Trot, Gott des Tages
Während dieser Unterredungen analysierten diese Besucher ihn jedoch insgeheim. Gerade Trot war schon immer recht simpel gestrickt und so kam es, dass sich nach nur wenigen Monaten die meisten Länder, Organisationen und Religionen ein Bild vom wahren Ausmaße seiner Stärke machen konnten.
Auch wenn er damit zu den wenigen Göttern gehört, deren wahre Macht kein völliges Geheimnis ist, macht ihn das keineswegs weniger gefährlich. Er könnte sogar der einzige niedere Gott sein, welcher in einem Kampf gegen einen hohen Gott eine Chance hat, und dessen ist sich ein nicht gerade unbedeutender Teil Gallans schon jetzt bewusst.
Trot, Gott des Tages CR: 30
STR
29 +9
DEX
14 +2
CON
20 +5
INT
14 +2
WIS
10 +0
CHA
16 +3
Special Equipment. Trot wears a +1 Plate Armor, a Dread Helm, a Ring of Djinni Summoning, a Fire Dervish Cloak, a Belt of Storm Giant Strength, and a Bag of Holding. He wields the Sun Flame Tongue (Trust Rank 5) and carries two Immovable Rods.
Special Attunement. Trot can be attuned to five magic items at the same time.
Legendary Resistance (3/Day). If Trot fails a saving throw, he can choose to succeed instead.
Rejuvenation. Trot's body turns to dust when he fails his third death saving throw, and his equipment is left behind. He gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within two hundred miles of the location at which he was destroyed.
Lucky. Trot has 3 luck points. Whenever he makes an attack roll, an ability check, or a saving throw, he can spend one luck point to roll an additional d20. He can choose to spend one of his luck points after he rolls the die, but before the outcome is determined. He chooses which of the d20s is used for the attack roll, ability check, or saving throw.
He can also spend one luck point when an attack roll is made against him. He rolls a d20 and then chooses whether the attack uses the attacker's roll or his.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
Trot regains his expended luck points when he finishes a long rest.
Tavern Brawler. When Trot hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Dueling Fighting Style. When he is wielding a melee weapon in one hand and no other weapons, Trot gains a +2 bonus to damage rolls with that weapon.
Second Wind. On his turn, Trot can use a bonus action to regain hit points equal to 1d10+20. Once he uses this feature, he must finish a short or long rest before he can use it again.
Action Surge. On his turn, Trot can take one additional action. He can use it twice before a short or long rest, but only once on the same turn.
Indomitable. Trot can reroll a saving throw that he failed. If he does so, he must use the new roll. He can use this feature three times between long rests.
Weapon Bond. Trot knows a ritual that creates a magical bond between himself and a weapon. He can perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within his reach throughout the ritual, at the conclusion of which he touches the weapon and forges the bond.
Once he has bonded a weapon to himself, he can't be disarmed of that weapon unless he is incapacitated. If it is on the same plane of existence, he can summon that weapon as a bonus action on his turn, causing it to teleport instantly to his hand.
He can have up to two bonded weapons, but can summon only one at a time with his bonus action. If he attempts to bond with a third weapon, he must break the bond with one of the other two. (Trot is always bonded to the Sun Flame Tongue.)
Eldritch Strike. Trot knows how to make his weapon strikes undercut a creature's resistance to his spells. When he hits a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell he casts before the end of his next turn.
Arcane Charge. Trot can teleport up to 30 feet to an unoccupied space he can see when he uses his Action Surge. He can teleport before or after the additional action.
Improved War Magic. When Trot uses his action to cast a cantrip or spell, he can make one weapon attack as a bonus action.
Storm Giant Strength. Trot counts as huge when determining his carrying capacity and the weight he can push, drag, or lift.
Innate Spellcasting. Trot's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Through a combination of his race, his Mark of Shadow, and his attunement to the Sun Flame Tongue he can innately cast the following spells, requiring no material components:
At will: minor illusion, thaumaturgy
1/long rest: searing smite (at 2nd level), branding smite, fire storm*
1/day: invisibility
*After casting fire storm he rolls a d6. On a 6 he regains the ability to cast this spell again immediately.
Spellcasting. Trot is a 20th-level Eldritch Knight Fighter. His spellcasting ability is Intellignece (spell save DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): control flames, fire bolt, message
1st level (4 slots): catapult, disguise self, featherfall, flaming weapon*, jump, silent image
2nd level (3 slots): continual flame, darkness, dragon's breath, pass without trace
3rd level (3 slots): clairvoyance, fireball, fly, haste, major image, vampiric touch
4th level (1 slot): conjure minor elementals, greater invisibility, hallucinatory terrain, polymorph
*homebrew spell
Actions
Multiattack. Trot makes four attacks with either his sun flame tongue, his fists, or his darts.
Sun Flame Tongue. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 21 (1d8 + 14) slashing damage plus 16 (4d6) fire damage.
Fist. Unarmed Attack: +18 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 9) bludgeoning damage.
Dart. Ranged Weapon Attack: +18 to hit, range 20/60 ft., one target. Hit: 12 (1d4 + 9) piercing damage.
Legendary Actions
Trot can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Trot regains spent legendary actions at the start of his turn.
Attack. Trot makes one attack with his sun flame tongue, his fists, or his darts.
Cast a Spell (Costs 1–3 Actions). Trot expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell. Doing so costs 1 legendary action per level of the spell.
Domain:
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