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Nyx Yahontov

Adept 6 Class & Level
Country Bumpkin Background
Human Race
Chaotic Good Alignment

Strength 11
+0
Dexterity 14
+2
constitution 15
+2
intelligence 18
+4
wisdom 17
+3
charisma 16
+3
Total Hit Dice 2
Hit Die
1d8+2
+1 proficiency bonus
+1 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+3 Arcana
+1 Athletics
+2 Deception
+3 History
+4 Insight
+2 Intimidation
+3 Investigation
+5 Medicine
+3 Nature
+4 Perception
+2 Performance
+2 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills Skills: animal handling, medicine,   insight, persuasion (expertise)   Saving Throw: wis and con proficiencies

 
10
Armor Class
20
Hit Points
+2
Initiative
30
Speed
quarterstaff 1d20+2 one handed 1d6+1 two handed 1d8+1
+1 silver dagger 1d20+3 1d6+2
Attacks
simple weapons
Proficiences
Choose utility and healing spell predominately.


Spellcasting
GP: 825
Food: starting out from Bezentil 20 days worth of rations for seven people and five animals
Equipment
sweet and helpful. Sometimes is a bit too truthful. She also gets overwhelmed easily especially during fights. It is not in her nature to kill things. She would rather put it to sleep and flee than kill anything even if it threatens her. The only time that this does not apply is when the creature is unnatural and evil. Basically a hippie lady who loves her friends.
Personality Traits
Help those that are in need. Show no mercy for evil doers. Evil is very subjective in her society. She and all of the villagers and clansmen have led a hard, subsistence life.

Nature is priority to her, she will always attempt to spare animals.
Ideals
Piper is her best friend and Matthias is a possible love interest.

After Matthias passed, Nyx felt disconnected from most everyone in the village.

Nyx starts to have dreams that urge her to leave the village and seek out the shadows and the light. She is not sure what this all means, but the urge to wander is so strong that she has no choice but to leave everything that she knows.

Nyx has three animal companions: A wolf, a boar, and a black bear.
Bonds
Nyx is not brave. She scares easily and feels too greatly to make anyone suffer. She is a bit naïve.
Flaws
Fighting Notes: Nyx does not fight unless absolutely necessary. If she has to wade into combat her animal companions will flank and attempt to block all attacks and will attack those posing a threat to Nyx. At character levels 5, 10, 15, 18, and 20 her animal companions will gain bonuses to defense and offensive abilities.

Exception: Evil outsiders, aberrations, fey basically any evil unnatural being will prompt her to attack.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

Dagger of the Forest

Weapon Intelligent Blade   This dagger was specially made for the Second Moon of Winter ritual. After centuries of use, the latent magic from ritual has bled into its metal.   This is not a weapon used for fighting, but if it is used in this manner the following will happen:   Upon a hit:

  • The dagger will entangle the target. Vines will sprout from the wound and attempt restrain the target. The target must roll a DC 15 strength check to break the vines.
  • The target will be poisoned until the effect ends or is nullified. Effect lasts 1 minute per character level.
Rare

Type Damage Damage Range Properties
Simple Melee 1d6+1 None Intelligent Blade   This dagger was specially made for the Second Moon of Winter ritual. After centuries of use, the latent magic from ritual has bled into its metal.   This is not a weapon used for fighting, but if it is used in this manner the following will happen:   Upon a hit:
  • The dagger will entangle the target. Vines will sprout from the wound and attempt restrain the target. The target must roll a DC 15 strength check to break the vines.
  • The target will be poisoned until the effect ends or is nullified. Effect lasts 1 minute per character level.

Weight: 1 lbs


 

The statblocks of your class features

Adept


Hit Points

Hit Dice: d6 per Adept level
Hit Points at first Level: 6+ your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) +your Constitution modifier per adept level after 1st.

