call Lightning
    Call Lightning
    PHB
    p220
    3rd-level conjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Concentration, up to 10 minutes
    A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

    When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

    If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

    At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

    -----------------------------------------
    Fey Touched Spells:
    Dissonant Whispers
    PHB
    p234
    1st-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: Instantaneous
    You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    -----------------------------------------
    Snow Princess 1st level Spells:
    Shield
    PHB
    p275
    1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Inflict Wounds
    PHB
    p253
    1st-level necromancy
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Burning Hands
    PHB
    p220
    1st-level evocation
    Casting Time: 1 action
    Range: Self (15-foot cone)
    Components: V, S
    Duration: Instantaneous
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

    The fire ignites any flammable objects in the area that aren't being worn or carried.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Create or Destroy Water
    PHB
    p229
    1st-level transmutation
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
    Duration: Instantaneous
    You either create or destroy water.

    Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
    Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
    Spellcasting
    Common, Elvish, Slyvan, Alrebel (Sign-language), Primordial, Draconic, Latisvar

    Herbalism Kit, Weaver's Tools, Alchemist supplies, Lyre, Chef's Utensils, E.Acrobatics, Animal Handling, Athletics, Insight, Medicine, Perception, Persuasion, Survival, Stealth

    Languages & Proficiencies
    Title: Sparking Knight
    "I Midas Selara, as well as Elder of the of the Imperial Kingdom, dub Sir Octavian Atziluth, to be my Sparking Knight, no matter what pact he chooses, to always be by my side."

    This is an active title, and grants you access to the following benefits:
    Midas's Dragon Boons: Lightning Caller, Lightning Arc, Lightning Unbound, Ride the Lightning while being in another kingdom/Pact. As you are a Knight Comadant of the Imperial Kingdom.

    Summer Champion's Blessing
    Through the powers of Navi's blessed kiss, Octavian as regained the use of his voice and can use the Eladrin Racial: Fey Step to switch between seasons At-Will; and no longer requires a long rest to do so.

    His vision is only availble in the Summer Veil, or when he calls upon the power of the veil.
    His Dragon pact mark is located upon his neck. He can speak so long as he remains pacted with Navi.

    Sparking Knight: Dragon Vow Pact
    Midas Salara
    (Fulmen Tormenta Line)
    Alignment: Good
    The Imperial Kingdom

    ------------------------------------
    The Elder Blue Dragon of Lightning and Culture
    Originally, Midas was the Royal Advisor of the Sun Dragon, but due to the curse set upon her by Sierra and Nocturne, she became a statue of gold, and her kingdom suffered. Their minds were altered from this event 20 years ago. However, this all changed when the Wild Cards combined magic and pacts of their elders to remove the curse.


    Freed from the Prison of Golden chains, Midas's original aspects have revealed themselves: a dragon presiding over Lightning and Culture. Those pacted to Midas gain knowledge of fine arts and the freedom to be true to themselves like lightning in a storm. With Midas and the Imperial Kingdom freed from the Curse of Greed, they will heal over time and prosper once again. Instead of being the Kingdom of Gold, it will once more be The Kingdom of Freedom and Culture.
    ================================================
    Clerical Alignments:
    All (Except Chaotic or Evil)
    ----------------------------------------------
    Origin: +1 to Any Three Ability Scores and +2 Ability Score Cap Increase to any One Score

    Skill: Gain Proficiency in History, Religion, or Persuasion.

    Tools: Gain Proficiency in any 2 Tools, 1 Musical Instrument, and 1 Kits.

    Starting Location: Seas of Sorrows, Desert of Discovery, Jungle of Elements, and The Shining Kingdoms
    -----------------------------------------------------
    Expertise of Culture: When using History or Religion on a culture related check, you may add +10 to the roll, regaining both uses upon completing a long rest.

    Merchant's Tongue: Whenever you use Persuasion to sell or bargain something you can add +10 to that roll. You can use this ability twice, regaining both uses upon completing a long rest.

    A Gift for your Future Endeavors: You start off with 1,000 GP, a sales cart that you may sell your wares or commissions, a Merchants permit, and a companion so you may travel the world freely.

    Influence of Midas: Whenever you would buy something from a merchant or trade (that isn't a crafting material) in the of the starting locations listed you can get items for 25% off.

    Culture Beyond Borders: You gain an additional Common Languages up to your proficiency modifier and for each additional language you know or gain +2 Max Hp. (This includes Starting Racial Languages)
    -----------------------------------------
    Lightning Caller: You gain Call Lightning as one of your spells known. It can be cast once per day at your highest spell level, without expending a spell slot. This can occur once per long rest.
    ----------------------------
    Lightning Arc: Whenever you deal Lightning Damage with a Spell or Weapon attack; you may as a bonus action arc your lighting from the target to a different creature of your choice that you can see within 10 feet of it then continue the arc to another creature within 10 feet of that one; to a max of your proficiency modifier. Creatures affected by this Arc takes Lightning Damage up to your Spellcasting Modifier. This can be used once per long rest.

