Ka'ne (The Omener) | ||
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Class: Druid |
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Alignment: True Neutral | Speed: 30 feet | |
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AC: 21 | |
Resistances: Necrotic, Radiant | ||
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Initiative: +4
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Other Info | |||
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Lineage: Aasimar |
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AppearanceLooks: Slim, distinguished. Lambent golden eyes. Various symbols adorn his flesh. | Temperament: Ka'ne Chacji (ka-nay chok-jee) is subtle and unobstrusive. Always weighing, deciding. | Flaws: Judicious to a fault. | |
Traits: Avoids unnecessary attachments. Is always prepared to let fate decide. |
Ideals: All things must come to an end, but in death all things find balance. | Bonds: Secretly serve the best interests of Arawn. | |
Languages: Common, Druidic, Elven, Sylvan, Celestial | Proficiencies: Simple Weapons, Light Armor, Shields, Navigator's Tools, Herbalism Kit, Tarot | ||
Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn. |
Gear |
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Attuned: Crystal Ball of Mind Reading, Ring of Arawn, Blackstar Amulet |
Gear: Dimensional Satchel, Athame (Dagger) |
Lineage | ||
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Aasimar
Celestial Resistance. You have Resistance to Necrotic and Radiant damage. Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it. Healing Hands. As a Magic action you may cause a creature you touch to regain 4d4 Hit Points. []/LR Celestial Revelation. Once per Long Rest you can transform as a Bonus Action into your choice of Heavenly Wings, Inner Radiance, or Necrotic Shroud. The transformation lasts for 1 minute or until you end it (no action). *Heavenly Wings. You sprout spectral wings from your back for the duration, gaining a Fly Speed equal to your Speed. Additionally, when you do damage you can deal an extra 4 Radiant damage to one target once per turn. *Inner Radiance. You become partially luminous for the duration. Searing light radiates from your eyes and mouth, and you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. At the end of each of your turns, enemy creatures within 10 feet of you take 4 Radiant damage. *Necrotic Shroud. You become partially tenebrous for the duration. Your eyes and mouth become light sucking vortexes. The light level within a 20-foot radius of you can be no brighter than Dim Light. At the start of each of your turns, enemy creatures within 10 feet of you must succeed on a Charisma saving throw (DC 11) or take 4 Necrotic damage and gain the Frightened condition until the start of your next turn. |
Background |
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Apprentice Stargazer: +2 Wisdom, +1 Dexterity, Arcana, Perception, Magic Initiate [Wizard]. |
Feats |
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Magic Initiate (Wizard): You learn two Wizard cantrips and one level 1 Wizard spell of your choice. You can cast the level 1 spell once without a spell slot per Long Rest. |
Fey-Touched: +1 Wisdom. You always have Bless and Misty Step prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat. |
Shadow-Touched: +1 Wisdom. You always have Inflict Wounds and Invisibility prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat. |
War Caster: +1 Wisdom. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield. |
Class: Druid (Annwn) |
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Class Features: Spellcasting (WIS, Spell Save DC: 17), Druidic (You know Druidic, and always have Speak with Animals prepared), |
Wild Shape: As a Bonus Action you shapeshift into one of your known Beast forms for up to 6 hours, or until you use Wild Shape to change forms again, or become Incapacitated, or die, or decide to change back to normal, Temp HP (You gain Temp HP equal to your Druid level when you Wild Shape) Beast Shapes (Max CR: 1, Fly Speed: Yes, Known Forms: Wild Companion (As a Magic action expend one use of Wild Shape to cast Find Familiar (Fey) w/o Material components; the familiar vanishes when you finish a Long Rest), |
Wild Shape Uses: |
Cantrips: Spare the Dying, Guidance, Toll the Dead, Starry Wisp, Message, Lineage [Light], Background [Blade Ward, True Strike], Magician [Druidcraft] |
Spells: Healing Word, Protection from Good & Evil, Detect Magic, Faerie Fire, Goodberry, Aid, Dissonant Whispers, Augury, Pass without Trace, Dispel Magic, Daylight, Divination, Fount of Moonlight, Scrying, Geas, Insect Plague, Find the Path, Background [Magic Missile /LR], Fey-Touched [ |
Spell Slots: 1: 2: 3: 4: 5: 6: |
Subclass Features |
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Weal (Even): The d20 Test is rolled with a +d6 bonus. Woe (Odd): The d20 Test is rolled with a -d6 penalty. Uses: You can use this Reaction 5 times |
Black Spear Bearer: While in this form you take on a reaper-like appearance and manifest a tenebrous black Spear. You can wield this Spear in the usual way, but it deals 1d10 Piercing or Necrotic damage (your choice), and you can use Wisdom as your attack attribute if you prefer. Additionally, the Spear's Thrown range improves to 150/600, and you may now make a ranged attack with it as a Bonus Action. At the start of your next turn, if you are not holding the Spear you may cause it to vanish and reform in one of your empty hands. Cauldron Born: While in this form you take on a waxy complexion and your eyes and mouth glow with a creepy green light (as does your blood, should it be shed). As a Bonus Action during your turn you may expend a spell slot to regain Hit Points equal to 1d8 plus an additional 2d8 per spell slot level. If you do so, you may also move up to your Speed. This movement ignores Difficult Terrain and does not provoke Opportunity Attacks. Horned One: While in this form you sprout antler-like horns. When you make an Intelligence or Wisdom check or a Concentration save while in this form, you can treat a roll of 9 or lower on the d20 as a 10. Additionally, you have Advantage on saving throws to avoid or end the Stunned, Paralyzed, and Restrained conditions. |
Armor and Attacks |
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Armor: Silken Shroud +1 (Permanent) & the Blackstar Amulet: 21 AC |
Attacks:
Starry Wisp 300-feet, +9 to hit, 3d8 Radiant damage Potent Spellcasting: +5 damage Target emits Dim Light in a 10-foot radius and can't benefit from Invisible |
Toll the Dead 300-feet, DC 17 Wis save, 3d8 Necrotic damage Potent Spellcasting: +5 damage damage uses d12's if target missing HP |
Dagger 1h, 5-feet, +9 to hit, 1d4+5 Piercing/Radiant damage True Strike: +2d6 Radiant |
Black Spear 1h, 5-feet, +9 to hit, 1d10+5 Piercing/Radiant/Necrotic damage True Strike: +2d6 Radiant Bonus Action: Thrown (150/600), Rematerialize (start of turn) |
Dissonant Whispers 60-feet, DC 17 Wis save, 3d6 Psychic (save for half) damage Failed Save: target must use its Reaction to move as far away from you as safely possible (if able). Silver Toll: +1 DC and +5 damage Upcast: +1d6 per spell slot lvl > 1 |