Chimalli

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D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 11
Characters
Ajasz, lizardfolk scout
Arkis "Elric", kobold paladin of Tiamat
Chimalli, tortle barbarian
Elora, elven bladesinger
Ayida Ginen, half-elf undying warlock
Sond, halfling barbarian
Yeoman Scribus, kenku bard
Party Gear
The Sea GhostThe Harridan
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCsGuests
Resources
House Rules

Chimalli is a 11th level, neutral-good Tortle Totem Warrior (7), Fighter (2) and Druid (2). Straightforward, loyal, and protective of those he sees as vulnerable, he is a tank both in build and in personality.

Description

Chimalli.jpg

Like all tortles, Chimalli's most propionate feature is the massive shell he carries on his back. He speaks volumes about the harsh and battle-filled life he has led from the natural spiked edges to the nicks and cuts from the blades of soldiers and the claws of dragons. What clothing he does wear tends to be rough and weathered, often repaired with the same tools he uses to fish with.

Although he can be gruff, Chimalli is ultimately a kind and protective soul. He cares about those he feels it is his duty to protect and sees both war and battle as a necessary means to an end rather than glory in its own right. He has lived on the edges of society long enough to have fairly simple tastes, preferring to spend his money on food, drink, and others before finery.

History

Fort Beluarian.jpg

Chimalli was born in the open village that surrounds Fort Beluarian in the distant land of Chult. From a young age, he found himself using his natural strength and toughness to protect is siblings, cousins, and friends from both the bullies and animals that would threaten them. This natural toughness, as well as a skilled understanding of the land, would see him hired on as a ‘native guide’ by the Flaming Fist. He was soon leading patrols through the jungles of Chult regularly to supplement the hunting and gathering lifestyle.

A couple of years later, as the Dragon War moved to its climax, Baulder’s Gate (the city-state to whom the Flaming Fist swear allegiance) started a recall of all soldiers to fight in the upcoming great war. In a moment of youthful bravado and tortle wanderlust, Chimalli volunteered to join them. The Captain of the Fort accepted and commissioned him on the spot, introducing him to his peers in Baulder’s Gate as a full soldier of the company. This unclear timeline, his history of “leading” patrols, and his unarguable combat skills led him to be field promoted again by the Flaming Fist and given a squad of newly recruited militia to whip into shape on the march.

When the battle finally came, it was a more brutal and terrifying experience than anything Chimalli could have ever imagined. Each side fielded armies larger than the populations of the largest cities of Chult, the dragons were more fierce and frightening than even the dinosaurs, and innumerable spell casters through magics of a level the tortle had never witnessed.

Though he fought and collected the spoils, the experience shook him and left him unsure about soldering or great societies. Wanting to take some time to reevaluate his priorities, Chimalli got himself lost among the departing soldiers and refugees and headed for the coast. Moving his way south from Neverwinter he eventually ended up in the small coastal community of Saltmarsh. There he set up a tent on the edge of town and split his time between making a living out of the swamp and spending his dragon treasure.


Characteristics

Personality Trait: “I face problems head-on. A simple, direct plan is the best."
Ideal: “It is our lot to lay down our lives in the defense of others."
Bond: “I fight for those who cannot fight themselves."
Flaw: “I am still frightened by the monstrous enemy I fought."

Character Statistics

Tactical:
Speed: 40 feet
Maximum Hit Points: 102
Armor Class: 21

Passive Skills:
Insight: 13 (18 with advantage)
Perception: 17 (21 with advantage)

Languages:
Aquian (Native)
Common (Chult)

Attributes

Strength 16 (+3)   Dexterity 8 (-1)   Constitution 14 (+2)
Intelligence 10 (+0)   Wisdom 16 (+3)   Charisma 10 (+0)

Proficiency

Proficiency bonus: +4

Saves

  • Strength
  • Constitution

Weapons & Armor

  • Simple Weapons
  • Martial Weapons
  • Light Armor
  • Medium Armor
  • Shields

Skills

  • Animal Handling
  • Athletics
  • Intimidation
  • Perception
  • Nature
  • Survival

Tools

  • Dice Games
  • Land Vehicles

Abilities

Triceratops Spirit.jpg

Racial

  • Claws: Unarmed strikes deal 1d4 slashing
  • Shell Defense (Action)
    • +4 AC
    • Advantage on Strength & Constitution checks/saves
    • Disadvantage on Dexterity checks/saves
    • Speed 0
    • Cannot take actions other than Bonus Action to end.
  • Hold Breath: May hold breath for 1 hour.

