Race: Aasimar
Class: Fighter, Battle Master (14)/ Druid, Circle of Wildfire (12)/ Artificer (5)
Alignment: Chaotic Neutral
Languages: Common, Celestial, Druidic
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Proficiencies
-All armors
-Shields
-Simple/Martial weapons
-Heavy weapons
Backstory
A boy who has fallen from his planet named X. He landed in the desert fields next to a desert home which housed his adoptive family. Later in life he got to be in some fun with the 3 High Queens of Las Lam for 8 hours
Features
-½ damage to Necrotic and Radiant
-120 pounds
-5'1"ft
-Medium
-Darkvision 60ft
-Proficient in Herbalism Kit
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Legendary Features
Bring Light
Healing Touch
Holy Metamorphosis
STATS
HP: 540
AC: 25
Movement: Walking 30ft, Climbing 60ft, Flying 60ft
Initiative: +6
PB: +9
Spell Attack:
Artificer: +15
Druid: +15
Spell Save:
Artificer: 23
Druid: 23
PassWIS: 24
STATS
STR: 24 (+7)
DEX: 22 (+6)
CON: 21 (+5)
INT: 22 (+6)
WIS: 22 (+6)
CHA: 21 (+5)
Saving Throws
STR: +16
DEX: +6
CON: +14
INT: +15
WIS: +15
CHA: +5
Skills
Acrobatics: +15
History: +15
Animal handling: +15
Insight: +15
Perception: +15
Survival: +15
Persuasion: +14
Attacks: 5 attacks
Shattered Sword: +16 to hit; 10ft; Magical 2d10+16 slashing damage/ (1d12)d6 slashing damage
Super Good Advice: +16 to hit; 80/240; two-handed; Magical 15d6 piercing/radiant
Spell slots
Druid
1st: 4
2nd: 3
3rd: 3
4th: 3
5th: 2
6th: 1
Artificer
1st: 3
Beneficial:Â
Immune: Slashing
Resistance: Fire, Piercing, Radiant, Necrotic, Cold
Vulnerabilities:Â
Eldritch Invocations
Feats
Legendary Resistance: When you fail on a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded down), you regain all expended uses upon completing a long rest
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points
Tarrasque Toughness: Your hit point maximum increases by an amount equal to three times your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 3 hit points
Class actions
Actions
Wild Shape: You can use an action or bonus action to turn into an animal twice with a CR of your druid level/3
Wild Companion: You can summon an animal using the Find Familiar spell, the animal will be a Fey and disappears in half your druid level hours later
Summon Wildfire Spirit: You summon the primal spirit bounded to you, expending a use of Wild Shape
Healing Hands: Touch yourself or a nearby ally for them to regain 3d4 hp once per long rest
Bring Light: As an action you may touch a medium or smaller sized object within 5-feet of you and cause it to shed bright light in a 10-foot radius and dim light for another 10- feet. This lasts until you die, use this feature again or end the effect by touching it as an action
Healing Touch: You have a pool of holy energy equal to your level. As an action you may touch any creature and expend any amount of points from this pool and heal them for an equal amount. Your pool is fully replenished upon completing a long rest
Bonus Actions
Second Wind: Regain 1d10 + your fighter lv, once per short rest
Holy Metamorphosis: As a bonus action on your turn, you may undergo a holy transformation that lasts for 1 minute or until you end it early as a bonus action. While transformed, you gain the following benefits: You gain a flying speed equal to your walking speed. Choose either Evil or Good upon transforming, creatures of that alignment who are within 10-feet of you when you end your turn suffer radiant damage equal to your proficiency bonus. Once per turn when you hit with an attack or deal damage with a spell, you may deal bonus radiant damage equal to half your level (Rounded down) to a single target of the attack/spell. Once you enter this transformation, you cannot do so again until you complete a long rest
Reactions
Free Action
Action Surge: Take an additional action, once per short rest
Indomitable: Can reroll a saving throw and have to use the new roll, twice per long rest
Know Your Enemy: when talking with a person for a minute, you can know 2 of 7Â things
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels, if any
Fighter class levels, if any
Class Passives
Skirmisher: When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity
Resilient Body
Your HP maximum increases by an amount equal to four times your level in this class. Every time you gain a Fighter level, your maximum HP increases by an additional 4 HP. You may select this trait multiple times
Fighting Spirit
As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of your turn. When you do so, you also gain temporary hit points equal to your Fighter level. You may use this feature three times, regaining all expended uses upon completing a long rest
Affinity of the Desert
Swelter
Affinity Attack. You cause the air around you to swelter in an unbearable heat. All creatures within 10-feet of you must succeed on a Constitution saving throw, or suffering 1d8 + Druid modifier fire damage on a failed saving throw, or half as much on a successful one. If a creature fails on its saving throw against this feature by 5 or more, they gain a level of Exhaustion, which lasts until the end of their next turn. If they already have three or more levels of exhaustion, they do not gain any from this feature
Empower. For every level of spell slot expended, this deals an additional 1d8 fire damage
Mirage Molder
Lands Gift
All spells belonging to the Illusion spell school are added to the druid spell list for you, and may be prepared as you normally would prepare druid spells. Additionally, creatures who are suffering any levels of exhaustion as a result of being dehydrated automatically fail checks or saving throws they make against your illusion spells
Flaming Home
Terrain Empowerment
Finally, you gain a variety of benefits while within a desert environment. This could be any area classified as a desert region, or places with immense heat-such as the elemental plane of fire or a volcano.