Proficiences

Armor: Adepts are not proficient with any type of armor nor with shields.
Weapons: Adepts are skilled with all simple weapons.
Tools: None
Saving Throws: Wisdom
Skills: The adept’s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), medicine (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Perform (Cha) and Survival (Wis).

Overview & Creation

Some tribal societies or less sophisticated regions don’t have the resources to train wizards and clerics. Reflecting a lesser knowledge of magic yet an intriguing combination of arcane and divine skills, the adept serves these cultures as both wise woman (or holyman) and mystical defender.Adepts can be found in isolated human, elf, dwarf, gnome, and halfling communities but are most prevalent among more bestial humanoid and giant species such as orcs, goblins, gnolls, bugbears,and ogres.


Class Features

Spells:

  An adept casts divine spells (the same type of spells available to the cleric, druid, paladin, and ranger), which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells. To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells. Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4–2: The Adept. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook). When Table level (for instance, 0 2nd-level spells for a 4th-level adept), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.  

Summon Familiar:

At 2nd level, an adept can call a familiar, just as a sorcerer or wizard can.


Starting Equipment

Starting Gear 2d4 × 10 gp worth of equipment.


Spellcasting

Adept Spell List

  Adepts choose their spells from the following list.   0 Level: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.   1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.   2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.   3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.   4th Level: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.   5th Level: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.  
NPC Level Proficiency Bonus Features Cantrips Known 1st Level Spells slots 2nd Level Spell Slots 3rd Level Spell Slots 4th Level Spell Slots 5th Level Spell Slot
1st 0 3 1
2nd +1 Find Familiar 3 1
3rd +1 3 2
4th +1 Ability Score Increase 3 2 1
5th +2 3 2 1
6th +2 3 2 1
7th +2 3 3 2
8th +3 Ability Score Increase 3 3 2 1
9th +3 3 3 2 1
10th +3 3 3 2 1
11th +3 3 3 3 2
12th +4 Ability Score Increase 3 3 3 2 1
13th +4 3 3 3 2 1
14th +4 3 3 3 2 1
15th +5 3 3 3 3 2
16th +5 3 3 3 3 2 1
17th +5 3 3 3 3 2 1
18th +6 Ability Score Increase 3 3 3 3 2 1
19th +6 3 3 3 3 3 2
20th +6 3 3 3 3 3 2

 

Empath


Hit Points

Hit Dice: d6 per Empath level
Hit Points at first Level: same as base class
Hit Points at Higher Levels: same as base class

Proficiences

Armor: none
Weapons: same as base class
Tools:
Saving Throws: Wis
Skills: Insight and persuasion

Overview & Creation

This is a kit to be used with sorcerer or divine classes. These benefits will be gained on top of any class features in the base class.


Class Features

Empaths have special knack when it comes to understanding people's motives. Those who hone their gift can even sway people's feelings and hold other's to their will.  

Empathy

Starting at 1st level as a bonus action, you can make an Insight check of DC 10 + target's Charisma mod to learn one piece of information about the target. Options include: an ability it has, a stat, a spell it can cast, how a damage or condition type will effect it, its health, its AC, a subject of conversation that would interest it, or an opinion that will affect its emotional state. You can do this 1 + your charisma modifier times between long rests. At level 13, you gain 2 pieces of information instead of 1.  

Broadcasting

Starting at level 2, your empathic powers begin to take form and affect those around you. Once per day, you can cast the spell Calm Emotions within a 100ft radius sphere centered on you without use of a spell slot. The duration of this spell is 1d10 minutes. The spell has a has a DC 12+character level+ charisma modifier.   Starting at level 11, your abilities will allow you to cast Calm Emotions as a ritual. The duration of the ability can last up to 1d6 days and the area of effect is up to 500 yards (at level 20 one mile) The spell requires three hours of concentration each day at which time the spell will function for the rest of the day centering on a focus. There can only be one zone of calm emotions at one time. The caster must stay within the zone at all times.   At level 20, you are tranquility incarnate. You are surrounded by a 20 ft zone of calm emotions.  This does not require concentration. You can increase the zone's radius up to 50 ft through concentration for 10+ charisma mod minutes.    

