Urthek
Urthek
Class Bard ; Level 1 (XP 0/0)
Heritage Dragonborn (white); Culture Steamforged ; Background Farmer ; Destiny Revenge
Size Medium; Speed 30 ft.
Languages Common, Draconic
Maneuver DC 12; Spell DC 11
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* saving throw proficiency (+2) |
DEFENCEHit Points 9 (Hit dice d8+1) Fatigue 0; Strife 0 Armor Class 15 (scales) Armor Proficiencies light armor |
OFFENCEClaws. Melee Weapon Attack: +3 to hit, reach 5 ft/, one target. Hit: 1d4+1 slashing damage. Hand crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 1d6 piercing damage; dual-wielding, loading. Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4+1 piercing damage; dual-wielding, finesse, simple. Weapon Proficiencies Simple weapons, hand crossbows, longswords, rapiers, shortswords |
Spellcasting
Spell Save DC 15; Spell Attack Bonus +5
Cantrips (3): Vicious Mockery, Light, Friends
1st-level (4): Speak with Animals, Sleep, Faerie Fire, Thunderwave
Notes (see features for more details)
Art specialty. When using voice as spell focus, gain advantage on concentration checks to maintain a spell.
Proficiency Bonus (+2) |
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Skills
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Tools
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Saving Throws
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* specialty (+1d4) |
Heritage Features
Dragon breath
You can use your dragon breath as an action to do cold damage in a 15-foot cone. Each creature in the breath’s area makes a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level. After you use your dragon breath, you can’t use it again until you finish a short or long rest .
Draconian armor.
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Claws. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier.
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Resistance. You have resistance to cold damage.
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Scales. You have tough interlocked draconic scales. While you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Culture Features
Mind Like a Steel Trap
You have proficiency in either History, Investigation, or Nature, and you gain an expertise die on checks made using the chosen skill.
Tech Savvy
You have proficiency with tinker’s tools and Engineering, plus one other artisan’s tool of your choice.
War Scholar
When you replace an attack or use an action to Disarm, Grapple, Overrun, Shove, or Tumble, you gain an expertise die.
Languages
You can speak, read, write, and sign in Common and one other language.
Class Features
Art Speciality
Voice (Humming, Insults, Oration, Singing). When using this musical art as a spell focus, you have advantage on checks made to maintain concentration on a bard spell.
Bardic Inspiration
You have a preternatural ability to inspire those around you. You can use a bonus action to choose one creature other than yourself within 60 feet of you who can hear or see you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the Narrator says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (3). You regain any expended uses when you finish a long rest.
At 5th level your Bardic Inspiration die increases to d8, at 10th level it increases to d10, and at 15th level it increases to d12.
Battle Hymn
Once at the start of your turn, you can activate a battle hymn by expending a use of Bardic Inspiration (no action is required). Performing a battle hymn requires your concentration, as though you were casting a spell. Once activated, a battle hymn continues until you lose concentration or the start of your next turn.
Overbearing Rhythm. An attacker targeting the creature has disadvantage on its attack roll.
Other Features
Bit and Bridle. You know how to stow and transport food. You and one animal under your care can each carry additional Supply equal to your proficiency bonus.
Destiny
Source of Inspiration
Served Cold. You draw inspiration from the wails of those who have wronged you. You gain inspiration whenever you outwit a foe without the use of Deception or Persuasion checks.
Inspiration Feature
Cloak and Dagger. You know how to avert suspicion when danger closes in. Whenever you or an ally you can see fail a Sleight of Hand or Stealth check, you can use your reaction to spend your inspiration and undo any consequences of that failed check.
Fulfillment Feature
Retaliatory Reputation. It has become apparent that wronging you is decidedly unwise and those without a death wish instinctively fear you. While you are not incapacitated, you can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of you. The creature must make a Wisdom saving throw with a DC equal to your passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to your Retaliatory Reputation for the next 24 hours.
EquipmentSupply 0 (max 14) Dagger, hand crossbow with 20 crossbow bolts, padded cloth armor, musical instrument, entertainer’s pack |
WealthGold 7 |
Lacedon Ghast
Lacedon Ghast
Dragon Wyrmling
Dragon Wyrmling
Amethyst Dragon Wyrmling
Black Dragon Wyrmling
Blue Dragon Wyrmling
Brass Dragon Wyrmling
Bronze Dragon Wyrmling
Copper Dragon Wyrmling
Earth Dragon Wyrmling
Emerald Dragon Wyrmling
Gold Dragon Wyrmling
Green Dragon Wyrmling
Red Dragon Wyrmling
River Dragon Wyrmling
Sapphire Dragon Wyrmling
Shadow Dragon Wyrmling
Silver Dragon Wyrmling
White Dragon Wyrmling
Snowman
Snowman
Sandling
Sandling
Zevite
Zevite
Zevite origins are a matter of some contention. It is known that in the distant past a prophet named Zev brought his people into the Astral Plane. Some believe he did so to save his people from a terrible calamity, others that it was by force as a tyrant-king looking to create his own immortal kingdom. Whatever the case, most zevites still spend the vast majority of their extensive on the timeless Astral Plane.
