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Skull Messiah

Leader of the Lost Skulls.

Mental characteristics

Personal history

Kept a Journal of his life once he reached of age to join a military force.

Features


Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+6 .
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge: On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Weapon Bond: You perform a ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Feats


Linguist: You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check DC 18, or they use magic to decipher it.
Mage Slayer: When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Spells


Spell Save DC: 13 | Spell Attack Modifier: +5

Cantrips
Shocking Grasp: Action, Touch, Vocal/Somatic | Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 2d8 lightning damage, and it can’t take reactions until the start of its next turn.
True Strike: Action, 30 Feet, Somatic, 10 seconds (Concentrate) | You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Level 1 - 3 slots
False Life: Action, Self, Vocal/Somatic/Material(small amount of alcohol), 1 hour | Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
Longstrider: Action, Touch, Vocal/Somatic/Material(a bit of dirt), 1 hour | You touch a creature. The target’s speed increases by 10 feet until the spell ends.
Chromatic Orb: Action, 90 Feet, Vocal/Somatic/Material(50gp Diamond) | You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
Expeditious Retreat: Bonus Action, Self, Vocal/Somatic, 10 minutes (Concentrate) | This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Class
Fighter - Eldritch Knight
Level
6
Max HP
55
Alignment
Neutral Evil
Species
Life
822 AP 852 AP 30 years old
Children
Gender
Male
Eyes
Dark Green
Hair
Short Black
Skin Tone/Pigmentation
Pale
Height
5'10"
Weight
178lbs
Aligned Organization
Known Languages
Common, Elvish, Dwarven, Goblin, Abyssal
Speed
30ft

Stats

Ability Scores

STR - 16 (+3)
DEX - 15 (+2)
CON - 18 (+4)
INT - 15 (+2)
WIS - 1 (-5)
CHA - 6 (-2)

Saving Throws

STR +6, CON +7

Skills

Animal Handling -2, Intimidation +1, Arcana +5

Equipment

Armour
Padded Armour: AC - 11+DEX Modifier [13] + Shield+1 [16] + Defense [17]
Weapons
Morningstar - +6 to hit. 1d8+3 piercing
Scythe - +6 to hit. 1d10+3 slashing, Reach

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