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Amenhet, the Exiled Queen

Commander/Cryomancer/Empath/Pirate 10 Class & Level
Exiled Ruler Background
Changeling Race
Neutral Evil Alignment

Strength 38
0
Dexterity 30
+10
constitution 35
0
intelligence 31
0
wisdom 52
0
charisma 24
+7
Total Hit Dice
Hit Die
0
+0 proficiency bonus
+1 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+7 Arcana
+7 Athletics
+2 Deception
+0 History
+1 Insight
+8 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+6 Persuasion
+0 Religion
+0 Sleight of Hands
+5 Stealth
+15 Survival
skills

 

Armor Class
54
Hit Points
+0
Initiative
25/F30
Speed
Attacks
Languages: Sylvan(SRW) Common(SRW)
Tools: Dice, Navigator systems
Armor: Light, Shields, Heavy, Medium
Weapons: Simple, Pistols, Martial, Javelins, Spears
Proficiences
Guidance:
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


Vicious Mockery:
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4)

Read Heart : Bonus Action, Functions as a detect alignment spell (still not magic), but can also to some extent (depends on PC roll vs Creature Charisma and DM discretion) give insight to target creature's motivation(s).

Soothe : Bonus Action, A target creature is healed for 1d4+Wisdom Modifier (+1d4 per additional spell casting level).

Bolster : Bonus Action, An ally gains 1d4+Wisdom Modifier attack bonus on their next attack (+1d4 per additional spell casting level).

Empower : Bonus Action, An ally gains 1d4+Wisdom Modifier damage bonus on their next successful attack (+1d4 per additional spell casting level).

Repulse : Action, Concentration, enemies within your aura have disadvantage to attack you.

Attract : Action, Concentration, you have advantage on all Charisma-related checks.

False Life:
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

Alarm
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

True Strike
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.

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Find Familiar (Ice Snake)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Spellcasting
Book of philosophy
Royal crest of Chrysalis, covered with pirate colors
Notes of a loved one
Cryo pistols x2
Aegisalt cutlass
Pirate scrap clothing
Torn hive-polymer armor
Set of dice
Novaghiim-tipped javelin
Regal changeling armor
Equipment
I give everybody the respect they deserve, even if they threaten my life.
Personality Traits
Aspiration. I will take my kingdom back.
Ideals
I will protect my people, if from the shadows.
Bonds
I still suffer nightmares and visions of the moment my life crumbled to pieces.
Flaws
Wings. You have a pair of wings, with a span equal to twice your shoulder height. You can hover in place if there is sufficient space for your wingspan. You cannot fly if your clothing, armor, or saddlebags are not designed to accommodate wings. You also cannot fly if your wings are bound, if you are encumbered, or if you are wearing medium or heavy armor. If you are paralyzed, rendered unconscious, or knocked prone while in the air, you fall.
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Darkvision. 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.
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Doppelganger. You can use your action to change your appearance to that of any medium sized pony (Earth Pony, Pegasus, Unicorn, Crystal Pony, or Zebra). This change includes gender, voice, coat/mane colors, and a cutie mark (if desired). You can impersonate a specific individual with a successful Deception check versus those familiar with the original target. If your new form does not have wings, you cannot fly. Your equipment does not change with you. If you die, you revert to your natural appearance.
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Love Siphon. You can drain a target of its life energy. As an action, make a melee spell attack against a creature within your reach. On a hit, the target takes 2d6 psychic damage and you regain hit points equal to half the amount of psychic damage dealt. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You must complete a short or long rest to regain use of this ability.
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Feature: Those Who Remember
Not all were supportive of your dethronement. Somewhere there will be groups of those who recognize you and remember you fondly, whether they are peasants, a survived group of soldiers, or the ruler of a neighboring land. Any who remain loyal to you will secretly support you and your companions at a modest lifestyle. Your name might also be the key to opening doors. Furthermore, you can try to attract a group of followers who will keep you secret and defend you with their lives, but not go into situations for you that would risk their own lives. They might, however, with a successful Persuade test, be willing to help reclaim your throne.
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Commander's Inspiration
You can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time.

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

Your Commander's Inspiration die changes when you reach certain levels in this class.
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Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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Battle Cry
By 2nd level, you can inspire those around you to take up arms. As a bonus action, you can call out to all allied creatures within 120ft, making them deal addition damage on all attacks equal to your Charisma modifier(minimum of one) until the start of your next turn. Once you use your Battle Cry in this way, you must complete a short or long rest before you can do so again.
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Commanding Presence
Starting at 3rd level, you gain proficiency in the Intimidation or Persuasion skill, and if you already have proficiency in them, you can double your proficiency bonus.