Because time does not pass normally on the Astral Plane, no zevite can be born there. Instead, zevites looking to bear a child travel to other planes of existence in order for their pregnancy to progress. Such children are cared for until young adulthood before their parents return to the Astral Plane to avoid aging too drastically. Those left behind must choose whether to live their lives on the plane they were born to or follow their parents into the Astral. Rarely, a parent will stay on the plane with their child or children, even to the point of death by aging.
Zevite Traits
Characters with the zevite heritage share a variety of traits in common with one another.
Age. Zevites are considered to be adults around 19 to 22 years after their birth and can live around 120 years on planes which have normal time.
Size. Zevites stand at least as tall as average humans, although most are a head or so taller. Your size is Medium.
Speed. Your base Speed is 30 feet.
Emotional Telepathy. You possess the ability to speak telepathically to any creature within 30 feet of you that you can see. The creature understands your words only if the two of you share a language, though you can instead choose to communicate a single emotion at a time in place of speech.
Iron Mind. You gain resistance to psychic damage.
Ideomorphic. Due to a connection to the Astral Plane, your biology is partially shaped by perspective, manifesting in full-body markings you can cause to light up in a color corresponding to your outlook on life. Igniting your markings requires a bonus action, lasts for 1 minute, and grants creatures advantage on their Perception checks against you, (unless it doesn’t use sight for its Perception checks) in addition to the benefits below. You can end this effect as a bonus action. Choose from the following options:
Cynical. Your crimson markings grant you expertise on Insight checks but you suffer disadvantage on Deception checks.
Hopeful. Your golden markings grant you expertise on Persuasion checks, but you suffer disadvantage on Insight checks.
Stoic. Your lilac markings mean you cannot suffer disadvantage on Perception checks due to environmental effects.
You can use this trait once per short or long rest . Zevites can ultimately change the color of their markings, but this takes a true, deep shift in personal outlook and is unaffected by a mere change in mood.
Zevite Gifts
Zevites are known for their psionic potential and iron will. It’s said it’s easier to convince a mountain to get out of your path than to turn a zevite from their goal. In addition to the traits all zevites get, choose one of the following gifts.
FORESIGHT
The roiling churn of the Astral Plane presents many possibilities, giving some zevites the ability to see potential outcomes. Zevites with this gift have the following trait:
Glimpse the Future. Once per short or long rest you can spend an action to look into the immediate future and ask the Narrator whether a specific choice you intend to make in the next minute is good, bad, or neutral. The reply does not account for possible circumstances that could change the outcome, such as making additional precaution, and may be cryptic.
In addition, you may ask your Narrator to provide you with a brief vision related to a choice. Such a vision gives you insight into what may happen if you make a specific choice within the next minute, though the answer may not be straightforward. You suffer one level of strife after this vision, but do not expend your use of Glimpse the Future.
Stubborn Streak
The strong will of the zevites is well known, but some are so stubborn and set that they give their entire people a reputation for it. You have the following traits:
Unreadable. Insight checks made against you have disadvantage .
Unmoved. When you make a saving throw against a charm or compulsion effect you may choose to make a Constitution saving throw.
Unbudging. You gain expertise on saving throws against maneuvers and other effects that would result in forced movement, such as the Shove basic maneuver.
Telepathic Empathy
All zevites have a degree of telepathy, but some are more sensitive to the minds of others than most. Zevites with the gift of telepathic empathy gain the following trait:
Empathic Bond. As an action, choose one willing creature within range of your telepathy you can see to bring into contact with your mindscape. So long as you both choose to remain connected, you are able to telepathically communicate with your target across any distance as long as you are on the same plane.
While bound in this way, as long as you can see the target, you can use your reaction when they take damage to take some onto yourself. The damage after their resistances and immunities is split evenly between you and the bonded creature, rounded up, and ignores resistances and immunities you possess. Once you have used this trait a number of times equal to your proficiency bonus you can’t do so again until you finish a long rest .
You may only be connected to one creature at a time, but the connection lasts until you or the other creature chooses to end it, which requires no action. Initiating this bond is very taxing, and you suffer one level of strife each time you do so.
Zevite Paragon
When you reach 10th level, you are an exemplar of what it is to be a zevite, and you gain one paragon gift from the following list.
