The Endless War
Name: trex nagasta
Class: wandering monk
Mage Guild Rank
Hit Points: 17(10 + 6 + 1 END)
Intelligence: 11 (10 + 1 class)
Dexterity: 11 (10 + 1 class)
Endurance: 11 (10 + 1 class)
Movement Speed: 5
Armor Class: 14(1 dex and armor)
3 with basilisk venom
Gold: 5 gold, 73 silver
Cotten guards and outerliner-2ac
Can see in dark
Necklace of tranquility
Faster learner (cannot be upgraded)- Their ability level cap is raised by 1, and their skill point cap is raised by 2. Fully upgraded abilities(lvl 7) gain an additional bonus.
Magic Missile (lvl 1) reaches targets up to 100ft. Player launches a magic missile at a target deal 1D4 damage
Multi Spell ( lvl 1)- The player may cast 1 additional spell per turn.
Orbs of tranquility (Level 2)-an orb is attached to an ally (within 50ft) of the player and within sight. When on an ally they gain 1D4 health for 1D4 turns at the start of their turn. When used on a target all allies deal an additional 1D4 damage for 1D4 turns. Can have 2 orbs out at a time.
Morning after-can cure any hangover based on touching the person
Devine Touch (lvl 3) When the player places their hand on anyone. They attempt to heal any sickness within them. If they choose to they can also bless their soul to have their Deiry watch over it during their passing. Their souls cannot be traded or used for necromancy when blessed. If the player makes contact with their heads they can attempt to break any charm/psionic control over them.
Conservation (lvl 3) The player puts their hands on the ground and pillars of light begin to erupt. Any targets caught within the 9×9 blast take 2D8 damage. Allys caught within the blast heal instead. This can only be used once in between rests and this is the only attack that can be done this turn.
Dark Orb (lvl 3) The player takes a chaos orb and charges it. The next turn it deals 1D10 damage within a 2×2 AOE. Instead of throwing it they can choose to consume it and charge it within themselves. This takes 1 major action. For every full turn the orb is charged gain 1D10 damage and 1×1 radius. (Max 3 turns). If held for the max amount of turns anyone hit must do an END save to not go crazy for 1D4 + 1 turns.
Tranquility (lvl 3) When facing an enraged target, or an noncompliant NPC the player rolls to attempt to calm/persuade the target. When rolling add both their INT and CHR mods to the roll. The target gets an INT check to notice the spell, if they do they add their INT and their END mod to resist. For 1D4 turns they will believe the player is an ally and never lie to them. In combat they can defend/ignore the player.