Livion's Inventory & Stats

Feats

Feat: LV8
Feat: LV8

Vision

Common Sight:1) Yes
Passive Perception: 00
Dark Vision: -
True Sight: 0ft
Tremor Sense: 0ft
Blind Sight: 0ft

Attunment

Slot 1: LOCKED
Slot 2: LOCKED
Slot 3: LOCKED

Movement

Walking 40ft
Swimming 20ft
Levitating 60ft
Flying 60ft

Currency

Platinum Gold Silver Copper
0 0 0 0
Occupation Occupation
Income Lifestyle
+0 GpD -0GpD
Other Expences/Income

GpD = Gold per Day

Location Item Stats
Head This is text to make sure the collems in this table expand rather than the whole table itself
Amulet
Cloak
Clothes
Armour
Arms/Hands
Ring/s
Belt
Boots
Weapon
Shield/Ammo/Offhand
Sub-Weapon

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 15 = Lift,Push,Pull Capacity

Carry Capacity Lift, Push, Pull Capacity Equipped Load
000ibs 000Ibs 000Ibs

Consumables & Useful Items

Item Name Details
Item
Item
Item
Item
Item
Item
Item
Item
Item
Item

Special Items

Name Detail
Item
Item
Item
Item
Item
Item
Item
Item
Item
Item

Misc / Junk Items

Item Detail
Item
Item
Item
Item
Item
Item
Item
Item
Item
Item
Attack Hit Damage
Weapon Attack +00 1d6+0
Unarmed Attack +00 1d4+0
Core Saves
STR +0 DEX +0 CON +0
INT +0 WIS +0 CHA +0
Spell Slots
1st 0 2nd 0 3rd 0
4th 0 5th 0 6th 0
7th 0 8th 0 9th 0
Skill Saves
Acrobatics +0
Medicine +0
Animal Handling +0
Nature +0
Arcana +0
Perception +0
Athletics +0
Performance +0
Deception +0
Persuasion +0
History +0
Religion +0
Insight +0
Sleight of Hand +0
Intimidation +0
Stealth +0
Investigation +0
Survival +0
Passive Ability Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Active Ability Description Action Usage/Recovery Source
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial

A true monster through and through. There is no redeeming your nature, your very existence is harmful to mortals and organic life in general. A force of nature left untamed and unchallenged, The only thing that may be holding you back is the gods themselves. Perhaps sealed away in a jar or Demi-Plane. Mortal life is only sustenance to you, or may haps a plaything to torture.
Unlike a villain you have no redeeming qualities, no chance to be empathised with. The only ones that would follow you are monsters themselves.
Even if you are sided with its only temporary and nobody can trust you completely.
You are the devourer in the night, the lurker in the hills, the terror of villages. Children check for you under the bed before they go to sleep. The town's warriors arrange hunting parties to slay you, but often do not return. The elders lay out sacrificial offerings to satiate your bloodlust. You are a monster, a lone hunter or living with a small pack. Your favorite food is the livestock of humanoid settlements – or the humanoids themselves!

Skill Proficiencies

  • Perception
  • Nature

Languages

  • Sylvan?

Equipment (If Any)

Feature: Grappler EX

Source: Homebrew 2)
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on Grapple checks you make against creatures your size or smaller as well as advantage to avoid being grappled.
  • You have advantage on attack rolls against a creature that is grappled.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed the creature is restrained until the grapple ends.

Naturalization[edit]
Something compelled you to end this lifestyle of terror and instead take up adventuring. You can work out a reason with the DM, or roll on the table below.
d6 Naturalization 1 I fell in love with a fair maiden or handsome lad.
2 I caught my reflection in the water. What does it mean to be a monster? What else am I capable of?
3 A mystic cast a powerful geas upon me: against my will I must undertake a seemingly neverending quest.
4 I simply had a change of heart that I cannot explain.
5 I am lonely and I seek others of my kind. We are so rare that I need the help of my former prey.
6 I was forced into labor as a beast of burden or war machine. I endured this for years, and it will take me some time to cast off this subservient mindset.