Acute Telepathy
The range of your telepathy increases; you can now use it on any creature you can see. Additionally, choose up to 7 willing creatures of at least Intelligence 3 that you can see. You and the chosen creatures can communicate telepathically with each other regardless of language and across any distance, including other planes. Any of the chosen creatures can break this bond without an action, or you can end the effect for 1 or more creatures as a bonus action. Additionally, you can become aware of how many sapient minds (of at least Intelligence 3) are within 30 feet of you, as well as their direction (but not distance), once per short rest .
Psychic Inference
Choose three from Deception, Insight, Intimidation, and Persuasion. You gain an expertise die on checks with the chosen skills against creatures within range of your telepathy, including initiative checks, which can always be Insight checks for you.
Predictive Combat
Zevites often possess some measure of prescience, and your mastery of it is made clear with your ability to predict where creatures and objects will be. Your attack rolls ignore half cover , and an area being lightly obscured does not impose disadvantage on your ability checks . You do not have disadvantage from making ranged attacks at long range.
Zevite Culture
Zevites live in the shadow of their people’s past, and often feel disconnected and loosely tethered to the people around them—a fact that makes what family they find all the sweeter and more beloved.
While you can choose any culture for your zevite character, the following cultures are linked closely with this heritage: cosmopolitan , itinerant , nomad .
There are also two new cultures to suit zevites: Children of Zev and Zevanchist . While they are not bound to use these cultures and people of other heritages may be raised within them, it is vanishingly rare to meet a zevite of the Astral Plane that is neither a Child of Zev or a Zevanchist.
Feats
Feats
Dungeon Delver's Guide
Dungeon Delver's Guide
Chapter 1: EXPLORING THE DUNGEON
- Heritages || Doppelganger | Motley | Mycelial | Oozefolk | Ratling | Rockborn
- Cultures || Carven | Faceless | Grimlock | Meld-Member | Mischief Maker | Motley Crew | Sewer Rat | Sunless Mariner | Underharvester | Underlander
- Backgrounds || Deep Hunter | Dungeon Robber | Escapee from Below | Imposter
- Archetypes || Arachnid Guardian (adept) | Sound Sculptor (bard) | Troll Slayer (berserker) | Labyrinth Priest (cleric) | Decomposer (druid) | Dungeoneer (fighter) | Stone Warden (herald) | Expedition Leader (marshal) | Tenebrous Stalker (ranger) | Shadow Stalker (rogue) | Stoneheart (sorcerer) | Fatewoven (warlock) | Oozemancer (wizard)
- Equipment || Dungeon Delver Equipment | Aboleth Equipment | Grimlock Equipment | Deep Dwarf Equipment | Ratling Equipment | Tinker Gnome Equipment | Shadow Elf Equipment | Dungeon Mounts | Dungeon Vehicles
- Spells || 13 new spells
Chapter 2: BUILDING THE DUNGEON
- Mapping the Dungeon
- Dungeon Theme
- Designing a Dungeon's Structure
- Stocking the Dungeon
- Running the Dungeon
- Traps || Over 100 new traps
- Random Dungeon Delves || Bastion | Caverns | Laboratory | Mine | Ruin | Sewer | Temple | Tomb
- 10 two-Page Dungeons
Chapter 3: NARRATORS' TOOLS
- Ability Scores
- Magic Items || 16 new magic items
- Monsters & NPCs || Over 30 new monsters & NPCs
Chapter 4: Underland Gazetteer
- Appendix A: 5E Races
- Appendix B: Conditions
- Appendix C: Stat Blocks by Challenge Rating
- Appendix D: Stat Blocks by Name
- Appendix E: Compatibility
Chained One
Chained One
Valuables
Valuables
Valuables include jewelry, equipment, art, and other objects, and can come in nearly limitless varieties. Each of the following tables contains some examples. Of all forms of treasure, valuables are the most useful for showing the characteristics and history of a treasure hoard or its owner. These may include items that point the way to further adventures, like letters and treasure maps.
