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Kumo

Warlock 1 Class & Level
Urchin Background
Kukisha Race
Chaotic Neutral Alignment

Strength 9
-1
Dexterity 18
+4
constitution 15
+2
intelligence 15
+2
wisdom 13
+1
charisma 17
+3
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
-1 Strength
+4 Dexterity
+2 Constitution
+2 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+6 Acrobatics
+1 Animal Handling
+2 Arcana
-1 Athletics
+5 Deception
+1 History
+1 Insight
+3 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+1 Perception
+3 Performance
+3 Persuasion
+2 Religion
+6 Sleight of Hands
+6 Stealth
+1 Survival
skills Sleight of hand Stealth Acrobatics Deception
  proficiencies

 
15
Armor Class
10
Hit Points
+4
Initiative
30
Speed
Dagger 1d20+4 1d4
Light crossbow 1d20+4 1d8+4
Attacks
Acrobatics
Sleight of hand
Stealth
Deception
Proficiences
Charisma
Spellcasting
Disguise kit, thieve’s tools, pouch w/ 10gp
Light crossbow with 20 bolts, forest knife as magic focus, dungeon der pack, leather armor, 2 daggers,
Equipment
I eat like a pig and have bad manners.
Personality Traits
I help people who help me-that’s what keeps us alive.

Ideals
Has a strong trusting friendship with Erith
Bonds
It’s not stealing if I need it more than someone else.
Flaws

Heroes Enabled

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

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

Kirin

Large celestial, chaotic good
Armor Class 17
Hit Points 190
Speed 60ft Fly: 90ft

STR
13 +1
DEX
15 +2
CON
17 +3
INT
16 +3
WIS
18 +4
CHA
16 +3

Saving Throws CON +7, WIS +8, CHA +7
Damage Resistances Poison, Thunder
Damage Immunities Lightning
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Truesight 60 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 12

Innate Spellcasting. The Kirin's innate spellcasting ability is Charisma (spell save DC 17).


Charge. If the Kirin moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Actions

Multiattack. The Kirin makes three attacks: two with its horn and one with its hooves.   Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d12+5 piercing damage.   Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d10+5 bludgeoning damage.


 

Legendary Actions

The Kirin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Kirin regains spent legendary actions at the start of its turn.   Hooves. The Kirin makes one attack with its hooves.   Wind Shield (Costs 2 Actions). The Kirin creates a stormy field around itself or another creature it can see within 60 feet of it. The target gains a +7 bonus to AC and ranged attack rolls against the target have a disadvantage until the end of the Kirin's next turn.   Charge (Costs 3 Actions). The Kirin absorbs ambient electricity and regains 6d8+13 hit points. Any remaining hit point is added as temp point.


Description

A ki-rin was similar to a unicorn in some respects, as it was a noble equine creature with a single horn. It had a stag-like body, but it was covered in golden scales instead of fur. Its horn and hooves were pinkish in color, and it had a thick golden mane of hair. Its eyes were deep violet.   Ki-rins themselves worshiped their own patron deity Koriel, though they had no priests among their ranks.

A Kirin’s Lair

A Kirin’s lair stands on a windy mountain, in some old ruins of an ancient civilisation.   Regional Effects Transformed by the creature’s celestial presence, the domain of a Kirin might include any of the following magical effects:   The weather seems to be always stormy, and the sky is covered by dark clouds. Lightning bolts strike the ground repeatedly. At any moment when out of combat, and at the beginning of its combat turn, every creature (except the Kirin) must succeed on a DC 5 Dexterity saving throw or takes 4 (1d8) Lightning damages. Due to the deafening thunder, every creature (except the Kirin) has a disadvantage on concentration rolls to keep chanelling a spell while in combat. If the Kirin dies, these effects end after 1d10 days.

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.

Level 0 Spells

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Level 1 Spells

PHB

Faerie Fire

1-level Evocation

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

  Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid

Hex

1-level Enchantment

Casting Time 1 Bonus Action
Range 90ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Warlock

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


Created by

Shaggyibc.

Statblock Type

Character Sheet (Legacy)

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