Khida
Khida
Size: Medium
Strength 20 (+5) Height: 6’1”
Dexterity 14 (+2) Weight: 180 lb.
Constitution 20 (+5) Skin: Brown
Intelligence 16 (+3) Eyes: Red
Wisdom 12 (+1) Hair: Red
Age: Chronologically: 4
Charisma 12 (+1)
Mentally: 18
Physically: 30
Routine Notes: Rage (adv on Strength checks and Strength saving throws, melee weapon attack using Strength, you
gain a +3 bonus to the damage roll), Reckless Attack (adv for dis), Danger Sense (Dexterity saving throws against
effects that you can see, such as traps and spells), Red Rage (instantly gain temp HP 10 and attacks deal additional
fire damage 5. Fire and radiant damage sources to provide ignore resistance and deal half damage to immune
creatures), You have advantage on intimidation and athletics checks. As a bonus action, you can cast see invisibility
from the helm on yourself once per long rest.
· Setting Suns. 1 SP as a bonus action, you move 5 feet in any direction and make 2 melee attacks using your
Sundisks, as you lunge and pinch. You can use this ability to move even when your speed is 0 ft, as long as
you are not restrained in some way
· Improved Sundisks. When manifesting sunlight disks, the constructs have the thrown and ranged (30/90
feet) properties. Thrown Sundisks return at the end of the round
· Twilight Bunker. 2 SP cost; Your movement speed is reduced to 0 ft, and you draw your Sundisks around
you defensively, forming a wall to deflect any attack. You gain additional AC equal to your Strength
modifier, and you take no damage from spells or effects that deal reduced damage on a successful save.
You must have at least 4 Sundisks conjured to use this ability, and you remain in this stance until you
choose to end it. AC 21
Proficiency bonus: +5
Initiative modifier: +2 = + 2 [dexterity] (adv and can’t be surprised)
Attack (handheld / thrown): + 10 = + 5 [strength] + 5 [proficiency]
Attack (missile / finesse): +7 = + 2 [dexterity] + 5 [proficiency]
Strength save: + 10 = + 5 [strength] + 5 [proficiency]
Dexterity save: +2 = + 2 [dexterity]
Constitution save: + 10 = + 5 [constitution] + 5 [proficiency]
Intelligence save: +8 = + 3 [intelligence] + 5 [proficiency]
Wisdom save: +1 = + 1 [wisdom]
Charisma save: +1 = + 1 [charisma]
Insight (passive): + 11 16 [adv] 11 [dis] 10 + 1 [wisdom]
Investigation (passive): + 13 18 [adv] 8 [dis] 10 + 3 [intelligence]
Perception (passive): + 16 21 [adv] 11 [dis] 10 + 1 [wisdom] + 5 [proficiency]
Sundisks 1d10 plus strength modifier Radiant damage ranged (30/90 feet) properties martial melee weapons
CRIT ON 19 or 20
As a bonus action, you may conjure a number of disks of hard sunlight, sharp and sturdy. You control
these weapons semi telekinetically, relying on somatic gestures and martial prowess to control them
accurately. As long as both your hands are free, you have total control over all your Sundisks. You
conjure 2 Sundisks, plus an additional number of Sundisks equal to the number of SP you spend
when you take this bonus action.
Feats
Freed Shatterheart Scion
Prerequisites: Racial Feat (free at level 1)
You are free of the superior conditioning of your clone-brothers, and your free will and determination to live
have infused you with Red Light.
· Sundisks. As a bonus action, you may conjure a number of disks of hard sunlight, sharp and sturdy. You
control these weapons semi telekinetically, relying on somatic gestures and martial prowess to control
them accurately. As long as both your hands are free, you have total control over all your Sundisks. You
conjure 2 Sundisks, plus an additional number of Sundisks equal to the number of SP you spend when
you take this bonus action.
· Sundisks are martial melee weapons that deal 1d10 plus strength modifier Radiant damage.