Adapted Body. All fire damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.
Hot Habitation. You are naturally adapted to the extreme heat, and can withstand temperatures as high as 500 degrees celsius while suffering no adverse effects
Mirage Piercer. You have advantage on checks and saving throws made against illusions.
Slow to Thirst. You can last an additional number of days without drinking water equal to your Druid level before you begin to experience negative effects
Lesser Potioncraft
At the end of a long rest, provided you possess a set of alchemists supplies, you may create any potion of common rarity. If you have at least 21 levels in this class, the potion can be uncommon. Only you can gain the benefits imbibing this potion, and it loses all potency after 24 hours. If your specialization is Alchemist and you are at least 23th level in this class, you instead create an additional potion as per your Potioncraft feature
Item actions
Actions
Chocolate Strike: Up to three times a day, the wearer of the ring may summon a giant chocolate chip cookie disk and throw it at an enemy. On a hit, it deals 2d4+LV bludgeoning damage multiplied by the wearer's DEX modifier
Camouflage: Blend into the background for 1 minute
Bonus Actions
Reactions
THROW THE COOKIE!!!: Twice a day, you may force any creature that tries to eat you to eat one of your chocolate chip cookies instead. While that creature may attack you through other means, it will no longer try to eat you
Free Action
Shatter Blade: Hit the Shattered Blade on a hard surface to break it into 1d12 pieces
Yummy Yummy In My Tummy: The wearer of the Ring may choose to attempt a DC 7 Persuasion or Animal Handling check on any creature by offering him/her a chocolate chip cookie, in which case the wearer gains advantage on that persuasion check. If it doesn't work, then the wearer is either really ugly or really stupid
Item Passives
Drakewing: Climbing speed equal to movement speed
Fairy tale: Junction
Able to combine anything or anyone into one being, combining each other's attributes for a limited amount of time
Combine 2 weapons into one, one hit roll, 2 damage rolls, each from their respected weapon. Equal to your proficiency bonus until a long rest
Combine 2 objects, you just combine them. Equal to your proficiency bonus until a long rest
Combine 2 people, take the best stats from each character, 2 actions, both players need to agree on something or become spilt. Once per long rest
DEMON SLAYER: Love Breathing
1st form: Shivers of First Love- The user dashes (double movement speed) forward and performs a single slash that winds through the target, hitting multiple areas with one slice in a 20ft radius (4d10 Slashing + 4d12 psychic), DEX DC 8+Proficiency+DEX
2nd form: Love Pangs- The user performs a singular, long-winding swing, akin to a whipping motion, that cuts the target at multiple angles, 1 attack = 4 attacks, if all hit, 4(4d10 Slashing + 3d10 psychic)
3rd form: Catlove Shower- The user leaps into the air and performs multiple arched slashes in quick succession, 15ft cone, 90 degrees, DEX DC 8+Proficiency+DEX, 8d10 Slashing + 4d10 psychic
4th form: Love Snake Serenade- You channel the fluid grace and elegance of a serpent in motion, striking with your blade in a swift, undulating arc. The technique embodies the swift, unpredictable, and mesmerizing movement of a snake, delivering a precise and psychological blow to your opponent, 10ft wide, 40ft long, DEX DC 8+Proficiency+DEX, 8d10 slashing + 4d12 psychic
5th form: Swaying Love, Wildclaw- The user leaps into the air before performing a somersault and releasing dozens of rapid, winding slashes from afar that essentially form a tornado of slashes, 120ft range, 30ft radius, DEX DC 8+Proficiency+DEX, 8d10 slashing + 4d12 psychic
6th form: Cat-Legged Winds of Love- The user fully extends their sword to perform an arcing slash before retracting it and extending it once more, done in quick succession to form a layer of slashes, 75 degree, 25ft cone, 2x DEX DC 8+Proficiency+DEX, 10d10 slashing + 4d12 psychic
Equipment
Leggings
Boots
Fighter Class
Fighting style(Great Weapon Fighting), Second Wind
Action surge(1/rest)
Martial Archetype
Extra Attack
Fighter Subclass
Combat Superiority, Student of War
Known Thy Enemy
Druid Class
Drudic, Spellcasting
Wild shape, Drudic circle, Wild companion
Wild shape improvement
Druid Subclass
Circle spells, Summon Wildfire Spirit
Artificer Class
Magical Tinkering, Spellcasting, Infuse Item
Artificer Subclass
Combat Theme
Non-Combat Theme
Notice: This will change over time, money won't be as up to date, and skills not mentioned just takes their stats modifier
If you feel like somethings wrong, it shouldn't be, I took 5hrs on this and did my research