    RIDE THE LIGHTNING- As a reaction; once using Lightning Arc you may teleport to the last creature that was hit by the Arc adding 1d4 to Lightning Arc's Damage. If you used a weapon attack that was a critical hit for Lightning arc you add your weapon damage dice in addition to Lightning Arc.
    -------------------------------------------------------------------------------------------------------------------
    (Dragon's Vow) Lightning Unbound Dragon INSTALL: As an action, you may cast a powerful lightning field, centered on yourself, with a radius of 15 feet for 1 minute. You gain an additional 2 uses of Lightning arc and at the end of your turn may force a target within range to make a DC 15 saving throw or suffer lightning damage equal to a number of d8's equal to half your level, rounded down. On a successful save, this damage is halved. You can use this vow once per Long Rest. (Octavian gains True Sight up to 30 ft for 1 minute upon using this dragon vow.)
    --------------------------------------
    Veils of Summer
    Navi Talisbane
    (Lancelot Line)
    Alignment: Neutral
    The Veils of Summer
    ------------------------------
    Redacted Redacted Redacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted RedactedRedacted Redacted
    ------------------------------
    Clerical Alignments Neutral or Chaotic Alignments Only
    --------------------------------
    Origin
    Choose 2 Feats. Your Feat cap is increased by 2.

    Skills
    Choose two from Animal handling, Deception, Nature, Performance, and Persuasion.

    Tools
    An Instrument and Herbalism Kit

    Starting Locations
    Forest of Dreams, The Shallow Yards, Seas of Sorrows, and The Midnight Woods.
    ----------------------------
    Disclaimer: Only Fey races may join this empire. If you do wish to join this empire and you aren't a fey race then you will be reincarnated into a fey race. (Dryads, Ecofolk, Fairies, and Ect.)

    Fighters and Rogues cannot Join this Empire.
    --------------------------
  • Features -
  • Once Upon a Time
    You no longer gain ASI or bonuses to ability scores unless you gain it from dragon rewards, magic items, or feats. Whenever you gain a feat, you add a +1 ASI to any stat if it doesn't have an ASI already. If the feat already has an ASI, then double the bonus.

    Example: Resilient (Wisdom): Grants a +2 Wisdom instead of +1 to Wisdom.

    Aesop's Fables of a Hero
    You gain an additional Subclass if you're a Martial/Caster or Martial/Martial Gestalt. The subclass you gain must be from the class that you already have a subclass in.

    The Woodcutter with a Golden Axe
    If you're a Pure Class, gain proficiency in any skill whenever you gain a Feat. If you already have proficiency in the skill, gain expertise instead.

    Fox and the Crow
    If you already have two subclasses via Caster/Caster Gestalt, you gain a missed class feature whenever you gain a Feat.

    Disclaimer
    If you gain a feat and you are already at the cap for Feats, you will not gain the bonuses from The Honest Woodcutter or Fox and the Crow.

    The Snow Princess
    Once you possess 7 Feats, you gain the following: +7 Max Hp, three 1st level Spell slots, four 1st level spells known from any spellcasting class, +2 DR to all damage, +1 AC, +2 ASI, and +2 Ability Score Cap Increase.

    Little Red
    With the knowledge of fairy tales, you have an easier time seeing through disguises and lies. Whenever, by DM Discretion, an NPC or Player would make a deception check against your insight check, you may make a reroll or add +X to your result (X is the number of feats you have).

    The Little Siren
    Whenever you make a charisma check to charm, you may choose to roll it with advantage. You must choose to use this ability before you get results from the DM. If you do so, the charmed condition is applied as well. You may do this twice per Long rest.

    Town Musicians of Summer
    If a creature is charmed by your spell, ability, or Little Siren, once the charm ends they must make a DC (8+ X+ PROF) WISDOM SAVE or they take Xd12 Psychic Damage and, then are compelled to dance like wild animals for half of X rounds. While under this effect, their attacks targeting you are done at disadvantage. You can do this Half of X times per Long Rest. (X is the number of Feats you have.)

    Pixie Dust
    As an action, you may force a hostile creature to make a wisdom throw (8+X+Prof), or become one size smaller until the end of your next turn. Additionally, while under this effect, their saving throws and checks against charms are done with disadvantage. You may use this ability twice, replenishing uses on long rest. (X is the number of Feats you have.)

    Magic Beans are Better
    You can use Pixie Dust on an ally to make them one size larger for X rounds. They are not affected by the negative effects of Pixie Dust. (X is the number of Feats you have.)

    Kiss of the Summer Prince
    As a bonus action, you can kiss an ally to heal them for a number of hit points equal to 1d12 + your Level + X and remove all debuffs, even void-related. You may use this three times, replenishing uses on long or short rest. (X is the number of Feats you have.)