Resilient
Prerequisites: None
You have mastered ranged weapons and can make shots that others find impossible. You gain the following
benefits:
· Increase the chosen ability score by 1, to a maximum of 20.
· You gain proficiency in saving throws using the chosen ability.
Quick-Fingered
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
· Increase your Dexterity score by 1, to a maximum of 20.
· You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double
your proficiency bonus to checks you make with it.
· As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone
else, conceal an object on a creature, lift a purse, or take something from a pocket.
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your background.
· a greataxe or (b) any martial melee weapon
· two handaxes or (b) any simple weapon
· An explorer's pack, and four javelins
Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.
Class Features
As a Class you gain the following class features:
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain
the following benefits if you aren't wearing heavy armor:
· You have advantage on Strength checks and Strength saving throws.
· When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This
bonus increases as you level.
· You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute.
It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since
your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you
have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage
again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when
you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such
as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make
your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Red Rage. Whenever you activate your Rage feature, you may spend 1 SP to force your superior mortal
energies through your body, channeling pure Red Light. You instantly gain temp. HP equal to 2x prof. bonus, and
your attacks deal additional fire damage equal to your Con modifier. Fire and radiant damage sources to provide
ignore resistance and deal half damage to immune creatures.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Path Feature
At 6th level, you gain a feature from your Primal Path.
Setting Suns. By spending 1 SP, as a bonus action, you move 5 feet in any direction and make 2 melee
attacks using your Sundisks, as you lunge and pinch. You can use this ability to move even when your speed is 0 ft,
as long as you are not restrained in some way
Improved Sundisks. When manifesting sunlight disks, the constructs have the thrown and ranged (30/90
feet) properties. Thrown Sundisks return at the end of the round.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised
at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter
your rage before doing anything else on that turn.
Path Feature
At 10th level, you gain a feature from your Primal Path.
Twilight Bunker. 2 SP cost; Your movement speed is reduced to 0 ft, and you draw your Sundisks around
you defensively, forming a wall to deflect any attack. You gain additional AC equal to your Strength modifier, and
you take no damage from spells or effects that deal reduced damage on a successful save. You must have at least 4
Sundisks conjured to use this ability, and you remain in this stance until you choose to end it.
Name. As a reaction you can block an incoming attack with your sundisks. You use a single sundisk you
summon for the block so long as you have a free hand to wield it. Roll your damage dice plus your Strength
modifier to negate damage of one incoming attack. The sundisk is broken if it cannot absorb all incoming damage.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while
you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1
hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or
long rest, the DC resets to 10.
Path feature
At 14th level, you gain a feature from your Primal Path.
Burning Soul Crucifixion. 2+ SP; needs 2 Sundisks;
You launch 2 of your Sundisks, which attempt to bind your target in place while you gather your power. On a
successful Dex save the target is free, and you waste 1 SP. On a failed save, the target is restrained until the end of
your next turn. On your following turn, you must spend your action investing SP; a minimum of 2 SP deals 200 fire
and radiant damage, and each additional SP deals +20 damage. 8 + proficiency bonus + constitution bonus.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end
it.
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in
place of the total.
Ability Score Improvement PHB p46
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM uses the optional Feats, you can instead take a feat.
Primal Champion PHB p46
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your
maximum for those scores is now 24.
Chains of Sigel Yr
You can cast Hold Monster at-wil-- targeting a celestial, fiend, or elemental-- without expending a spell slot or
material component. A creature targeted by this ability cannot be targeted again until you complete a long rest.
Radiant Sunbolt
As an attack action, you make a ranged spell attack with a range of 30 feet using your dex modifier for attack and
damage rolls, which deals 3d8 damage.
Searing Arc Strike
Whenever you take the attack action, you can cast Burning Hands with a warlock spell slot as a bonus action, which
deals radiant and fire damage.
Searing Sunburst
Create an orb of light that erupts into a devestating explosion. as an action, you create an orb and hurl it to a point
you choose within 150 feet, where it erupts into a 20-foot-radius sphere for a brief instant. Each creature in the
sphere makes a Constitution saving throw or take 2d6 radiant damage, plus another 2d6 per level of spell slot.