Class - Barbarian

  • Rage (Bonus Action, 4/LR, 1 minute, Triceratops (Bear) Totem, Instinctive Pounce)
    • Move up to half distance (20ft)
    • Gain Resistance to all damage except Psychic
    • +2 Melee Damage
    • Adv. Strength Checks/Saves
    • Ends if I go a turn without attacking, being damaged or unconscious
  • Reckless Attack (Free)
    • Decide before first attack/round
    • Gain Advantage on Strength Attacks
    • Grant Advantage on being attacked.
  • Danger Sense (Continuous)
    • Advantage of Dexterity Saves
    • Must be see, must not be deaf, blind, or incapacitated
  • Spirit Seeker (Ritual Spells)
    • Beast Sense: Touch willing beast and sense what it sees and hears for 1 hour.
    • Speak with Animals: Comprehend and verbally communicate with beasts for 10 minutes.
  • Extra Attack
    • Attack twice with an attack action.
  • Fast Movement
    • +10 ft is not in heavy armor
  • Aspect of the Triceratops (Elk) (Continuous)
    • Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The Triceratops spirit helps you roam long and far.
  • Feral Instinct (Continuous)
    • Advantage of Initiative Checks
    • If supprised, may act normally so long as the thing performed is the "Rage" bonus action.

Class - Fighter

  • Second wind (Bonus Action 1/SR)
    • Gain 1d10+2 hp
  • Fighting Style: Protection
    • When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Action Surge
    • On your turn, you can take one additional action. (1/SR)

Class - Druid

  • Druidic
    • You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
  • Wild Shape Twice per day, you may assume the shape of a beast you have seen before. (Max 0.25 CR, No Flying or Swimming Speed.) You can stay in this form for an hour.
  • Circle of the Stars
    • Star Map You've created a star chart (A crystal that projects starry patterns when placed before a light) with the following effects
      • You know the Guidance cantrip.
      • You have the Guiding Bolt spell prepared.
      • You can cast Guiding Bolt without expending a spell slot. 4/LR.
    • Stary Form As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
      • Archer A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
      • Chalice A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
      • Dragon A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Druid Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

  • Cantrips
  • Thorn Whip
1 action, 30 feet, Vocal, Somatic, Material, Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 3d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
  • Gust
1 action, 30 feet, Vocal, Somatic, Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range:
  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
  • Guidance (From Circle)
1 action, Touch, Vocal, Somatic, Concentration (1 minute)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
  • Druidcraft (From Initiate)
1 Action, 30ft, Instant
Whispering to the spirits of nature, you create one of the following effects within range:
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • Thunderclap (From Initiate)
1 Action, Self, Instantaneous
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 3d6 thunder damage.
  • First Level Spells (3/LR) [Typical]
  • Absorb Elements
Reaction, Self, Somatic, Instantaneous
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
  • Jump
1 action, Touch, Vocal, Somatic, Material, 1 Minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.
  • Entangle
Action, 90 feet, Vocal, Somatic, Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC (15). On a success, it frees itself.
  • Healing Word
1 bonus action, 60 feet, Vocal, Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4+3. This spell has no effect on undead or constructs.
  • Farie Fire
1 action, 60 feet, Vocal, Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw (DC 15). For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
  • Guiding Bolt (From Circle)
1 action, 120 feet, Vocal, Somatic, 1 Round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
  • Goodberry (From Initiate)
1 Action, Touch, Instant/24 Hours
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

Item Abilities

  • Staff of the Woodlands (10 Charges, Gains 1d6+4/day)
    Chimalli with Staff.jpg
  • Pass without Trace (0 charge)
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
  • Animal Friendship (1 charge)
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.
  • Speak with Animals (1 charge)
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
  • Barkskin (2 charges)
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
  • Locate Animals or Plants (2 charges)
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
  • Speak with Plants (3 charges)
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
  • Awaken (5 charges)
After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
  • Wall of Thorns (6 charges)
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.
  • Immovable Rod
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
  • Javelin of Lightning
When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
  • Scaled Ornament
  • You gain a +1 bonus to AC
  • You can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.
  • When you would take Acid damage you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn.
  • Lastly, you gain resistance to Acid.

Background / Feats

FlamingFist.png
  • Military Rank: I hold rank with the Flaming Fist and can call on favors were appropriate.
  • Friend: With a guard in Saltmarsh
  • Magic Initiate: Druid {Background, See Druid Spells}
  • Shield Master: I have mastered the Shield. {Lv. 4}
    • When taking an Attack action, use a bonus action to shove a creature 5 feet.
    • When not incapacitated, add shield bonus to dexterity saving throws against effects that target only me.
    • After succeeding in a dexterity saving throw for half damage, spend a reaction to take no damage instead.

Equipment

Encumbrance: 81-160 lb (Light, -10); 161-240 lb (Heavy, -20); 480 lb (Drag)

Weapons & Armor

  • Staff of the Woodlands: +9 Attack, 1d6+6 Bludgeoning, Versatile, Magic
  • Mace of Smiting: +7 Attack, 1d6+3 Bludgeoning, Magic, +7 bonus damage on critical. Autocrits Objects. Increases to +3 to hit and damage & +14 critical damage vs. Constructs.
  • Moon-Touched Short sword: +7 Attack, 1d6+3 Piercing (Moon Light), Magic
  • Javelin of Lightning: 1/day: 120 x 5 Line, 4d6 lightning in line (DC 15) Then standard Javelin for +4d6 lightning damage, Magic.
  • Javelin: +7 Attack, 1d6+3 Piercing, Throw 30/120 ◈◈◈◇◇◇◇◇◇
  • Enchanted Hlang: +3 AC

