• Gain acid resistance
• You can breathe water in addition to air
• You can swim at a speed of 30 feet
• Can cast the shape water cantrip. At 3rd level, create or destroy water (1/day) as if using a 2nd level spell slot.
• Add Wis mod to AC when not wearing armor or using a shield
• When unarmed or using monk weapons, can use dex for attack and damage rolls, unarmed strikes deal more damage (d6), and can make an unarmed attack as a bonus action after normal attack action
• You gain a reservoir of energy (ki points = monk level) which is restored during a rest
• You can use a bonus action and spend 1 ki point to make two unarmed strikes right after using the attack action
• You can use a bonus action and spend 1 ki point to Dodge
• You can use a bonus action and spend 1 ki point to Dash or Disengage and double the distance you can jump
• When you are not in armor or using a shield your speed improves by 10 feet
• When you are hit by a ranged weapon attack you can use a reaction to reduce the damage by 1d10 + Dex mod + Monk level, and you can catch and throw the weapon if you would take 0 damage (see rules)
• Monk Archetype: Kensei
• You choose a ranged and a melee kensei weapon: Longsword and Hand Crossbow
• You gain +2 AC for a round when you make an unarmed attack while holding a melee kensei weapon
• You can increase the damage of all ranged attacks you make in a turn by 1d4 with a bonus action
• You are proficient in either painter's supplies or calligrapher's supplies
• You can use a reaction to reduce fall damage by 5 x Monk level
• You can make two attacks on your turn
• You can spend 1 ki point when you hit a creature with a melee attack to force it to make a Con save or be stunned for a round
Winged Boots (Flavored like Baron Mordo’s boots in Dr. Strange, allowing him to run on the air)
Moon Touched Longsword (Sheds bright light for 15 ft, and dim light for an additional 15 ft. Was a gift when achieving the rank of Master Swordsman)
Cloak of Billowing
2 Hand Crossbows
Emerald Elemental Gem Earring
Sapphire Elemental Gem Earring
Pouch holding 39 gp
Feats: Dwarf Fortitude: CON +1, Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifie (+3)r, and regain a number of hit points equal to the total.
Dwarven Resilience: Advantage/Resistance vs. Poison
Dwarven Combat Training
Dwarven Toughness: +1 HP per level.
Fighting Style-Mariner: Climb & Swim Speed equal to Walking Speed. +1 AC
Second Wind: Bonus action to Heal 1d10+1 per Short or Long Rest.
Unarmored Defense: + WIS mod to AC.
Martial Arts: 1d4 dmg
Ki Points: 4
Ki DC: 14
Flurry of Blows: Bonus action for two unarmed attacks.
Patient Defense: Bonus action to Dodge
Step of the Wind: Bonus action to Dash or Disengage. x2 Jump distance.
Drunken Master: Bonus Proficiencies, Drunken Technique: When using.
Deflect Missiles: Reaction to negate 1D10+7 damage from Ranged attacks.
Slow Fall: 20 pts.
Magic Items: Hewards Handy Spice Pouch, Necklace of Adaptation, Pole of Angling
[sblock=Trident of Fish Command] Weapon (trident), uncommon (requires attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do.
During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. [/sblock]
Potion of Healing x2
Vials of Serpent Venom x2 - Serpent Venom] (Injury): This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one
[sblock=Appearance, personality and background] Appearance
Malachiël is a tall man, his silvery white hair tightly cropped and forming a thin beard and moustache. His eyes are completely white, although the aasimar is known to use magic to create the appearance of pupils to more easily blend in.
Preferring to go barefoot, Malachiël carries a pair of simple sandals on his belt, to use when the ground is too unforgiving. Keeping the hood of his white travelling cloak up, Malachiël prefers to keep his divine features out of sight. Apart from the cloak, his bluish flowing robe covers the rest of his body, although sometimes one can glimpse strange symbols tattooed on his arms and torso.
Malachiël carries a staff, and two small items magically hover above one end; a magical blue crystal, and an amulet depicting a holy symbol of no known deity.
One cannot help liking Malachiël, despite his lack of wisdom and knowledge of the world. He is sincerly interested in people, seeing the good in every being. When his trust turns out to be misplaced, the aasimar does not turn angry, but is merely sad that mortals have such difficulties fulfilling their potential.
Malachiël is always calm and tries to help his friends without resorting to violence himself, but on very rare occassions, something snaps and woe to those caught in the aasimar’s wrath.
Traits: I am utterly serene, even in the face of disaster. I feel tremendous empathy for all who suffer. Ideals: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) Bond: My angelic guide, my brother Mykiel, attempts to help me on my path with visions and riddles when I sleep. Flaws: I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
Malachiël keeps quiet about his younger years and about the mysterious tattoos on his body. He will say only that there were dark times and he had not found his way yet, until he started to wander the world as a pilgrim.
