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KulKulKhan

KulKulKhan

The Storm Herald, the queen of the Deep and the Mistress of the skies. Kulkulkhan is known by many to be a ruler and a warlord. Many sing praises of her strength and her willingness to join battles as she is not one to leave followers to die. Her bloodthirst can only be bested by her power of storms. From bringing in Hurricanes to summoning a typhoon that can flood deserts. Kulkulkhan only wishes for one thing and that is for an empire dedicated to her.    

Holy Symbol

A Feather and Wind Engravings  

Domain

Battle
Storms
Sacrifice
Fertility  

Divine Aspirations

gain a +1 to Valor checks and +1 to Attacks with Weapons    

Social

 

Alignment

Chaotic  

Titles

The Storm Herald
Queen of the Deep
Mistress of the Skies
 

Current Residence

Thornkeep, Valley of Drakes  

Patron

The Storm Herald Your patron is a bloodthirsty warlord, they enjoy battle and getting up close. You have bound yourself to a being that believe battle should be done with weapons and fists. Her reach into the world is vast and chooses to empower her servants with her winds to change the tides of battle to fit her favor.
KulKulKhan Expanded Spell List
Spell Level Spells
1st Thunderwave, Faithful Strike
2nd Storm Knife, magic weapon
3rd Vortex Blade, Lightning Bolt
4th Ice Storm, Wall of Storms
5th Steel Wind Strike, Cone of Cold
Faithful Strike: You extend your weapon and point at a target in range. Your magic grants you a brief insight into the target's defenses. On your turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. Casting Time: 1 Bonus action, Range: 30 feet, Components: S, Duration: Concentration, up to 1 round   Storm Knife: You create a blade of wind and lightning and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 10 feet of it must succeed on a Dexterity saving throw or take 1d6 Lightning damage, 1d6 wind damage. Casting Time: 1 action, Range: 60 feet, Components: S, M (a drop of water or piece of ice), Duration: Instantaneous   Vorpal Blade: You weave together threads of the air to create a sword of solidified wind in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 wind damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is made of fire or is near fire, you attack at advantage and take an additional 1d8 wind damage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. Casting Time: 1 bonus action, Range: Self, Components: V, S, Duration: Concentration, up to 1 minute   Wall of Storms: An invisible wall of storm clouds springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 2d8 Lightning damage, and 2d8 Wind Damage. On a successful save, it takes half as much damage.

A creature that ends its turn in the wall's area takes 4d8 Lightning damage.

Until the spell ends, you can use an action to launch a bolt of lightning from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 Lightning damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends. Casting Time: 1 action, Range: 120 feet, Components: V, S, M (a Feather), Duration: Concentration, up to 10 minutes  

War Caster

Starting at 1st level, you gain proficiency with martial weapons and has a weapon made by Kulkulkhan. The weapon will be treated as an Arcane Focus and can hold a spell within the weapon.  

Bloodthirst

Starting at 1st level, you have the ability to add your spellcasting modifier instead of your dexterity modifier to your AC. Whenever you kill an enemy, you are able to drain their blood into your weapon and gain a +1 to your next attack.  

Sacrificial Rage

Starting at 6th level, you are able to sacrifice a spell use to enter a rage for 1 turn. During this rage you gain all the benefits of barbarian rage and you are able to cast spells without disadvantage. All concentration spells are broken when entering this form.  

Storm Chaser

Starting at Level 10, Whenever you kill an enemy in Sacrificial Rage, you are able to call upon a lightning storm that lasts for 1 hr. All enemies wearing metal or wielding Metal weapons have the chance to be targeted by a lighning strike that deals 3d8 Lightning damage.  

Bloodbath

Starting at 14th level, the more damage you take from slashing, piercing, and bludgeoning damage, you gain a +1 for every 10HP you are missing as bonus attack damage. Whenever you are kill an enemy, you regain health equal to your damage increase x 10.

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