Vorjun Duma

Children

Vorjun Duma (Dead)

Dragonborn Race
Dolten: Bleak Blessed Origin
Storm Sorcerer (8) Tempest Cleric (1) 9 Class & Level
Chaotic Neutral Alignment
Kaheeli Deity
The Freemen Faction
Member Rank/Position
0 Loyalty
Company

Strength 17
+3
Dexterity 11
+0
constitution 15
+2
intelligence 10
+0
wisdom 13
+1
charisma 18
+4
Total Hit Dice 8/1
Hit Die
1d6/8+2
+4 proficiency bonus
+3 Strength
+0 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+3 Athletics
+8 Deception
+0 History
+1 Insight
+4 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+3 Nature
+1 Perception
+8 Performance
+8 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
41
MV
2
Prestige
2
Attunement Slots
20
Armor Class
48
Hit Points
+0
Initiative
30
Speed
The Astrape: 1d20+6 1d8+3
Dagger 1d20+6 1d4+3
Attacks
Tools: Cartographer's Tools, Navigator's Tools, Smith's Tools, Waterborne Vehicles, Drum
Weapons & Armor: Martial Weapons, All Armor, Shields
Skills: Performance, Nature, Deception, Persuasion
Languages: Common, Draconic (Noble), Auran (Lesser and Greater)
Proficiences
Spellcasting ability: CHA
Spell DC: 16
Spell Attack Bonus: +8
Sorcery Points: 8
Cantrips: Mage Hand, Shocking Grasp, Mending, Light, Fire Bolt, Guidance, Thaumaturgy, Spare the Dying, [Booming Blade]
First Level Spells: Shield, Thunderwave, Feather Fall; CLERIC SPELLS: Bless, Healing Word, Fog Cloud, also Thunderwave
Second Level Spells: Shatter
Third Level Spells: Lightning Bolt, Thunder Step, Haste, Water Walk
Fourth Level Spells: Storm Sphere
Font of Magic
------------------
You can transform un-expended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic Options
--------------------------
Twinned Spell:When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Quickened Spell: When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.
Spellcasting
2x Bandolier (1 potions of healing, 1x Scroll of Healing Word)
Reagants for 4 superior healing pots (in freeman bank)
1x Plate mail
1x Daborakian Kite Shield
1x Longsword
1x Dsangir Scale (In Freemen Bank)
985 GP, 63 PP, sapphire worth 50 gp (in Freeman Bank)
300 gp diamond dust (Freeman bank)
10980.5 GP (in freemen bank)
27 CT
3x Wraithchild's Lightning, 1x Magician's Joker
1x White Dahlia: (in freeman Bank)

[1x Scroll of Feather Fall, 1x Weak oil of Sharpness +1, 1x Scroll of Bottled Breath, 1 Potion of Water Breathing, 1x Scroll of Protection from Good and Evil, 1x Scroll of Shield of Faith, 1x Scroll of False Life, Potion of Water Breathing, Scroll of Locate Object] (All in freeman bank)

Freemen Faction Equipment
--------------------------------------
Freemen Cloak, Pole of Collapsing, Smokestick, Cartographer's Tools, Navigator's Tools, 50 feet of silk rope, a set of common clothes.

Sorcerer Starting Gear: a quarterstaff, an arcane focus, an explorer’s pack, and two daggers.
1x Fine robes gifted by Procella (Freeman bank)

The Astrapē Longsword - Major Uncommon (Freeman bank)
This longsword hums with a faintly audible rumble of thunder as if from the roar of a dragon, growing in volume as the wielder’s bloodlust does.
This weapon deals an additional 1 thunder damage.

1x Masterwork Brewers Kit (Freeman Bank)
1x Masterwork Cartographer's Tools (Freeman Bank)
**Twelve Pearls** (Freeman Bank)

Her Thunderous Decree
Being upgraded by Vorjun Duma
+2 Longsword - Minor Legendary (9,000gp [2340/6,000gp upgrade, 18/47 days to upgrade]) - Attunement: Storm Sorcerer

This weapon has the following mundane properties:
• You deal an additional 1 cold damage on a hit with this weapon.
• You deal an additional 1 lightning damage on a hit with this weapon.
• You deal an additional 1 thunder damage on a hit with this weapon.