Gear

  • Traveler's Clothes
    • Insignia - Flaming Fist Gauntlet
  • Pendants
    • Flaming Sphere
    • Scaled Ornament
  • Ring of Free Action
  • Trophy Necklace
    • Dragon Tooth
    • Huge Crocodile Tooth
    • Demonic Half-orc Tooth
    • Pendant with Jade Dust
    • Pottery Shard (Mysterious Island)
    • Symbol (Sword over Silver Moon)
    • Drowned Pirate's Earring
    • Fragment of Mega-T-Rex tooth
    • Broken Symbol of Tharzidun
    • Kraken Spine
  • Belt
    • Immovable Rod
    • Mace of Smiting
    • Moon-touched Short Sword
    • Dagger
    • Silver Horn with Starfish (100 gp)
  • Belt Pouch
    • Sending Stones
    • Whetstone
    • Bone Dice with Skull 6s
  • Spell Component Pouch
    • Carving (1gp)
    • Gem Chips (10) (1 gp ea)
    • Carved bone statuette (25 gp)
    • 5 Blue Quartz (10 gp ea)
    • 5 Moonstones (50 gp ea)
    • 3 Pearls (100 gp ea)
    • 1 Black Pearl (100 gp)
    • 2 Rubies (100 gp ea)
    • Sprig of Mistletoe
  • Purse (Belt Pouch)
    • Coins (162 gp, 6 ep, 48 sp, 29 cp)
  • Winter Blanket
  • Quiver
  • Bag of Holding
    • Work Kit (Pouch)
      • Block and Tackle
        • 100 ft Rope
      • Shovel
      • Crowbar
      • Mining Pick
    • Marking Case
      • Chalk (20 pc)
      • 4x Bells & Line
    • Restraint Kit (Pouch)
      • Iron Spikes
      • Hammer
      • Chain 10ft
      • Manacles
    • Climbing Kit (Pack)
      • Climbers Kit
      • Grappling Hook
      • 50 ft Rope
      • 5x 10 ft Rope
    • Camp Kit (Strapped)
      • Iron Pot w/
        • Cook’s Utensils & Case
        • Rations (8)
      • Hatchet (1 gp)
      • Cord of Firewood
      • Tent
        • Bedroll
      • Bindings
      • Traveler’s Clothing
    • Lunch Pouch
      • Mess kit
      • Fishing Tackle
      • Waterskin
      • Water Collector
      • Rations (2)
  • Personal Chest (At the Manor)
    • Lock
    • 6 Gold Bars (250gp each)
    • 10 Silver Bars (25gp each)
    • 300 Gold Coin
    • 500 Silver Coin
    • Box of Turquoise Animal Figurines (250gp)
    • Carved ivory statuette (250gp)

Magical Items

  • Enchanted Hlong: A four-foot oval hlong created of the enchanted bones and treated hide of a dinosaur with a long, beloved career on the racetrack (Shield +1)
  • Javelin of Lightning: A dramatic-looking rod with a lightning-shaped blade. (Magic Weapon)
  • Staff of the Woodlands: A mystic staff carved to look like a minature akin to the native trees of Chult, down to miniature tree houses and ropes. (+2 Staff, +2 Spell Attack, See Spells for Powers.) {Attuned}
  • Scaled Ornament: An engraved dragon scale pendent with the numerous powers. (See Powers) {Attuned}
  • Mace of Smiting: +1 Weapon (+3 vs. Constructs). Crit: +7 damage (+14 vs. Constructs). All hits on Objects are Criticals.
  • Moon-Touched Short Sword: In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
  • Immovable Rod: This flat iron rod has a button on one end. (See Powers)
  • Ring of Free Action: While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. {Attuned}
  • Winter Blanket: A thick fur-lined blanket with mystical patterns woven in. If used to sleep, it is always more comfortable. (Also, 1/10 chance of resistance from cold damage.)
  • Flaming Sphere of Illumination: A necklace with a pendant of iron, gold, and silver. The inside contains a continual flame that licks around the sphere.

  • Ring of Protection: +1 AC and +1 Save {Not Attuned} - With Ayida.

Conetl (Familiar)

Familiar (Turtle)
Tiny Fey, Neutral

Conetl.jpg

Stats

Speed 5 ft (Walk) 15ft (Swim)
Armor Class 15
Hit Points 2 (1d4)

Strength 2 (-4)   Dexterity 4 (-3)   Constitution 10 (+0)
Intelligence 1 (-4)   Wisdom 8 (-1)   Charisma 3 (-4)

Perception (passive) 9 / 14
Perception -1, Stealth -3

Traits

Language: Turtle
Hold Breath: The turtle can holds its breath for 1 hour.
Withdraw: As a reaction, the turtle can withdraw entirely into its shell. While in its shell, the animal gains +5 to its AC and advantage on all Constitution-based saving throws.

Attacks

Bite: Melee Weapon Attack: +0 to hit, Hit: (1) piercing damage.

Websheet

https://docs.google.com/spreadsheets/d/1zZFEO6p-9D5KIvcymQ61vezqFvfGWJS2xyYLWJt22xE/edit#gid=359784640