Bubbles

Quick Info
Class: Warlord, Level 6 Subclass: Presence of the Packleader
Race: Kethie Mooraarbaa (Eladrin Elf) Alignment: Chaotic Good
Background: Courtier Game: Peril of the Fire Druid


Combat

Quick Combat Info
Armor Class (AC): 18 Initiative Bonus: +3
Max HP: 51 Speed: 30ft


Attacks
Name Range Attack Roll Resources Expended Damage Notes
Tyrannosaurus Rax Melee 1d20+8 N/A 1d12+5 Slashing Damage Crits on a 19-20, reroll a 1 on the d12 once per Attack
Morningstar, One-Handed Melee 1d20+7 N/A 1d8+4 Piercing Damage N/A
Morningstar, Two-Handed Ranged, 60ft 1d20+7 N/A 1d10+4 Piercing Damage Reroll a 1 on the d10 once per Attack
Light Crossbow Ranged, 80/320ft 1d20+6 1 Bolt 1d8+3 Piercing Damage N/A
Greatsword Melee 1d20+7 N/A 2d6+4 Slashing Damage Reroll a 1 on the d6 once per d6 per Attack
Shortbow Ranged, 60/240ft 1d20+6 1 Arrow 1d8+3 Piercing Damage N/A
Handaxe Melee, Thrown (20/60ft) 1d20+7 N/A 1d6+4 Slashing Damage After attacking with a handaxe, you can use a Bonus Action to attack again with the handaxe, however you only deal 1d6 Slashing damage.


Stats

Ability Scores
Strength: +4 (18) Dexterity: +3 (16) Constitution: +3 (16)
Intelligence: +1 (12) Wisdom: +4 (18) Charisma: +1 (12)


Saving Throws
Ability Score Proficiency Total Bonus
Strength (+4) No +4
Dexterity (+3) No +3
Constitution (+3) No +3
Intelligence (+1) No +1
Wisdom (+4) Yes (+2) +6
Charisma (+1) Yes (+2) +3


Skills
Skill Ability Score Proficiency Total Bonus
Acrobatics Dexterity (+3) No +3
Animal Handling Wisdom (+4) No +4
Arcana Intelligence (+1) No +1
Athletics Strength (+4) Yes (+3) +7
Deception Charisma (+1) No +1
History Intelligence (+1) No +1
Insight Wisdom (+4) Yes (+3) +7
Intimidation Charisma (+1) Yes (+3) +4
Investigation Intelligence (+1) Yes (+3) +4
Medicine Wisdom (+4) No +4
Nature Intelligence (+1) No +1
Perception Wisdom (+4) Yes (+3) +7
Performance Charisma (+1) No +1
Persuasion Charisma (+1) Yes, Expertise (+6) +7
Religion Intelligence (+1) No +1
Sleight of Hand Dexterity (+3) No +3
Stealth Dexterity (+3) No +3 (Disadvantage)
Survival Wisdom (+4) Yes (+3) +7


Proficiencies

Languages. Common, Primal, Kethie, Silvin, Giant
Armor. Light Armor, Medium Armor
Weapons. Simple Weapons, Martial Weapons
Tools. Herbalism Kit, Poisoner's Kit

Features

Battlefield Presence

1st Level Warlord Feature
When you would make an Attack, you cause your battlefield presence to Inspire a willing creature that can see other you. Once before the end of your next turn, immediately after the Inspired creature makes an Attack, it can make an additional Attack as a Free Action. After this additional Attack, the creature is no longer in Inspired.
A creature can only be Inspired once by this feature per round.

