1. Characters

Vivec

Saint Vivec, Vehk, The Warrior Poet
Medium Humanoid (Elf), True Neutral
Armor Class: 23 (Unarmored Defense)
Hit Points: 343 (34d8+170)
Speed: 75 ft., climb 60 ft., swim 60 ft.
STRENGTHDEXTERITYCONSTITUTIONINTELLIGENCEWISDOMCHARISMA
182620162016

(+4)

(+8)

(+5)

(+3)

(+5)

(+3)

Saves: Str +13, Dex +17, Con +14, Int +12, Wis +14, Cha +12
Skills: Acrobatics +26, Animal Handling +14, Arcana +12, Athletics +22, Deception +12, History +12, Insight +14, Intimidation +12, Investigation +12, Medicine +14, Nature +12, Perception +23, Performance +12, Persuasion +12, Religion +21, Sleight of Hand +17, Stealth +17, Survival +23
Damage Immunities: Non-Magical Damage, Poison, Psychic
Damage Resistances: Fire, Force, Radiant
Damage Vulnerabilities: 
Condition Immunities: Disease, Poisoned
Senses: Darkvision 120 ft., Truesight 60 ft., Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 33
Languages: Tamrielic, Aldmeri, Chimeri, Dunmeri, Daedric
Challenge: 30 (155,000 XP)
Proficiency Bonus: +9

Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic can't put them to sleep.

Dunmer Magic. Dunmer know the Produce Flame cantrip. At 3rd level, they can cast the Hellish Rebuke spell as a 2nd level spell once with this trait and regain the ability to do so when they finish a long est. When the Dunmer reach 5th level, they can cast the Flame Blade spell once with this trait and regain the ability to do so when they finish a long rest. Charisma is their spellcasting ability for these spells.

Evasion. Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Timeless Body. Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body. You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Perfect Self. When you roll for initiative and have no ki points remaining, you regain 4 ki points.

Divine Prowess. All skills you are proficient in become skills you have expertise in. All skills you are not proficient in, you gain proficiency.

Expertise: Acrobatics, Athletics, Perception, Religion, Survival

Divine Magic. You gain access to the Cleric spell listing. You may cast five Cleric spells of any level a day without using a spell slot. (Still requires an action)

Divine Vitality. Provided you have taken no damage since the beginning of your previous turn, you regenerate health equal to 6d10 plus your Wisdom modifier. You are resistant to poison damage, immune to disease, and have advantage on saves against being petrified or paralyzed.

Divine Potency. All damage dealt, by spells or weapon attacks, is multiplied by 3. After rolling all dice and calculating all bonuses, multiply the result by 3.

Divine Resistance (3/3). You have three uses of Legendary Resistance. You are immune to all non-magical damage. You are also immune to one type of damage of your choice and resistant to two other types of damage. (Your choice)

Divine Vigor. All limited-use class/race features are usable twice as many times per day. Your speed increases by 15 feet. You also gain 3 Legendary Actions per round.

Actions:

Multiattack. Vivek makes two unarmed attacks or ranged Sun Bolt attacks per turn.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 45 ((1d12 + 8)*3) bludgeoning damage.

Radiant Sun Bolt. Ranged Weapon Attack: +17 to hit, range 30 ft., one target. Hit: 45 ((1d12 + 8)*3) radiant.

Ancestor's Wrath. Dunmer may use an action to surround their bodies in flame. Once activated, this ability will inflict 1d6 fire damage to creatures that end their turn within 5 ft. of the caster. The effect shall persist for 1 minute after being activated. Friendly fire is possible. Vivek may use this ability twice per long rest.

Bonus Actions:
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Sun Shield. You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Reactions:
Slow Fall. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Legendary Actions: Saint Vivec, The Warrior Poet can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Saint Vivec, The Warrior Poet regains spent legendary actions at the start of its turn.

Attack (1 Action). Vivek takes a single-attack action

Movement (1 Action). Vivek takes a full movement action.

Cast A Spell (2 Actions). Vivek casts a Cleric Spell of choice.
Spells: Wisdom | DC 22 | Spell Attack Mod +14

Cantrips: Guidance, Produce Flame, Resistance, Sacred Flame, Thaumaturgy, Vicious Mockery

1st Level: Bane, Bless, Burning Hands, Ceremony, Command, Create or Destroy Water, Cure Wounds, Detect Evil & Good, Detect Magic, Detect Poison & Disease, Faerie Fire, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil & Good, Purify Food & Drink, Sanctuary, Shield of Faith

2nd Level: Aid, Augury, Blindness/Deafness, Borrowed Knowledge, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Flame Blade, Flaming Sphere, Gentle Repose, Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Scorching Ray, Silence, Spiritual Weapon, Warding Bond, Zone of Truth

3rd Level: Animate Dead, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food & Water, Daylight, Dispel Magic, Fast Friends, Feign Death, Fireball, Glyph of Warding, Incite Greed, Life Transference, Magic Circle, Mass Healing Word, Meld into Stone, Motivational Speech, Protection from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Spirit Guardians, Spirit Shroud, Tongues, Water Walk

4th Level: Banishment, Control Water, Death Ward, Divination, Freedom of Movement, Fire Shield, Guardian of Faith, Locate Creature, Stone Shape, Wall of Fire

5th Level: Commune, Contagion, Dawn, Dispel Evil & Good, Flame Strike, Geas, Greater Restoration, Hallow, Hold Monster, Holy Weapon, Insect Plague, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying, Summon Celestial

6th Level: Blade Barrier, Create Undead, Find the Path, Forbiddance, Harm, Heal, Heroe's Feast, Planar Ally, True Seeing, Word of Recall

7th Level: Conjure Celestial, Divine Word, Etherealness, Fire Storm, Plane Shift, Regenerate, Resurrection, Symbol, Temple of the Gods

8th Level: Antimagic Field, Control Weather, Earthquake, Holy Aura

9th Level: Astral Projection, Gate, Mass Heal, True Resurrection

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