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Atka

Keeper 5 Class & Level
Feared (apocalyptic horseman) Background
Kipir Race
Lawful Neutral Alignment

Strength 11
+0
Dexterity 14
+2
constitution 14
+2
intelligence 12
+1
wisdom 16
+3
charisma 9
-1
Total Hit Dice 3
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+0 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+3 Insight
+3 Intimidation
+0 Investigation
+0 Medicine
+3 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills Languages: -SRW Common -S Kipir -SRW Sylvan -SRW Primordial  
  proficiencies

 
14
Armor Class
36
Hit Points
+0
Initiative
30
Speed
Attacks
Armor: Light, Medium, Shields
Weapons: Simple weapons, Keeper's weapons
Poisoner's kit
Proficiences
Shadowstrike
Toll The Dead
Thaumaturgy
Detect Aura

Spellcasting
1 long scythe durile or some shit, +2 to hit, +3 damage
1 short scythe
Hooded Cloak
Silver Dream Catcher Necklace
Dark Clothes

sword thing +1 to hit

+1 on all damage

Space mdma
Equipment
I try to hide as much of my body as possible.
Personality Traits
Resilience. I know I'm feared and cannot stop these people from fearing me, but their opinions don't bother me.
Ideals
Society. No matter what, the people around me have shaped who I am, and I will protect them.
Bonds
I am afraid of who I will hurt next.
Flaws
Darkvision. 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.

Spiritual Sight (Greater): Allows you to see spiritual items and beings, and the flow of Reishi.

Collar of Submission: Negotiable - Partner

Flight. You have a flying speed of 50 feet. To use this flying speed, you cannot be wearing medium or heavy armor. You also cannot hover and must expand your entire flying speed on your turn or at the end of their turn, they fall to the ground.

Natural Armor. Your bear-like hide and fur provide you some semblance of protection. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

True North. You always know which way is north, and approximately what time it is.

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.

Feature: Fearful Presence
Whenever people are around you, they feel a sense of uneasiness and anxiety. Due to this, many people tend to avoid contact with you in any way possible. Most individuals won't approach you unless they have a reason to, and others will stare from a distance. However, your presence can also be used to your advantage; confronting for information is easier due to individuals cracking under the pressure or giving you what you want to get away as soon as possible.

Magic Initiate, Variant
You get +1 on either Wisdom or Intelligence.
You can learn four cantrips of your choice from any class spell list and may add the appropriate spellcasting ability modifier to the damage of these cantrips. You sacrifice the level 1 spell slot for this variant.
In addition, you learn the spell find familiar and, using this feat, can cast it at its lowest level to call a pseudodragon. Once you cast it in this way, you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Well of Life
At 2nd level, you have access to a special demiplane of life where your slain foes and befriended companions lie. You cannot forcefully banish a creature into the demiplane unless you or a creature summoned via your Life Pact feature reduce it to 0 Hit Points. Conjured creatures are immune to this feature.
Creatures who are willing to join the Well of Life may do so without violence after a 1-minute long bonding ritual.
You may also touch any creature that has died within the past hour as an action and banish it to your Well of Life, however, you may only banish a number of creatures equal to your Wisdom modifier in this way before completing a long rest.
Any creature that is banished to the Well of Life can be summoned via your Life Pact feature, but you may only have one creature summoned from your Well of Life at any given time.
Creatures banished into the Well of Life have undying loyalty to you. You may not enter the Well of Life, and neither can any creature who is not bound there.
As more creatures are banished to your Well of Life, it grows in size to accommodate living space for each of them. While in the Well of Life, all creatures that dwell there recover their Hit Points after the Keeper completes a long rest.
If you fall unconscious or dies, any creature summoned via the Life Pact feature is immediately withdrawn into the Well of Life. If no creatures are in the Well of Life, you lose access to your Life Pact feature until you banish more creatures.

