Krinst is a first-level Mageknight with a focus on summoning and leading others.
Krinst Darkhaven, Cult Leader
Medium Humanoid (Tiefling), Lawful Evil
Mageknight 1, Acolyte
Armor Class 17
Hit Points 11 (1d10+1)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 12 (+1) | 09 (-1) | 10 (+0) | 16 (+3) |
Saving Throws Cha +5, Con +3
Resistances Fire
Skills Arcana +1, Insight +2, Persuasion +5, Religion +1
Tools Brewer’s Supplies
Senses Darkvision 60ft, passive Perception
Languages Abyssal, Common, Infernal, Undercommon
Challenge 1/2
Casting Tradition Pact Magic (Addictive Casting, Easy Focus)
Sphere DC 13; Spell Points 3
Conjuration. - Talents none
Fate. - Talents (word) Harm
Martial Tradition Evangelist
Sphere DC 13
Equipment. - Talents (discipline) Staff Mastery, (other) Armor Training
- Armor Training: Gain proficiency with medium armor and shields
- Staff Mastery: Quarterstaves you wield have the reach property, after making Attack action with a glaive/halberd/quarterstaff/spear, can attack with the opposite end as a bonus action.
Guardian. - Packages challenge; Talents none • Delayed damage pool 3
Leadership. - Packages follower; Talents none
Warleader. - Talents none
Delayed Damage Pool. When you receive damage, you can put some or all of it into your delayed damage pool, which can store damage up to its limit. At the end of your turn, the pool empties and deals any stored damage to you.
Followers. Have a troop of up to 20 followers who will avoid combat, but will assist in unskilled labor.
Infernal Legacy. You have the Thaumaturgy cantrip. Charisma is your spellcasting ability modifier.
Actions
Shout. Chosen shout benefits all valid targets (can include yourself) within 10 ft.
- Fierce Shout. Allies add their proficiency bonus to damage of the next attack they make within 1 round.
Word. (0 sp, bonus action for +1 sp) - 30 ft. range, Instantaneous
- Harm. Target takes your extra damage each to your proficiency bonus each time they take damage for 1 round.
Quarterstaff (one-handed). Melee Weapon Attack, +4 to hit, 10 ft. reach, one target, Hit: 6 (1d6+2) bludgeoning
Quarterstaff (two-handed). Melee Weapon Attack, +4 to hit, 10 ft. reach, one target, Hit: 7 (1d8+2) bludgeoning
Bonus Actions
Challenge. Challenge creature within line of sight, Cha saving throw for them to resist, they have disadvantage on attack rolls not including you and advantage on ones that do, 1 minute duration
Tactics. Start and maintain a tactic as a bonus action each round, chosen tactic benefits you and allies within 20 ft.
- Aggressive Flanking. +2 bonus to attack rolls when attacking an enemy that is within reach of another ally.
Quarterstaff (opposite end). Melee Weapon Attack, +4 to hit, 10 ft. reach, one target, Hit: 5 (1d4+2) bludgeoning, can only be used after making an Attack action with the quarterstaff
Other
Summon. (0 sp), 10 minute casting (1 action w/ +1 sp), Concentration (up to 1 hour)
- Fiendish Companion
Equipment. Scale mail, a shield, a quarterstaff, a healer’s kit, a priest’s pack, a holy symbol, a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of Common clothes, and a pouch containing 15 gp
Fiendish Companion
Tiny fiend (devil, shapechanger)
Armor Class 12
Hit Points 6 (5*level +1)
Speed 10 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 13 (+1) | 12 (+1) | 08 (-1) | 16 (+3) |
Damage Immunities. poison
Condition Immunities. poisoned
Senses. Darkvision 60 ft., Passive Perception 9
Languages. Infernal, telepathy 60 ft., understands Common
Devil’s Sight. Magical darkness doesn’t impede the fiendish companion’s darvision.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing
Shapechanger. The fiend can polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a Spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except that it adopts the speed of that creature while in that form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
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Destruction | Divination | Enhancement | Fate | Illusion |
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Telekinesis | Time | Universal | Warp | Weather |
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Alchemy | Athletics | Barrage | Barroom | Beastmastery | Berserker | Brute |
Dual Wielding | Equipment | Fencing | Gladiator | Guardian | Leadership | Retribution |
Scoundrel | Scout | Shield | Sniper | Tinkerer | Trap | Warleader |
Wrestling | ||||||
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