    House of Sugar
    Class features, racial features, and feats that can only be used once or twice per long rest gain an additional charge.

    Ex: You can use your Aasimar racial feature twice instead of once per Long Rest.

    Dragon Vow

    Fairy Dragon-Mother
    As an action, you envelop yourself in the clamor of the Summer Council as daylight breaks, empowering you and your allies within 15 feet of you for one minute, or until you go unconscious. You can choose to end this effect early as a free action.

    You Gain a Fly Speed of 60ft.
    Allies that end their turn in your aura heal for half of X round down.
    Your charm checks and spell DC's increase by half of X round down.
    Kiss of the Summer Prince can be done at 30 feet.
    You regain a charge of Pixie Dust.

    This Vow can be used once and refreshes at Dawn. (X is the number of Feats you have.) (Octavian gains True Sight up to 30 ft for 1 minute upon using this dragon vow.)

    Title: Knights of the 13 Lights
    (Can be named Sir or Dame)

    (Title Slot: Passive and Active)
    (Class: Any)
    (Rarity: Mythical)

    Active and Passive

    Blessing of the Elder : Once Knighted by an Elder Dragon you gain their Dragon Features and Dragon Vow even without being Pacted with the Dragon

    Hunter Friends:
    Victoria
    Voris
    Torin
    Sau'tith
    Azur
    Rome
    Isanne
    Kiara
    Aretta
    Pop
    Dolci
    (More Pending)

    Bonds
    Octavian is Blind due to an incident in his past, having lived in the jungle of elements he was injured during an attack from the Zeo Empire. Suffering a critical blow to the head the last sight he witnessed was a field of corpses of his kinsman. When he awoke only blackness greeted his vision, and the gentle caress of a smoggy breeze.

    Octavian is Mute, either by choice or otherwise, no one has ever heard him utter a word in many years. Beneath his high collared clothes, bandages are ever present.

    Flaws
    Apothecary Green Thread of Fate

    Level1: You do not need to roll for crafting checks to make potions, additionally you do not require components to create them either in substitution for their gold value. When you would create a potion, you create them at half their original gold cost value. EX: Health Potion is normally 50gp, for you it is 25gp.


    Octavian Knowledge OOC Notes

    Thread of Green Fate - Remnants of Rhyliona's past
    Apothecary - 4 choices: Cleric, Warrior, Apothecary, Merchant
    (one chosen before is unavailable for others if it were an option for them.)

    (Interconnected threads of gold and other one other color. Gold&Silver:Cleric, Gold&Blue:Anomoly, Gold&Green:Dancer, Gold&Black:Daughter)
    ------------------------------------
    The green thread of the halfbornes glows brighter than most with this one. Rhyliona's fate has changed completely and is no longer with the Zeo Empire.

    Octavian was captured by radical zealots of the Zeo empire along with Reena, Rhyliona and their mother. They were being taken, along with many others from their village, to an unknown location to be sacrificed in some unholy ritual. However, due to fast thinking and observation, he was able to bust out a small section of the caged-cart and usher the four of them out.
    Their captives noticed them and pursued, though Octavian valiantly stood his ground to defend the fleeing family, he lost his sight after being slashed through the eyes with a battleaxe laced with Dragonbane poison.




    Session notes

    The Witch Dragon of the Winter court, they disappeared from the mountains and their name has been lost to the ages. (Nocturn being a dickhead again) They had knowledge of witchcraft and alchemy, but their potions derived more from magic. Most of their power was derived from magic and Warlock patrons. They are from a different planet called Venterra.
    ------------------------------------------
    The Eladrins and Drow were genocided during the last dragon war between Leonidas the 2nd and Cusstinan. The remaining Eladrin escaped to the feywild and have not been seen on Vansolis since. Octavian is the first Eladrin to return according to Izel, a dryad of the winter court. The Drow and Eladrin are the descendants of gods...




    Session 1: +2 ASI (+1 Dex, +1 Cha) from Midas for taking out two Dessert Kongs Non-leathally.
    Wings of Metal and Skies of Flames Hunt: +2 ASI Cap (Cha) from Midas and 5,000gp
    Glacial Mists: 500gp for Bringing in the Tatzelwurm alive. Boots of Water Walking
    Waking the Djinns: Inspiration for 1 reroll
    Dragon Reward Midas: 1 Feat (Mounted Combatant +1 Cha)
    Navi Pact: 1 Feat
    First Omen Suppression: Dragon Reward +1 Feat (Skill Expert) (Stealth, E. Acrobatics) Rahsh'tallah now is small sized and possesses half of Octavian's Max HP.
    Suavamente: 15,000gp + Dragon Rewards (+1 Feat Navi)
    Suavamente 2: +7,000gp + Void Rewards (+2 Con) + Club of Warning

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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