Feature: Hated
You are rarely accepted in civilized communities, even when in good company. Unless your adventuring party can successfully vouch for you, people will try to drive you away or flee. The local baron may try to capture you, brave scholars may wish to study you. Eventually, through your deeds, you may come to be tolerated. For now, you are a frightening monster, and in smaller communities you can demand a sacrifice or simply chase away the villagers. In towns and cities you can worry the authorities enough that they'll mobilize the militia, perhaps a useful distraction.

While you have left your monstrous life behind, old habits die hard and sacrifices are ever so tasty. All monsters come from some sort of heritage, whether the spawn of doting parents, summoned by a mad wizard, created by a madder wizard, or awoken from the earth by a god. Monsters are typically bestial, short-tempered, focused, bloodthirsty, or arrogant. Most care little for the lives of those they have destroyed, but others are truly ashamed for their actions. Monsters have a lot to prove, both to themselves and the world that has labeled them so.

d8 Personality Trait 1 I am jealous of the cultures, craftmanship and gregariousness of humanoid races.
2 I like to scare young children.
3 I must sing or bellow hauntingly before I eat.
4 I become obsessed when I have chosen my prey.
5 Like an onion, I have layers. I’m not just some simple beast.
6 I love riddles and use them to judge others.
7 I delight in contests of strength, but I’m a sore loser.
8 I can make myself comfortable and fall asleep anywhere.

d6 Ideal 1 Dominance. I am the king of beasts! (Any)
2 Savagery. To hunt, to eat, to run, to soar. (Chaotic)
3 Devil Inside. The last screams of my victims are music to my ears. (Evil)
4 Mercy. I wish to change my ways, to become a beacon of hope rather than terror. (Good)
5 Exploration. I want to see the world, regardless of how others see me. (Neutral)
6 Order. There is a correct place for everything, including terrible monsters. (Lawful)

d6 Bond
1 I have my own patch of land that I call home.
2 My pack is my family.
3 I owe someone my life.
4 My best friend is the skull of my first victim.
5 I consider another group of monsters as my allies.
6 There is a large bounty out for my hide after a specific event in my past.

d6 Flaw
1 I hate getting wet.
2 I cannot wash away the stench of rotting meat.
3 I am always ravenous. The farmer won’t miss a cow, right?
4 I can hardly control myself when I smell fresh blood.
5 I hate merrymaking. Especially singing. And dancing.
6 I’m terribly lazy, and depend on my ferocious reputation to get what I want.

Long, long ago, you ventured into the world to play your part in history. However, for whatever reason, history has moved on, and you continue to exist. You do not age naturally, or contract common diseases, and have lived several lifetimes beyond your race's eldest. Were you blessed by a deity, to gather knowledge far beyond your years? Cursed by fate to watch everyone around you wither away from age and disease? Or mayhap a victim of your own magical experimentation? Regardless of the cause, your soul refuses to give up its claim to life, and gives you an ancient perspective on life.
Where some immortals are relatively young and rash, though, you are far older than your appearance may imply, and you've lived a far sight longer than much anyone alive. You've seen kingdoms rise and fall, history be made, and both good and evil waste away to the passage of time.
The details of your immortality are best left to you and your DM, but it's recommended to use the vanilla Boon of Immortality that prevents aging. Alternative methods could be a dark magic using phylacteries, or some sort of rebirth as a child elsewhere on death.