Captive Love

Captive Love At 15th Level, you can cause a target to have to roll a wisdom saving check against your spell DC. You can attempt to force a creature capable of loving you (wisdom of 3+) to fall madly in love with you for a week. The charmed creature regards you as the love of its life. This ability can only be active on one creature at a time, and after the week is over you must cast the spell again. If done while the target is still under the spell, the target has disadvantage on the save. Once you use this ability, you cannot use it again until you finish a long rest.  

Spell Like Abilities

Starting at level 2, you gain the spell command plants, this spell can be cast a number of time equal to 1+ wis mod per day. This does not take a spell slot.   Command Plants   Starting at level 6, you have expertise in insight and persuasion.   starting at level 7, you gain the spell dominate beast once per day. Does not take a spell slot.   starting at level 9, you gain the spell dominate person once per day. Does not take a spell slot.   Starting at level 15, you gain the spell dominate monster once per day. Does not take a spell slot.   Special Note: The more spell like abilities that the empath uses, the more tired she will become. This is drawing on her own innate magical powers.


Spellcasting

All spell like abilities use the charisma modifier   Spell Save DC: 10+ your proficiency bonus + your charisma modifier   Caster level is based on base class/es that utilize divine or arcane magic.

Child of the Forest


Hit Points

Hit Dice: d6 per Child of the Forest level
Hit Points at first Level: same as base class
Hit Points at Higher Levels: same as base class

Proficiences

Armor: natural armor +1 increases at 10th, 15th, and 18th character levels by one.
Weapons: natural
Tools:
Saving Throws: con
Skills: survival, acrobatics, and/or athletics. Pick two.

Overview & Creation

This is a kit. DM discretion.This is made for the adept character in this campaign.


Class Features

Animal Entourage

  All the following under Animal Entourage are considered passive enchantments. The ability requires no spell components.  

Level 1

Animals of medium size and smaller will accompany her on her travels. They are not animal companions and will not follow commands. As long as the animals are within 100 feet of her, they will act friendly towards each other and anyone within 100 feet of the source.  

Level 5

There is a chance that large creatures will be part of her entourage. They appear to be under the same spell as the medium and smaller animals. Until tenth level, only 10% of the entourage can be animals of a large size, at which point the max goes up to 30% with a possible 5% of huge size.  

Level 10:

Free Action. You can communicate with animals affected in this way telepathically. This does not mean that a great understanding is reached, but you can understand generally what is being communicated. No limit  

Level 15:

Free Action. You become one with any one of the animals enchanted. You leave your body and inhabit one of the other animals in your entourage. The remaining animals will protect your body to the last until your return. This can happen a number of times equal to your character level per day. This can last for up to a day in time.   You do not know what is happening to your body and if your body is killed, you do not revert to your body, but you are aware of its passing. You are still able to shift to other animals even if your body dies. You retain all of your abilities and can use those that the animal is physically able to perform.  

Level 18:

When you enter a wild area, you become aware of the animals around you and they of you. Animals, beasts, and monstrosities of natural origins will flock to be in your presence. You are protected by them all. They will not attack on your behalf unless they are CR 10 and below. CR 11 and above can be convinced to attack, but this requires special action on your part to convince them.   Note: Until 18th level, when you attack something, the entourage will flee from the combat.

Animal Companions

  At character levels 5, 10, 15, 18, and 20 her animal companions will gain bonuses to defense and offensive abilities.  

level 5:

  • Bonus to defense is +2 to AC
  • Surrounded: If at least two of the animal companions are adjacent and attacking the same target, the target must roll any attack made as a bonus action with disadvantage.
  • can have three animal companions of medium or smaller size

Level 10

  • Companions Dex score increases by 2 and their natural armor increases again by 2.
  • Pack Tactics
  • Can have five animals companions. One can be of large size.
  • Choose two of your animal companions to become magical beasts. This cannot be changed. Their intelligence score is raised to 8. You gain proficiency in whatever sort of language their species uses to communicate. You also feel their strong emotions and are aware of their presence.