25 GOLD VALUABLES (D12)
1 Arms and armor. Rapier or shortbow
2 Artwork. Competent portrait or tavern sign
3 Bracelet. Bronze torque or silver bangle
4 Clothing. Fine fur-trimmed cloak or floppy feathered hat
5 Earrings. Silver and malachite pendants or tiny gold skulls
6 Equipment. A dulcimer or navigator’s tools
7 Useful object. Copper pot, silver hatpin, or nonmagical crystal ball
8 Ring. Copper and garnet ring or plain gold band
9 Statuary. Painted wooden knight or stone elephant statuette
10 Trade goods. Bolt of cloth or 7 pounds of cloves
11 Vial of liquid. Acid or holy water
12 Writing. Ordinary book or local map
75 GOLD VALUABLES (D12)
1 Ring. Gold band set with a moonstone or lion-headed gold ring
2 Bracelet. Electrum chain or silver and obsidian band
3 Earrings. Chalcedony pendants or small gold or silver studs
4 Necklace. Gold locket or thick silver chain
5 Clothing. Stylish cap or gloves
6 Statuary. Marble figurine or pair of bronze dragon bookends
7 Artwork. Watercolors or worn tapestry of rare plants
8 Trade goods. 5 pounds of saffron or fifteen 1-pound silver bars
9 Arms and armor. Concealable boot dagger or silver-hilted longsword
10 Useful object. Gold-framed mirror, silver and quartz chalice, or silver snuff box
11 Writing. Bestiary or map of a distant land
12 Vial of liquid. Antitoxin or medicinal salve
250 GOLD VALUABLES (D12)
1 Ring. Mithral band or pearl solitaire
2 Bracelet. Gold armlet or silver and pearl bracelet
3 Earrings. Gold hoops or pearl pendants
4 Necklace. Dragontooth necklace or fine gold chain hung with gold leaves
5 Clothing. Pointy-toed shoes or a stylish silk doublet
6 Statuary. Marble bust or small silver idol
7 Artwork. Excellent portrait of a famous person or fine tapestry
8 Trade goods. 5 grams of diamond dust or five 1-pound gold bars
9 Arms and armor. Gold-hilted sword or silver helmet
10 Useful object. Set of gold buttons, silver ewer, or silver jewelry box
11 Writing. Rare book or treasure map which leads to the discovery of a rare spell of at least 2nd-level
12 Vial of liquid. Faerie dragon euphoria gas (acts as the breath weapon if inhaled) or shadow elf poison (200 gp)
750 GOLD VALUABLES (D12)
1 Ring. Black pearl nose ring or peridot ring carved with a family crest
2 Bracelet. Gold bangle or platinum chain
3 Earrings. Dangling platinum earrings or white and black pearl pendants
4 Necklace. Coral bead necklace or thick gold chain
5 Regalia. Gold tiara or silver scepter
6 Clothing. Gold-buckled belt or high fashion hat
7 Statuary. Gold idol or jade statuette
8 Artwork. Gold-threaded tapestry or masterpiece painting
9 Trade goods. Bolt of fine silk or 1-pound mithral bar
10 Arms and armor. Gold-handled sword stick (acts as rapier) or half plate
11 Useful object. Gold ewer, gold harp, or gold incense burner
12 Vial of liquid. Two doses oil of taggit (400 gp each) or pale tincture (650 gp)
2,500 GOLD VALUABLES (D10)
1 Ring. Gold band set with a single emerald or with a dozen tiny opals
2 Earrings. Blue or yellow sapphire earrings
3 Necklace. Ruby pendant or string of pearls
4 Clothing. Royal dress or robe
5 Statuary. Figurine carved from emerald or gold idol
6 Useful object. Gem-studded gold goblet, gold jewelry box, or fine mithral-inlaid lute
7 Regalia. Platinum orb or silver and topaz crown
8 Vial of liquid. Purple worm poison (2,000 gp) or two doses of wyvern poison (1,250 gp each)
9 Writing. Undiscovered masterpiece play or deed to a fort
10 Arms and armor. Ceremonial gold-etched full plate or royal greatsword with gem-studded hilt
7,500 GOLD VALUABLES (D8)
1 Ring. Diamond solitaire or ruby and platinum ring
2 Earrings. Diamond studs or platinum and black sapphire earrings
3 Necklace. Flawless jacinth pendant or string of black pearls
4 Statuary. Life-sized silver statue or platinum statuette
5 Useful object. Bloodstone and jade chess set, gold and ruby warhorn, or gold bejeweled ewer
6 Regalia. Gemmed gold crown or gold scepter
7 Writing. Full royal pardon for one unspecified crime or legendary tome of magical theory which leads to the discovery of a rare spell of at least 5th-level
8 Trade goods. 8-pound adamantine meteorite or ore of some exotic metal from a different plane (examples: cloudsilver, efreeti brass, glassteel)
25,000 GOLD VALUABLES (D8)
1 Necklace. Necklace of rubies or diamonds
2 Jewelry. Adamantine mask or platinum armlet studded with jacinths
3 Statuary. Gold statuette with ruby eyes or life-sized masterpiece bronze statue
4 Regalia. Gemmed gold breastplate or mithral crown
5 Useful object. Black dragon egg, mithral and gold chest with a masterwork lock, or portable door which opens to a permanent demiplane
6 Writing. Bank note for 25,000 gp from a bank in a major city, map that leads to a fabled treasure, mythical city, or the discovery of a rare spell of at least 8th-level