Skill Proficiencies: History, Insight
Languages: Two languages of your choice
Equipment: A set of traveller's clothes, a heavy cloak or robe, a small trinket from a past life that you always seem to find, and a pouch containing 15 gp

Source[edit]
What gives you your undying soul? Why do you live on beyond your years? d6 Specialization 1 I was blessed and given a purpose by a benevolent being. 2 I was cursed by a cruel being to watch the end of the world. 3 I obtained a Wish spell and gained immortality, for better or worse. 4 I won a bet against a god of death itself in a time long past, and obtained reincarnation. 5 I meticulously set up a cycle of clones and phylacteries to obtain my own immortality. 6 I don't know why I'm immortal… only that I'm older than I've any right to be. Feature: Lifetimes of Experience[edit]

Ancient perspectives give one a broad range of knowledge and history to draw from, though they often cloud new ideas from being formed. You can often recall information about places that many characters have never ventured, or extrapolate based off similar events. Similarly, historical facts come naturally to you, and many a scholar or ruler values your counsel if you make it available. Alternate Feature: A World of Connections[edit] As time passed, you cultivated your connections. In any major town, you know ways to gain an audience with important people. Names to drop, people to refer to, symbols to pull up, and various catchphrases to get you into high (and sometimes low) places. These people may not always know why you know these things, though, so getting the audience itself may be all you can manage. Suggested Characteristics[edit]

While most Ancient Ones simply do not age or contract disease, some simply found a way to reincarnate, albeit generally slowly and with some form of penalty. Others have obtained some kind of far more effective means, though the player should consult with their DM for anything stronger than agelessness or rebirth. Most adventuring Ancient Ones, though, have some quirk pushing them out of their timeless vigils, or a cause pushing them on. Below are some ideas to get you started. d8 Personality Trait 1 I obsess about my appearance. If I'm this old, I refuse to look it! 2 My worldview is old and obtuse to many, but I won't change it for children. 3 Having seen most everything, I spent time away from the world, to let it catch up. What new things can I explore? 4 I cannot, for the lives of me, replicate the cause of my immortality. I'm so close, though! 5 The world is doomed to repeat itself, and my melancholy attitude makes few friends. 6 My odd mannerisms tend to make people uneasy, though my knowledge tends to eventually make allies. 7 I have a tendency to get bored with what many consider new, and seem disrespectful because of this. 8 Others are unimportant compared to the grand designs of the universe, and I plan to be more than a cog. d6 Ideal 1 Knowledge. My knowledge is meant to be gathered and shared freely, with all who wish to know. (Good) 2 Prophecy. There are things far beyond the ken of mortals, and I will carry out what must be done. (Lawful) 3 Entropy. Infinite time means infinite plans to serve my ends… and mine shall come to fruition soon. (Chaos) 4 Calamity. The only way to end my cycle is to end the world, and I shall be the one to usher in the end of eras. (Evil) 5 Rest. I only wish to find a way to end this cycle, and finally make peace. (Neutral) 6 Beyond. I have obtained immortality… but what could be even further beyond? (Any) d6 Bond 1 Bonds are hard to form, as other mortals have such short lives. 2 My immortality is the closest of my secrets, and the knowledge slipping away could do irreversible harm. 3 I do not form alliances easily, and trust slowly. 4 I revere the one that gave me immortality, and seek to understand them. 5 I resent the one that thrust immortality upon me, and seek to undermine them. 6 I wish to find those from my past - or their kin - and rekindle the bonds, but worry they won't realize who I am. d6 Flaw 1 I tire of the world, and find no joy in things. 2 Anything new sends me into an overexcited frenzy. 3 I obsess over knowledge of all kinds, and must seek out anything new. 4 My immortality and drive leave me somewhat callous, and underlings tend to get churned up in my wake. 5 Time wears on the mind, looping over and over and over, until the madness sets in. Oh, the glorious madness! 6 I know all. I am not wrong, and any who disagree with me are foolish whelps.

A handy place for you to write notes as if your character was writing.
For Reference or Lore fill it how you want.


1)
Standard eye sight
2)
Heavily altered Grappler feat found in the players handbook
  • character/livion/stats.txt
  • Last modified: 8 months ago
  • by Cinder