Guidance
Starting at 3rd level, whenever a creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing them to immediately make another attack against the creature. Once you use this feature, you can not use it again until you finish a short or long rest.
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Extra Attack
By 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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Inspiring Commander
At 5th level, you regain all of your expended uses of Commander's Inspiration when you finish a short or long rest.
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Heartfield Aura
Empaths have a certain range within which their intent and emotional energy can affect those around them, called their Heartfield Aura. Your aura dictates the range of all your Empath abilities and spells, and begins with a radius of 30 feet. This radius increases at certain levels.
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Innate Abilities
Perceive emotional state, detect life, send emotional message.

The range on these abilities is the same as the aura range. These Innate Abilities are unlimited at-will and can all be used as Bonus Actions, Actions or Reactions in the context of combat.

Perceive emotional state : You glean the general emotional state of a target creature.

Detect life : You detect the presence of any feeling creature within your aura range.

Send emotional message : You send a message to a creature within your aura whose location is known to you, the message contains more of a feeling than a meaning, it can be colored by a specific emotion or a mix of 2 or more emotions and can evoque an image or a sound or a smell, or a temperature, etc.
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Overflow
When casting an Empath spell, if it does not have an attack roll, roll a d20. On a 1, you lose control of the building emotions, causing them to be released in a wave called "Overflow". For Empath spells with an attack roll, rolling a 1 on the attack roll will cause an Overflow. When an Overflow is triggered, the intended Empath spell is not cast, but you still lose the spell slot you spent for it.

When this happens, a negative effect applies to the Empath, a random creature in near proximity to them (within aura range, the closer, the higher chance of being the unfortunate target), or even to all creatures within aura range. The severity of the negative effect depends on the level of the Empath spell that was attempted. For example, a 1 rolled on an attempted Heart Delve could become the opposite, exposing the PCs secrets of heart to the target. A 1 on a Heart Grasp might stun the PC for one round of combat at level 5, or the entire party at level 9 ! This is to be used at DM discretion.
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Thorn Heart
The gift of Empathy and overwhelming emotional sensitivity and power is not considered a blessing by all those who receive it. In fact, many consider it a curse... a curse they are but too happy to share with others.

Violent Intrusion
Lvl 2 Violent Intrusion I : All damaging Empath spells deal an additional 2d4 psychic damage.
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Dueling Ace
Beginning at 1st level, when you willingly try to attack a target on your turn, you may begin dueling with them as a bonus action. All subsequent melee and ranged attacks, including targeted spell attacks, you make against a target you are dueling deal an extra 1d6 in damage. If a target you’re dueling takes any action except moving that does not target themselves or you, your targeted attacks against them get advantage on your next turn and you deal bonus damage equal to your proficiency bonus per hit. If you’re dueling and you attempt to attack another target, you immediately stop dueling the prior target. The dueling die changes as you gain Pirate levels, as shown in the Dueling Bonus column of the Pirate table. Dueling ends if you or the target are put into a dying state, rendered unconscious, or restrained.
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Fencing Adept
At 1st level, while wielding a finesse weapon if you’re the target of a melee or melee-spell attack from a target that you are dueling, you may use your reaction to add a +2 bonus to your AC. At 6th level, this increases to a +4 bonus to AC.
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Rigging Monkey
Starting at 2nd level, a life of sailing has given you considerable expertise when it comes to climbing, and rigging is almost an extension of yourself. You gain a climb speed equal to your land speed, and proficiency in Athletics. You cannot be put at a disadvantage on any non-attack checks that involve rope, chain, or hooks. (I.E. Swinging on ropes, restraining things with a chain, catching a ledge with a hook.)
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Slippery as an Eel
Starting at 2nd level, if you take damage from a melee attack, as a reaction you may allow yourself to be flung backwards, thereby lessening the impact. If you make an Acrobatics check equal to or greater than the damage inflicted, you suffer only half the damage, on a natural 20 you dodge completely. You’re moved 5 feet away from the source of damage. At 10th level, you take half the damage if it’s equal to or greater than half the damage inflicted. Dodge on a natural 19. You’re moved 10 feet away from the source of damage.
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Titanic Endowment
Your affinity with ice originates from a connection with a race of deities: members of the second generation of divine beings—succeeding the primordial deities and preceding the Olympians. Their mighty and wisdom have allowed you to learn how to channel your ice to become a warlord. Regardless of your relationship with theses beings, you gain the following benefits:
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Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

summers.

Statblock Type

Character Sheet (Legacy)

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