Sun Shield
You become wreathed in a luminous, magical aura. You shed bright light for 30 feet and dim light for an additional
30 feet. You can extinguish or restore this light as a bonus action. If a creature hits you with a melee attack while
the shield is active, you can use your reaction to deal radiant and fire damage equal to 10+Wisdom and
Constitution modifiers.
While active, attempting to move towards Khida within the area of bright light shed by this power, requires a
Strength check with a DC of 8 + Proficiency Bonus + Constitution Bonus
Sigel Yr grants Khida 2 warlock spell slots, which are of 2nd level, and refreshed on a short rest. Khida may spend
Solar Points to generate spell slots for his abilities, at a rate of 2 points per spell level (up to a max of 5th level).
Khida now regains 1 Solar Point at the beginning of each round of combat.
He learns to utilize Sigel Yr's power continuously over time, manifesting as armor over his limbs. You can spend 1 ki
point as a bonus action to sheathe a limb with Sigel Yr's suit, granting you the ability to deflect elemental magical
energy. When you take acid, cold, lightning, fire, or force damage, you can use your reaction to reduce the damage
by 1d10+Wis mod+Con mod. For each projected limb, you roll an additional 1d10. You can manifest hands and feet.
If you are missing a limb, a projected limb can replace it for 24 hours for 2 ki points.
Shatterheart
Description.
Suggested Characteristics
Use the tables for the background in the Player’s Handbook as the basis for your traits and motivations, modifying
the entries when appropriate to suit your identity as a background.
Inventory:
Weapons
Main Hand Longbow
Off Hand
Sheathed, Dagger
belt
Armor Apparel
Head Headband, Hat, Helmet
Face Lenses, Goggles, Masks
Torso Leather Armor
Character’s Clothes
ITEM DESCRIPTION
Superior Dread Helm (Requires Attunement). This fearsome steel helm makes your eyes glow red while you wear it.
You have advantage on intimidation and athletics checks. As a bonus action, you can cast see invisibility from the
helm on yourself once per long rest.
BACKGROUND
Hector Irons 17
Vola 17 4
Cosma Larei 18
Neilos Bron Maug 2
Illferya Corvacrune 16 2
Vimthal Laasksonen 0
Ulfyld Uksarla 15
Shou Trazere 1
King Trazere -7
Shaun Kadel 16
Soledad Amjad -5 | 15
Khodadad Amjad 20
Sigel Yr -5
Qilan Sheggulason 2
Bazdal -5
Agrippa Samaras 0
Datch Wingerly 0
Unorato Corvacrune 0
Cherubia Corvacrune 0
Vanya Laaskonen 0
Viivi Laasksonen 0
Kuskyn Revaine 0
Torrel NA
Dohlix Grimgraw 0
Katrine Ellophele 0
Captain Humphrey 0
Ser Wennder Humphries NA
Oskar Laaksonen NA
Syllavaena Farran 16 1
Alder Ragobrook NA
Ragne Ragobrook NA
Jameson Cauldwell -7
Anais ALL -7
Skeraj -9
Silaqui Nailo 0
Stigandr 2
Callum Cauldwell -10
Yanoro Amjad -9
Gili 5 1
Holo 5 1
Jana 5
Harks Buunderson ?? 1
Cholaese Laundt ??
Bensin 0
Pikne 17 2
Khawy 0
Myshoka 0
Toni 0
Stiggur 0
Manfri 15
Nehe 15
Houlian -7
Thul’me 15
Yarta Vitt 2
Peren Nailo 0
Character Backstory
Description.
Character Description
Description.
NOTES
A muscled woman with reddish tan skin and dark red hair stands at 5’11”. She is dressed in faded red
robes, tied together in knots. It appears to have once been fine cloth, now tattered by wear. She has
mutated limbs of black rock and glowing red gems. A long, glass-like wolf mask covers the woman’s face.
Light blooms from her eyes and the crystals sprouting from her body.