Leadership Die

2nd Level Warlord Feature
You have access to Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. You have a number of these dice equal to twice your Warlord Level, and they begin as d6s, but improve as you gain Levels in this class: Your Leadership Dice become d8s when you reach 11th Level, d10s when you reach 17th Level, and d12s when you reach 20th Level.
You can spend your Leadership Dice to fuel various Warlord features, and you regain all expended Leadership Dice when you finish a Long Rest. You can only spend 1 Leadership Die per turn, but this number increases as you gain Levels in this class: You can spend 2 Leadership Dice per turn at 6th Level, 3 per turn at 11th Level, and 4 per turn at 17th Level.
You also gain three ways to use your Leadership Dice as follows:

  • Rallying Mark. As a Bonus Action, you can expend any number of Leadership Dice to rally your allies to Attack a hostile creature within 60ft of you. The next time that creature takes Damage, the creature takes additional Damage equal to result of the Leadership Dice Spent. You can also choose to heal the creature that dealt the Damage a number of Hit Points equal to the result fo the Leadership Dice Spent.
  • Urgent Orders. As a Bonus Action, you can expend any number of Leadership Dice to guide your allies in expeditious action. Choose a willing creature within 60ft of you that can see or hear you, that creature can immediately use its Reaction to move up to its Speed without provoking Opportunity Attacks. You can choose to grant the creature a number of Temporary Hit Points equal to the result of the Leadership Dice spent.
  • Protective Warning. As a Reaction when a creature within 30ft of you that can hear or see you is hit by an Attack, you can use your Reaction to expend any number of Leadership Dice and grant that creature a bonus to their AC equal to twice the number of Leadership Dice you spent.


Fighting Style

3rd Level Warlord Feature
Great Weapon Fighting. When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.

Extra Attack

5th Level Warlord Feature
You can make an additional Attack whenever you take the Attack Action.

Prepare for battle

6th Level Warlord Feature
You can spend a minute preparing you and up to five willing creatures of your choice for combat. You can expend any number of Leadership Dice.
You and the chosen creatures gain Temporary Hit Points equal to the result of the Leadership Dice expended.
You and the chosen creatures expend Hit Dice up to the number you expended, which are rolled. A creature that expends Hit Dice regains Hit Points equal to the result of the Hit Dice + its Constitution Modifier for each of the Hit Die expended.

Concealed Approach

1st Level Presence of the Packleader Feature
If you spend at least a minute preparing, you and up to five other willing creatures of your choice add your Wisdom Modifier (+4) to Dexterity (Stealth) Checks made within the next minute.
Additionally, you and creatures of your choice within 30ft of you add your Wisdom Modifier (+4) to their Initiative Rolls if they are Hidden.

Nature's Gift

3rd Level Presence of the Packleader Feature
Through your connection to the wild battlefields you've mastered offers you some measure of control of them. You Learn the Mold Earth and Shooting Star Cantrips.
You can also spend 1 Leadership Die to cast the Fog Cloud, Snare, or Witch Bolt Spell at 1st Level. When you cast the Snare Spell in this way, the casting time is 1 Action.
You use Wisdom as your Spellcasting Ability for all of these Spells.

Changing Seasons

Kethie Mooraarbaa Racial Trait
Kethie Mooraarbaa have strong emotions, like most Fey, which shift and change over time. At the end of a Long Rest, you either randomly determine, or choose, whether you are in Spring, Summer, Autumn, or Winter. Spring represents cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Summer represents boldness and aggression, a time of unfettered energy and calls to action. Autumn represents peace and goodwill, when summer’s harvest is shared with all. Winter represents contemplation and dolor, when the vibrant energy of the world slumbers.

Darkvision

Kethie Mooraarbaa Racial Trait
You can see in Dim Light within 60ft of you as if it were Bright Light, and in Darkness as if it were Dim Light in the same Range. You can’t discern color in darkness, only seeing things in shades of gray.

Fey Ancestry

Kethie Mooraarbaa Racial Trait
You have advantage on Saving Throws against being Charmed.

Fey Step

Kethie Mooraarbaa Racial Trait
As a Bonus Action, you can magically teleport up to 30ft to an unoccupied space you can see. You can use this trait a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Keen Senses

Kethie Mooraarbaa Racial Trait
Your fine-tuned senses from the time the Kethie have spent hunting in the Lierethi gives you Proficiency in Perception or Survival.

Trance

Kethie Mooraarbaa Racial Trait
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two Proficiencies that you don’t have, each one with a Simple or Martial Weapon or a Tool of your choice. You mystically acquire these Proficiencies by drawing them from shared Kethie memory, and you retain them until you finish your next Long Rest.