Level 15

  • Magical Beasts: Your relationship with the two magical beasts has deepened causing them to be imbued with power. These two beasts increase in size by one category (only one companion can be of a huge size).
  • Companions natural armor increases again by 2.
  • If one of your animal companions is aquatic, when you are both in the water and within 100 feet of each other, you share the same swim speed as your companion and you can breath under water.
 

Level 18

  • If you are targeted by a melee attack and are within 10 feet of an animal companion, the animal companion can make an attack as a reaction with advantage. Any attack made against you has disadvantage as long as you are within 10 feet of an animal companion. If the attack is magical in nature, and deals more than 10 damage, you split the damage equally between yourself and your animal companions within 100 feet of you.

Magic Beast Companion Death

  If a magical companion dies, you are incapacitated until the end of the next round. The beast leaves behind a seed that calls out to you. You are incapable of concentrating on spells until the seed is in your possession. Once in your possession, you are compelled to seek out the beast's natural habitat and plant the seed as soon as possible. After it is planted, the magical beast will regrow within 1d10 days. It takes another 1d10 (minimum of three) days, to reestablish your connection with your friend.

Green Eyes

Level 3

You walk through natural difficult terrain with no burden. It is almost as if nature makes a special path for you. This includes water that is no deeper than you are tall, you walk over the top of the water until it is deeper than you are tall. If this happens, you are able to swim through dangerous waters as though the water is perfectly calm. No limit.  

Level 7

You are able to manipulate plants to help you carry heavy objects for long distances. A five foot patch of vegetation springs to life, accepting any cargo that you present it. As you move, the plants pass the items to the next patch of plants and keep the cargo within 10 feet of you. The plants cannot lift the cargo any further than three feet off of the ground and will not be any farther than ten feet from you. The max weight is 500 pounds. Duration: one hour per caster level.    

Level 9

You can cause vines and other plant matter to erupt from natural ground.  
  • This can be used as a barrier with a 30' x 20' wall. The wall will last for 4d10 minutes. All attempts to hack through the wall will result in the wall rebuilding itself within the duration. Wall has an AC of 15, HP of 200 and a regeneration of 20 hp per round.
  • This can be used to grab and hold creatures and items. Must succeed on a dex or str grapple check to escape versus 20+ 1 per two levels after this ability is gained.
  • Alternatively the wall of vegetation can be configured into a shelter. To create a shelter in this way requires ten minutes of concentration. After a duration of 24 hours, the house wilts away. Has the same sturdiness as the wall above.
 

Level 11

You are able to perceive through plants that you have performed the following bonding ritual with (see below). The plant functions much like a scrying sensor. You are able to see and hear through it as if you were there. There can only be wisdom mod +1 per level (max 10) plants that can be bonded like this at one time. To see through the bonded plants, you must concentrate and view the plant in your mind, as long as you maintain your concentration, you are able to see through the plant.  

Level 13

You do not require food, but you do require water. You gain all your required nourishment from the ground below your feet as if you were a rooted plant.   You have noticed that wearing shoes causes you great discomfort, if you are wearing shoes you take a negative 2 to concentration checks for spells and spell like abilities.   When you are taking a short or long rest and the soles of your feet are in contact with the earth, you gain all your required nutrients within 30 minutes for the following 24 hours. During this time you have tremor sense out to 60 feet.   

Level 15

You are not affect by the natural elements. When you were make a survival check to shelter or endure the weather, you assume a natural 20.  

