Verak Amlodd

Children

Verak Amlodd

Wood Elf Race
Dolton/Ward of Witchtown Origin
Druid (Spire of War) 7 Class & Level
Lawful Neutral Alignment
Talven Deity
The Hkari Faction
Member Rank/Position
01 Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 17
+3
intelligence 11
+0
wisdom 17
+3
charisma 11
+0
Total Hit Dice 7
Hit Die
1dd8+3
+3 proficiency bonus
+0 Strength
+3 Dexterity
+6 Constitution
+3 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+3 Arcana
+0 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+3 Investigation
+9 Martial
+3 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+6 Survival
skills

 
26
MV

Prestige
1
Attunement Slots
22
Armor Class
60
Hit Points
+5
Initiative
25
Speed
WeaponAttack RollDamage
Quarterstaff (1h)[d20+3][d6+0] Bludgeoning
Quarterstaff (2h)[d20+3][d8+0] Bludgeoning
Quarterstaff (Shillelagh)[d20+6][d8+3] Magical Bludgeoning
Attacks
Skills:
Perception, Investigation, Survival, Insight, Arcana
Expertise:
Martial
Tools:
Herbalist kit, Brewer's supplies, Woodcarver's Tools, Smith's Tools
Proficiences
Cantrips :
Guidance | [d4]
Shillelagh | [d20+6] | [d8+3] Bludgeoning
Thorn Whip | [d20+6] | [2d6] Piercing
Green-Flame Blade

First Level :
Healing Word
Cure Wounds
Goodberry

Second Level:
Animal Messenger
Healing Spirit
Enhance Ability

Third Level:
Erupting Earth
Spirit Guardians
Dispel Magic
Spellcasting
Quarterstaff, Wooden Shield, Hkari Plate, Half Plate, Explorer's Pack, Druidic focus (sprig of mistletoe), Bandolier x 4, hourglass, net

Reagents:


Tools:
Masterwork Herbalist Kit
Masterwork Woodcarver's Tools
Brewer's Supplies
Smith's Tools

Selling
Half Plate x1 375gp


1842 GP
0 Crafting Tokens

Equipped:
Quarterstaff
Wooden Shield
Hkari Plate
Full Plate Armor (Requires Attunement)
This legendary armor, passed down to all members of the order, is forged and infused with secret rituals and the souls of Hkari past. However such power comes at a cost.

This armor contains a +1 enhancement bonus, and increases in might as the wearer gains strength. At 5th level it becomes +2 and at 10th level, +3.
You gain proficiency with this armor if you don't have it.
This armor also provides a +3 to any hit point gained form any source of healing.
If you should ever die, to protect it from the evil constantly waiting for it, the armor seals your soul within to keep it safe and to power the next Hkari. A Hkari can never be resurrected.
The armor can be taken off, but no matter where it is, your soul returns to it once you have attuned to it, which you do when you join the Hkari.

Fadesteel Gorget
Whenever you would be subject to a critical hit, you reduce the damage taken by 5.


Crafting:
Talven's Freezing Gaze
Wondrous (Wooden Staff) - Very Rare (4,000gp, 32 Days) - Attunement: Lip Service of Talven

The chilling bite of winter is clear on this staff, a faint white mist floats from its surface, and at the top, wrapped in gnarled twigs, a shard of ice rests.

Your Wisdom score increases by 3, up to a maximum equal to his ability score cap.

Damaging cantrips you hard cast deal an additional 1d6 force damage.

Cold Exterior. You gain resistance to force damage.

Talven's Guidance. Increase the to hit, damage and DC of cantrips you hardcast by 1.
25/32 Days 3125/4000gp


Bandolier x2

Bandolier 1:
2 x Potion of Greater Healing : 4d4 + 4
1 x Potion of Superior Healing : 8d4 + 8

Bandolier 2:
3 x Potion of Superior Healing : 8d4 + 8

Bandolier 3: Ruins of the Forgotten
3 x Potion of Superior Healing : 8d4 + 8

Bandolier 4: Ruins of the Forgotten

Equipment
The Hkari
Faction
Mad Man
Stat Array
Age: 175

Resilient Con: +1 Con, Proficiency in Constitution Saves

ASI Cap Increase : +2 Wisdom

Iron and Flesh
At 2nd level, you gain proficiency with longswords, longbows, and heavy armor.


Spire of War
You gain proficiency in the Martial skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with that skill.


The Tome Tells
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Druid table, or a cantrip. The chosen spells count as druid spells for you.
Spells Chosen:
Spirit Guardians
Green-Flame Blade


Languages
Common, Elven, Druidic, Wicked


Blazing Glory
In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.


Signifier Echelon
Loyalty 1: You can use a bonus action to empower your spellcasting for 1 minute. When you hard cast a spell you add 1d6 additional damage of that spell's damage type to the total damage dealt. You must complete a long rest before you can use this ability again.

Loyalty 2: Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 radiant damage. If you do not have access to the Divine Smite class feature, you can use it once per day as a paladin of equal level with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.


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.

Elf Weapon Training.You have proficiency with the longsword, shortsword, shortbow, and longbow.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

Class/Racial Features & Traits