Improved Fey Step

3rd Level Kethie Mooraarbaa Racial Trait
Your Fey Step trait gains an additional effect based on your season; if the effect requires a Saving Throw, it has a DC of 8 + your Charisma Modifier + your Proficiency Bonus:

  • Autumn. Immediately after you use your Fey Step trait, up to two creatures of your choice that you can see within 10ft of you must succeed on a Wisdom Saving Throw or be Charmed by you for 1 minute, or until you or your companions deal any Damage to it.
  • Winter. When you use your Fey Step trait, one creature of your choice that you can see within 5ft of you before you teleport must succeed on a Wisdom Saving Throw or be Frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step trait, you can touch one willing creature within 5ft of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30ft of you.
  • Summer. Immediately after you use your Fey Step trait, each creature of your choice that you can see within 5ft of you takes Fire Damage equal to your Charisma Modifier.


Court Functionary

Courtier Feature.
You know how bureaucracies work and you can access records and inner workings of them. You also know who has favors for who, who has a social leg up, etc. Also, you can secretly use the Help Action targeting all creatures of your choice within 5ft of you.

Spells

Mold Earth

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Shaman, Sorcerer, Wizard
Range: 30ft Duration: Instant Components: S Primal

You choose a portion of dirt or stone that you can see within range and that fits within a 5ft cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5ft away. This movement doesn’t have enough force to deal Damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become Difficult Terrain. Alternatively, you can cause the ground to become Normal Terrain if it is already Difficult Terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have an additional effect active at a time with this Spell when you reach 5th Level (four effects), 11th Level (five effects) and 17th Level (six effects).

Shooting Star

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Cleric, Druid, Sorcerer, Warlock
Range: 120ft Duration: 1 Round Components: VS Arcane, Divine

Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d12 Radiant Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).

Fog Cloud

Cost: 1 Leadership Die
Level: 1 Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Wizard
Range: 120ft Duration: 1 Hour (Concentration) Components: VS Arcane, Primal

You create a 20ft Radius Sphere of fog centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavy Obscured. It lasts for the Duration, or until a wind of moderate or greater speed (at least 15 miles per hour) disperses it.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the fog increases by 20ft for each Slot Level above 1st.

Snare

Cost: 1 Leadership Die
Level: 1 Casting Time: 1 Action Abjuration Artificer, Druid, Shaman, Wizard
Range: Touch Duration: 8 Hours Components: VSM (25ft of rope which the Spell consumes) Primal

As you cast this Spell, you use the rope to create a 5ft Radius Circle on the ground or the floor. When you finish the casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) Check against your Spell Save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the Spell's area, that creature makes a Dexterity Saving Throw. On a failed Save, the target is magically hoisted into the air, leaving it hanging upside down 3ft above the ground or floor. The creature is Restrained there until the Spell ends.
A creature Restrained in this way can make a Dexterity Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. Alternatively, the creature or someone else who can reach it can use an Action to make an Intelligence (Arcana) Check against your Spell Save DC. On a successful Check, the Restrained effect ends. After the trap is triggered, the Spell ends when no creature is Restrained by it.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of the Circle increases by 5ft and the Duration of the Spell increases by 8 hours for each Slot Level above 1st.

Witch Bolt

Cost: 1 Leadership Die
Level: 1 Casting Time: 1 Action Evocation Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a twig from a tree that has been struck by lightning) Primal

A beam of crackling, blue energy lances out toward a creature within Range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against that creature. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.

Magic Items

Rare

Bubble's Tyrannosaurus Rax

Greataxe, Rare
This bone-carved axe can channel the might of a rampaging tyrannosaurus rex. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the axe, you can use a Bonus Action to rampage. While rampaging, you can move through the space of any creature of your size or smaller. When you move through a creature's space in this way while rampaging, your movement doesn't provoke opportunity attacks from that creature for the rest of the turn. Once on each of your turns while rampaging, you can force a creature whose space you move through in this way to make a DC 15 Strength or Dexterity Saving Throw (its choice). On a failed Save, that creature takes 1d6 Bludgeoning Damage and is knocked prone. In addition, while you're rampaging, your weapon attacks with this weapon score a critical hits on a roll of 19 or 20.
Your rampage lasts for up to 1 minute. This property of the axe can be used twice and regains all expended uses daily at dawn.