During the years of pilgrimage, Malachiël learned that he was not, as he had been told his entire life, born with the blood of a divine being; instead, he became convinced that he is, in fact, an angel.
When pressed, Malachiël confesses that his current mortal form prevents him from learning why he turned human, but he is knows that he is to be an agent of the good gods on this world. His mission is still unclear, but in his dreams he is guided by visions provided by the kindhearted Mykiel – his angelic brother – and it is only his mortal form that prevents him from grasping their meaning.
Recently Mykiel has given him mysterious visions of a land beyond the sea, and Malachiël knows that somehow, his destiny is out there.
Name: Olo Tallhat Sex: Olo is not sure, he has not come of age yet and no one knows much of his anatomy Race: Tortle Class/Level: abjurer wizard/5 Init: +0 Senses: N/A Passive Perception: 15 Speed: 30ft
DEFENSE AC: 17 (natural armor) HP: 37 + 13 arcane ward (base HP: 22 + 15 constitution) Saves: Intelligence, Wisdom, Constitution (from Resilient feat) Special Defenses:
Water breathing ritual cast every morning (24h duration)
shell defense: as a bonus action, +4ac, adv con and str saves, disadv dex saves. prone. can't take reactions.
only action possible is a bonus action to get out of shell
STATISTICS Str 12 (+1) [10 + 2 tortle] Dex 10 (+0) Con 16 (+3) [15 + 1 resilient] Int 16 (+3) [15 + 1 bonus] Wis 14 (+2) [13 + 1 tortle] Cha 10 (+0)
Weapons Attack Damage Type Range Property
claws +4 1d6+1 S - -
Staff +4 1d6+1 B - Versatile 1d8
dagger +4 1d4+1 P 20/60 Finesse, Light, Range, Thrown
SPECIAL ATTACKS: spells
RACE FEATURES Languages: Common + aquan (primordial) Skills: Survival Claws: natural weapons: 1d6+sr slashing Hold breath: for 1h Natural armor: ac 17 shell defense: as a bonus action, +4ac, adv con and str saves, disadv dex saves. prone. can't take reactions.
only action possible is a bonus action to get out of shell
SKILLS Proficiencies in bold: 1 tortle, 2 wizard, 2 background
+0 (dex) Acrobatics
+2 (wis) Animal Handling +6 (int) Arcana - From Background
+1 (str) Athletics
+0 (cha) Deception +6 (int) History - from Background +5 (wis) Insight - From Wizard
+0 (cha) Intimidation
+3 (int) Investigation
+2 (wis) Medicine
+3 (int) Nature +5 (wis) Perception - From Wizard
+0 (cha) Performance
+0 (cha) Persuasion
+3 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth +5 (wis) Survival - From tortle
Feats Resilient (constitution) Languages Common, Primordial (aquan), sylvan, elf (2 from background)
[sblock=Magic] CLASS FEATURES Wizard - Spellcasting: Intellignece is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 13. Your attack bonus when you make an attack with a spell is +6. Arcane recovery Once per day when you finish a short rest, you recover spell slots that have a combined level equal to or less than half your wizard level (rounded up),
and none of the slots can be 6th level or higher. Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared Arcane tradition Abjuration
Abjuration savant: Abjuration spells cost 25gp/spell level to copy
[sblock=Arcane ward]: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.[/sblock]
Spell book spells: 6 free at level 1, then +2 per level: 14, rest bought
level 1: alarm (r), find familiar (r), unseen servant (r), Shield, sleep, silent image, detect magic (r), identify (r), absorb elements, comprehend languages (r)
level 2: misty step, web, invisibility, Flaming Sphere
Level 3: counterspell, Leomund's Tiny Hut (r), Sleet Storm, slow, water breathing (r)
[sblock=Background and backstory] BACKGROUND: Sage Feature: Researcher Skill Proficiencies: Arcana, History + 2 languages
Olo never knew his own kind. A wizard name Thom bought an egg from a seafaring trader fourteen years ago. The trader told him that it would hatch into a humanoid turtle, and the wizard was very skeptical. The trader ended up being true to his word, and Olo was born in the house of Thom the wizard. The old sage was kind to him, and raized him as a son. Olo proved to be a worthy apprentice, but he longed to know is own kind, and see where he came from.
Thom told him that the trader had come from a distant land, overseas. Hearing that an expedition was being set up, Olo gladly signed up.
uncommon magic item: winged boots
Common magic items: enduring spellbook, hat of wizardry
Starting equipment class
• a dagger
• an arcane focus (wand, in backback)
• an explorer’s pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
• A spellbook (assumed sold for 25gp)
Starting equipment sage background
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, belt pouch
spent to copy into spellbook:
lvl 1 75gp for alarm, shield, absorb elements (half cost because abjuation)
lvl 3 75gp counterspell (half cost because abjuation)
lvl 3 300gp water breathing, Leomund's Tiny Hut
50gp 1 casting of find familiar, and components for 4 more