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Vaylith's Mechanics & Stats D&D 5th


Feats

Origin: -
LV4: -
LV8: -
LV12: -
LV16: -
Lv19: (Epic Boon)

Other Boons

Title: -
Title: -
Manevour: -
Manevour: -
LV0 : -
LV0 : -

Vision

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

Attunment

Slot 1:
Slot 2:
Slot 3:

Movement

Walking 00ft
Swimming 00ft
Climbing 00ft
Flying 00ft

Currency

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

GpD = Gold per Day

Location Item Stats
Head -
Amulet -
Cloak -
Clothes -
Armour -
Arms/Hands -
Ring/s -
Belt -
Boots -
Weapon -
Shield/Ammo/Offhand -
Sub-Weapon -
Quick Access -
Quick Access -
Quick Access -

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = Lift,Push,Pull Capacity

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

Consumables & Useful Items

Item Name Details
-
-
-
-
-
-
-
-
-
-

Special Items

Name Detail
-
-
-
-
-
-
-
-
-
-

Misc / Junk Items

Item Detail
-
-
-
-
-
-
-
-
-
-

Drider:
description

Physical Appearance

  • Ability Score:
    Intelligence +2, Charisma +1
  • Lifespan:
  • Alignment:
  • Size:
    Your size was medium, but after becoming a Drider you are now Large
  • Speed:
    30ft, 30ft Climb
  • Languages:
    Common, Elven
  • Extended Dark Vision
    The range of your Darkvision increases to 120 feet.
  • Innate Spell-casting (Intelligence)
    • Lv 1: Dancing Lights cantrip.
    • Lv 3: Farie Fire
    • Lv 5: Pass Without Trace
  • Fey Ancestry
    You have Advantage on saving throws you make to avoid or end the Charmed condition.
  • Keen Senses
    You have proficiency in the Insight, Perception, or Survival skill.
  • Trance
    You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
  • Drider Heritage
    • Spider Climb: Vaylith can walk/climb difficult surfaces including upside down on ceilings without need to make an ability check or use extra movement.
    • Size: your size is Large
    • Web Walker: Vaylith ignores movement restrictions caused by webbing.
    • Innate Spellcasting:

Source: Guide to Drakenhime, Pg 135

Lore introduction.

Hit dice: 1D8
Saving Throw Proficiencies: Intelligence, Wisdom
Skill Proficiencies: (Choose 2) from Arcana, History, Investigation, Medicine, Nature, and Religion
Equipment Proficiencies:
Simple weapons, Short swords, Hand crossbows.
Light & Medium Armour
any tool proficiency, plus another of your choice from the following:
(poisoner’s kit, herbalism kit, or alchemist’s supplies)
Starting equipment: 160 Gold

Background: Feature & Details

Short Description of Background


Source: Guide to Drakenhime, Pg 180/ Player's Handbook 2024

Prerequisite: Requires proficiency in poisoner’s kit, occultist’s tools*, or herbalism kit

  • Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.
  • You gain resistance to poison damage.
  • The damage done by your poison attacks deals an additional 2d8.
  • You can detect the presence of poison by spending 1 minute examining a substance or object.

Once per day after finishing a long rest, you can spend one hour working with your chosen tools to create a special concoction or infusion using materials harvested or found in the field. You must have access to your tools during this time.
As you gain levels, you learn how to create a more powerful item, as shown on the table below. This creation becomes inert after 24 hours.
Level 1 — basic poison
Level 5 — serpent venom
Level 11 — wyvern poison

Skill Proficiencies

  • Skill

Languages And/Or Tools

  • Language
  • Poisoner's Kit

Equipment (If Any)

  • Component Pouch


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Type of Spell List you can access

Spell Slot Recovery

Elementary Reformulation
Whenever you finish a long rest and consult your formula book, you can replace one apothecary cantrip you know with another cantrip from the apothecary spell list.

Spell Slots
1st 0/0 2nd 0/0 3rd 0/0
4th 0/0 5th 0/0 6th 0/0
7th 0/0 8th 0/0 9th 0/0
Total Cantrips 0
Total Spells 0

Spell Preparation

Spellcasting Scores, DC, Bonus

Ritual Casting

Spellcasting Focus

Formula Book
You have a book or collection of notes that you study to prepare your apothecary spells, develop your esoteric theories, and record your occult practices.
You may use your formula book as an arcane focus for your apothecary spells.

You may describe this book any way you like. Some examples of your book’s appearance include:

  • A large leatherbound tome with yellowing pages bound shut with an iron lock
  • A scattered assortment of scribbled notes loosely held together by rope
  • A pristine journal with perfect edges and beautiful penmanship
  • A leather briefcase with two small golden locks
  • A medical bag with surgical symbols on the sides
  • A beat-up satchel slung over one shoulder with vials and bottles poking out of every pocket

If the book is destroyed or lost, you can recreate it using inks and paper during a long rest

Cantrip Level 1 Level 2 Level 3 Level 4
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -

Bold = Prepared Spell

You know three cantrips of your choice from the apothecary spell list. You learn additional apothecary cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Apothecary table.


1)
Standard eye sight
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