A blade born of passion, Her Thunderous Decree. Forged in honor of Kaheeli and sworn to her precepts, the blade crackles with the energy of storms as the wielder enters battle. When the wielder suffers great harm at the hands of another, words spring unbidden to their mind: “Become the storm, and make them pay.”

You know the Booming Blade cantrip. If you already know it, you can reduce the movement speed of a target you hit with the cantrip by 10 feet until the beginning of your next turn.

When you would deal lightning or thunder damage to a creature that is Large or smaller within 15 feet of you, you can use your reaction to make them spasm and fall. The target must succeed on a Strength saving throw against your spell save DC or be knocked prone. You can use this ability twice per short or long rest.

Eye of the Storm. When you hard cast a spell that would deal thunder or lightning damage and affect an area, you can choose to channel the spell through your own body, making yourself the point of origin for the effect. You automatically succeed the spell’s saving throw, if it has one, and you take no damage if you would normally take half damage on a successful save.

Heart of Fury. When your Heart of the Storm class feature activates, you can select one creature that is affected by it. If that creature also fails a saving throw attached to the spell that triggered Heart of the Storm this turn, it becomes stunned until the end of your next turn, in addition to the spell’s normal effects. You must choose this creature before it makes its saving throw. This ability cannot be used if you are above half of your maximum hit points. This ability has one use, refreshing on a short or long rest. If you are ever restored to your maximum hit points after you use this ability, you regain the use of it. You can only regain a use in this way once per short or long rest.

[Base Material, Adornment, Enchantment]

Due to materials used to craft this item, you can spend up to 130gp per day on upgrading it.

**Sphere of Iridescence** (Freeman Bank)
Wondrous (Sphere) - Attunement: Arcane Caster
Arcadum

This sphere can only be used while wielded in one hand.

At the start of each of your turns, roll to determine which color the sphere shows.

1 – Red – Fire
2 – Orange – Acid
3 – Yellow – Lightning
4 – Green – Poison
5 – Blue – Cold

The color the sphere indicates empowers the corresponding elemental type on spells that you hard cast that deal damage.

If the types match, the total damage that spell causes increases by 1d10 per spell level. This is applied to all targets of the spell, but only once per that source.
---
Diamond Tooth Belt of Resilience
Wondrous (Belt) - Rare (1900 GP)

A leather belt with chiseled impure diamonds lining the length of it.

You reduce any piercing and slashing damage you take by 1.

I Am Nice Boulder! When you are forced to make an ability check or saving throw against an effect that would forcibly move you or impede your movement, you can add a +2 bonus to the roll as a reaction. This ability has three uses that refresh at dawn.

[Base Material, Adornment, Enhancement, Enchantment]
Equipment
The Freemen
Faction
The Mad Man
Stat Array
Dolten Origin: You gain a +3 bonus to saving throws vs. Fear effects. +1 to Wisdom
Shackled Legion Crime: Murder -- Longsword: You gain proficiency in a simple or martial weapon of your choice. If you are already proficient with that weapon, you instead gain a +2 to damage rolls made with that weapon. Unarmed Strikes can also be chosen to receive +2 to the damage roll.
Bleak Blessed Origin: You receive a +3 bonus to saving throws versus poison. You gain -1 max hitpoint per level. +1 to Charisma. You have proficiency in the Performance skill.
ASI: +1 WIS, +1 CHA
Feat: Master Enchanter

Dragonborn Racial Features
--------------------------------------
Resistance to Fire, +2 to STR, +1 to CHA, Draconic Language Proficiency
Breath Weapon (15 ft. cone of fire): You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Kaheeli
----------
Lip service: Proficiency in the Nature skill
Church Boon: +1 to CON

Storm Sorcery
---------------------
Tempestuous Magic: Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm: At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide: At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Tempest Cleric
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Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Class/Racial Features & Traits

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