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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:
Becoming a Drider is an unforgettable experience for all the wrong reasons.

Physical Appearance
Arcadia Vol 12

  • 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,
  • Creature Type:
    You started as an Elven Drow but after Loth's blessing you are now a Monstrosity.
  • Innate Spell-casting: Abyssal Magic (Intelligence)
    • Lv 1: Dancing Lights cantrip. Two Cantrips from Cleric
    • Lv 3: Farie Fire
    • Lv 5: Pass Without Trace
  • Extended Dark Vision
    The range of your Darkvision increases to 120 feet.
  • Monstrosity Resilience Classic Creatures, Pg 9
    Your body is tougher than a mortal’s. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Omax Resilience Classic Creatures, Pg 9
    You have Resistance to Acid Damage.
  • Silver Tongue Classic Creatures, Pg 9
    You have proficiency in the Deception and Persuasion skills.
  • 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 MCDM Arcadia Vol 12, Pg 5
    • 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.
    • Sunlight Sensitivity:
    • Drider's Hide: You gain a +1 to your AC.
    • Natural Weapons: Your Unarmed attacks deal Slashing instead of bludgeoning and gain a 1d4 to damage as well as a 1d8+ Proficiency Bonus as poison damage.
  • Demonic Strike:
    Your tongue becomes usable as a natural weapon due to your monstrous change. it has the following properties
    • A Reach of 10ft
    • Deals 1d6 + Strength damage as an Unarmed attack
  • Slime Trap:
    Your tongue is now slick with the slime of your insides. after making an unarmed attack against a creature they are covered in slime and their speed is reduced by half until they use an action to wash it off.
    On a critical hit the target's speed becomes 0 until the use an action to wash the slime off.
  • Brimorak Breath:
    Your monstrous insides hold powerful acidic bile. you can use this feature a number of times equal to half your proficiency bonus rounded up. Recovering all uses after a long rest.
    • As a Bonus action you can make a ranged attack as you spit a gout of boiling acidic slime in a line
      • Range 20ft, width 5ft
    • Each creature in that line must make a Dexterity saving throw against a DC equal to (8 + your proficiency bonus + your Constitution modifier).
      On a failed save, the creature takes 3d6 Acid damage, or half as much damage on a successful one.
      • This damage increases to 5d6 at 8th level, 8d6 at 12th level, and 10d6 at 16th level
    • In Addition the area of the attack becomes difficult terrain. A creature entering or crossing the area must make a dexterity saving throw (8 + your proficiency bonus + your Constitution modifier). On a failed save they are knocked prone.
  • Seductive Presence:
    your your unnatural monstrous beauty temping hearts with the deepest taboo you can easily manipulate those who fall under your spell of lust.
    • Gain advantage on Deception & Persuasion checks made against creatures who fall under Vaylith's dark seduction. Creatures immune to being charmed or otherwise not able to fall for such charms are exempt from this bonus. (Example, constructs, non-intelligent creatures etc)
  • Succubus’s Embrace:
    Swathed in enchanting monstrous charms, enticing other creatures into accepting your dark embrace
    • When making a grapple check you can use your charisma (persuasion) modifier instead of your Strength (Athletics) modifier when attempting or contesting a grapple check.
      • Creatures immune to the charmed condition are immune to this effect.
  • Passionate Kiss: Prerequisite: 12th level You can use an action to engage a creature you are grappling in a passionate embrace, magically draining their vital essence.
    • The target must make a Constitution saving throw against a DC equal to (8 + your proficiency bonus + your Charisma modifier). On failed save, the target takes 5d10 psychic damage, or half as much damage on a successful one.
    • You gain temporary hit points equal to the psychic damage dealt.
    • You can use this ability a number of times equal to half your proficiency bonus rounded up.

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


[?]

Occult Practices

At 1st level, you take up one of the Occult Practices, a chosen discipline which defines your ongoing research of the body and spirit:

  • the Alienist,
  • the Chemist,
  • the Exorcist,
  • the Mutagenist,
  • the Pathogenist,
  • the Reanimator.

Your choice grants you additional proficiencies and an expanded spell list at 1st level, and additional class features at 3rd, 6th, 10th, 14th, and 18th level.


[?]

Esoteric Theories

You have discovered esoteric theories, scraps of forbidden lore that you can use to augment your magical abilities.

At 2nd level, you gain two esoteric theories of your choice. Your theory options are detailed at the end of the class description. When you gain certain apothecary levels, you gain additional theories of your choice, as shown in the Theories Known column of the Apothecary table. Additionally, when you gain a level in this class, you can choose one of the theories you know and replace it with another theory that you could learn at that level.

Esoteric Theory: TEXT

  • Text

Esoteric Theory: TEXT

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4th Level Feat

Esoteric Theory: TEXT


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Esoteric Theory: TEXT


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Esoteric Theory: TEXT


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Esoteric Theory: TEXT


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Greater Formula

At 11th level, you discover a magical secret called a Greater Formula.
Choose one 6th-level spell from the apothecary spell list as this formula. You can cast your Greater Formula once without expending a spell slot.
You must finish a long rest before you can do so again.

At higher levels, you gain more apothecary spells of your choice that can be cast in this way:

  • one 7th-level spell at 13th level,
  • one 8th-level spell at 15th level,
  • and one 9th-level spell at 17th level.

You learn an additional 6th level spell at 19th level, and an additional 7th level spell at 20th level.

You regain all uses when you finish a long rest.

Master Reformulation. Whenever you finish a long rest and consult your formula book, you can replace one spell you gained from this feature with another spell of the same level from the Apothecary spell list


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Esoteric Theory: TEXT


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Esoteric Theory: TEXT


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Esoteric Theory: TEXT


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Miraculous Recovery

At 20th level, you can spend 5 minutes channelling power into a number of creatures (which can include yourself) equal to your Intelligence modifier to facilitate an abnormally fast recovery. You must tend to the creatures during this period, using a healer’s kit with at least one use remaining.
The targets regain hit points, spell slots, hit dice, and other abilities as if they completed a long rest.

A creature can only benefit from one Miraculous Recovery in a 24-hour period. Once you use this feature, you can’t do so again until you finish a long rest.

Esoteric Theory: TEXT


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
The Apothecary table shows how many spell slots you have to cast your apothecary spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level.
To cast one of your apothecary spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

You prepare the list of apothecary spells that are available for you to cast, choosing from the apothecary spell list. When you do so, choose a number of apothecary spells equal to your Intelligence modifier + your apothecary level (minimum of one spell).
A spell you prepare must be of a level no higher than what’s shown in the Apothecary table’s Slot Level column for your level. For example, if you are a 5th-level apothecary, you have three 3rd-level spell slots. With an Intelligence of 16, your list of prepared spells can include eight spells of 1st, 2nd, or 3rd level, in any combination.
To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell. Casting a spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest.

Preparing a new list of apothecary spells requires at least 1 minute per spell level for each spell on your list.

Spellcasting Scores, DC, Bonus
Intelligence is your spellcasting ability for your apothecary spells, since you learn your spells through dedicated study and occult knowledge. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an apothecary spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast an apothecary spell as a ritual if that spell has the ritual tag and you have the spell prepared

Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section of the Core Rules) as a spellcasting focus for your apothecary spells

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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