Life Pact
At 2nd level you can summon forth an ally from your Well of Life as an action in an unoccupied space next to you. You can also send a creature under your control back to your Well of Life as a bonus action.
You have a telepathic link with creatures summoned via this ability and the creature acts on your initiative. The creature has the same resistances, senses, immunities, movement, and size as it originally had before capture, but can only make a single slam attack, dealing 1d6 bludgeoning damage + the creature's strength or dexterity modifier.
The creature also loses specific actions, legendary actions, legendary traits, the ability to cast spells, and any lair action that the creature may have had, but maintains reactions and traits such as the Warhorse's Trampling Charge trait.
The creature maintains its original ability scores and Armor Class. They also have the same proficiency bonus as you and have hit points equal to (5 + their Constitution modifier) x your Keeper level.
Summoned creatures have their own bonus actions independent of you and may use them if they have traits or class features that require them. If a creature you summon has a trait that requires a saving throw the DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
You are immune to any area of effect abilities their creatures generate from traits such as the Ghast's Stench trait. You may use your action to order a creature summoned from your Well of Life to do any task and it will try, to the best of its ability, to follow your order until the start of your next turn. While not under the strain of a combat situation you may freely order a creature to do a long term task such as delivering a message.
Summoned creatures must remain on the same plane as you or be forced back into the Well of Life. When a creature created via this feature drops to 0 hit points its body is turned to mud and it cannot be brought back to life or return to your Well of Life by anything short of a Wish or True Resurrection spell.

Animated Body
At 5th level, you may now order a creature summoned by your Life Pact feature with your reaction on your turn. In addition, its slam damage dice increases to a d8, and from this point onward, you may spend an action to see through the eyes of any creature under your control and feel all of their senses as they feel them. You may end this effect at any time, but as long as you remain in this state, you are blind and deaf regarding your own senses.

The Natural Order
Menagerie
You have embraced the life flowing through you and become a pure manifestation of light and nature. You dedicate yourself to the purity of life and its preservation. Your Well of Life becomes a menagerie of life and beauty. Creatures brought to the Demiplane become covered in bark, antlers, fur, claws, flowers, or other natural features. As the holy life of nature flows through you, your body may undergo some of these mutations as well. Creatures who were already Animals, Plants, or Fey that are banished to the Menagerie generally remain the same in appearance. The creature type of creatures summoned via your Life Pact feature becomes Beast, Plant, or Fey.

The Natural Order:
-Grove Soldier
At 3rd level, whenever you or a creature summoned via your Life Pact feature reduces a creature to 0 hit points, you both gain temporary hit points equal to your Wisdom modifier + your half of your Keeper level rounded up (minimum of 1 temporary hit point).

https://www.dandwiki.com/wiki/Magic_Initiate,_Variant_(5e_Feat)

To those who are dead or close to death spiritually, this presence will feel soothingly familiar to them and will draw in creatures of that nature.
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.

Level 0 Spells

https://www.dandwiki.com/wiki/Shadowstrike_(5e_Spell)

Shadowstrike

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 30 feet
Components: V, M
Materials: A weapon
Duration: Instantanious
You reach into the void to enhance your next attack with necrotic energy. As part of the action used to cast this spell, you must make all your attacks with your weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and deals extra damage equal to your spellcasting modifier as necrotic damage.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier).
Available for: Sorcerer, Wizard, Cleric, Warlock

Xanathar's Guide to Everything

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric, warlock, wizard

Basic Rules, pg. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

https://www.dandwiki.com/wiki/Detect_Aura_(5e_Spell)

Detect Aura

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
For the duration, you can visibly see the strength of any creature you can see within 60 feet of you. The strength of the creature's aura depends on the CR of the creature, and can be very strong (for CR 17 or above), strong (CR between 16 - 11), medium (CR 10 - 5), average (CR 4 - 1) or weak (CR 1/2 or lower). The stronger the creature, the brighter and larger the aura. In addition, the color of the aura also can reveal another aspect of the creature's power. A creature with 20 or more hit dices have a red aura; a creature with hit dices ranging between 19 and 10 have a orange aura aura; a creature with 9 hit dices or lower have a yellow aura.       This description can be ignored, as the spell's inclusion is meant as a way to explain Atka's pre-existing abilities to do something similar thus far, branching into the idea they already could do these kinds of magic to a degree. You already know what they're capable of in regards to the whole whatchamacallit thing.
Available for: Cleric, Sorcerer, Wizard

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


Created by

DustyLightning.

Statblock Type

Character Sheet (Legacy)

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