Level 17

  You become part plant. Your skin turns a darker shade and becomes thick and tough.
  • resurrect spells no longer work on you. If you die, your soul is immediately transported to the side of either Silvanus or Chauntea.
  • You gain a +6 to AC.
  • On top of any other identifier you are now also a plant creature.
  • You no longer need to sleep or eat as long as you are in the wilderness.
  • You gain something akin to immortality. If you die, a small seed or bulb is produced. As long as this is not destroyed, you will regrow within 1d10 days. When this happens you lose one level's worth of experience, but you stop maturing at the human age of 25.

 

Statblocks for your familiars, mounts etc.

SRD

Boar

Medium beast, unaligned
Armor Class 11
Hit Points 11 2d8+2
Speed 40ft Burrow: -2ft

STR
13 +1
DEX
11 0
CON
12 +1
INT
2 -4
WIS
9 -1
CHA
5 -3

Senses passive Perception 9
Challenge 1/4 (50 XP)


Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 1d6 slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 slashing damage.


 
SRD

Wolf

Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 2d8+2
Speed 40ft

STR
12 +1
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)


Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.


Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


 
SRD

Black Bear

Medium beast, unaligned
Armor Class 11
Hit Points 19 3d8+6
Speed 40ft Climb: 30ft

STR
15 +2
DEX
10 0
CON
14 +2
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 slashing damage.


 

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Find Familiar

1-level Conjuration (ritual)

Casting Time 1 Hour
Range 10ft
Duration Instantaneous
Components V, S, M
Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

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. At your DM's choice, the options of an almiraj, a flying monkey, or a tressym may be available. 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.

Class(es): Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 3 Spells

Plant Growth

3-level Transmutation

Casting Time 1 Action or 8 hours
Range 150 ft.
Duration Instantaneous
Components V, S

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.   If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.   You can exclude one or more areas of any size within the spell’s area from being affected.   If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Class(es): Bard, Druid, Ranger

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

Scroll of Cure Wounds

Scroll 2 Evocation Casting Time: 1 action Range: Touch Components: V S Duration: Instantaneous Classes: Bard, Cleric, Druid, Paladin, Ranger A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   This scroll was enchanted using a second level spell slot Rare


 

Dungeon Master's Guide 5th Edition

Potion of Greater Healing

Potion

Ingredients (Luna Moth Wing and Vampire Dust)

Uncommon

You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Cost: 50gp Weight: 0.5lb


 

Goddess's Idol

Wondrous Item

Very Rare Divine (Nature)

When the Goddess's Idol is picked up a number of small, tinkling, floating points of light shine forth from its green glass. The number of lights represents the Goddess's favor that she will grant you. This is only usable by those who worship mother nature. The magic is very fickle. You merely make your request to the Mother and she will grant it. The way in which she grants it is up to the Goddess.

A small, glass figurine with the outline of a female.


Quick Stitches

Wondrous Item

Rare Evocation

Effect



You are fully healed but you take three levels of exhaustion until the end of a long rest.

Exhaustion Effects




Level Effect




  • 1 Disadvantage on Ability Checks

  • 2 Speed halved

  • 3 Disadvantage on Attack rolls and Saving Throws

  • 4 Hit point maximum halved

  • 5 Speed reduced to 0

  • 6 Death



Beast Blending

Staff

Very Rare Requires Attunement

Made out of a white wood, long polished by tens of generations. This staff has been loving passed down through Nyx's family. Each inheritor has carved the likeness of a rare and powerful beast along its shaft. Among the carving, small stones and pieces of shell have been laid. This is no weapon.

This family heirloom grants those with the correct ancestry a range of abilities too vast to account. Each inheritor carved the likeness of a different beast of land, sea, or sky into the pale fibers of this staff. Once this was done the staff has soaked in all of their skills and experiences. In times of need the staff will aid the child of those men and women who lived before her.

This is a +1 staff that can be used as a spell focus.



Created by

BlackJuJu.

Statblock Type

Character Sheet (Legacy)

Link/Embed