Legendary Resistance(3/day): If Armin fails a Saving throw, he may choose to succeed instead.
Magic Weapons: Armin's attacks are considered magical.
Magic Resistance: Armin gains advantage on all saving throws made against spells and other magical effects.
Death Rune: Tattooed on Armin's body is the Rune of Death. When in combat, the rune glows with power. When empowered, Armin recovers HP equal to half the amount of damage that he deals, but is unable to recover HP from any other source. If the Tattoo is targeted with a Dispel Magic Spell, the HP recovery effect ceases to function until the end of his next turn.
Chain of Skuld: Quill's body and mind are intrinsically linked by the rune tattooed at the base of his skull, this grants him the following benefits;
- When not wearing armor or a shield, he can add his intelligence modifier to his initiative and Perception rolls, and his AC equals 10 + Dex mod + Int mod(included in AC).
- He may use swords and martial weapons as arcane focuses and may perform the somatic components needed for spells even while wielding 2 weapons.
Bloody Talon Grip: Armin cannot be disarmed against his will and can substitute one of his attacks for casting a cantrip.
Automatic Arithmetic: Armin's concentration cannot be broken by taking damage
Martial Maneuvers: Several of Armin's abilities are Martial Maneuvers. These abilities are powerful and require Armin to expend Maneuver points to use. He has a pool of 12 Maneuver Points that recharge on a long rest. The amount of Maneuver points requires are listed next to the ability. if he runs out of Maneuver Points, he may use his Fuel to the Flames bonus action to regain some. The following abilities are considered these maneuvers, and will be detailed in their relevant sections;
- Sol Valtiva(Bonus Action)
- Shadowhound(Reaction)
- Comet Tail(Action)
- Crimson Spirit(Action)
- Staunch Parry(Reaction)
- Shield Jab(Action)
- Grim Retribution(Reaction)
Elemental Adept(Fire): Fire damage dealt by Armin ignores resistance to fire damage and treat immunity as resistance. Additionally when rolling for fire damage, any 1's rolled are treated as 2's.
Spellcasting. Armin Quill is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Armin has the following Wizard spells prepared:
- Cantrip: Green Flame Blade, Firebolt, Chill Touch, True Strike, Thunderclap
- 1st Level(4 Slots): Chromatic Orb, Thunderwave, Absorb Elements
- 2nd Level(3 Slots): Misty Step, Hold Person, Earthbind
- 3rd Level(3 Slots): Ashardalon's Stride, Fireball, Dispel Magic
- 4th Level(3 Slots): Fire Shield, Conjure Minor Elemental, Arcane Eye, Wall of Fire
- 5th Level(3 Slots): Summon Dragon, Immolation, Modify Memory, Steel Wind Strike
- 6th Level(2 Slots): Summon Fiend, Tenser's Transformation, Scatter, Fizbin's Platinum Shield
- 7th Level(2 Slots): Draconic Transformation
- 8th Level(1 Slot): Incendiary Cloud
- 9th Level(1 Slot): Meteor Swarm, True Polymorph
Magic Items: Armin Quill wears and is attuned to the following Magic Items;
- Fullcloth of Flight
- Sword of Sacrilege
- Seal of the World Serpent
Fullcloth of Flight: While worn, Armin gains a Fly(Hover) speed of 75 feet and may cast the Levitate spell once without concentration or expending a Spell Slot(DC 15).
Sword of Sacrilege: This magic longsword sword gains a +3 bonus to attack and damage rolls and deals an additional 3d6 Fire Damage with each Hit. Additionally he may use the Blasphemous Ground and Usurper's Fire actions once per day each.
Seal of the World Serpent: This magic helmet bears the visage of a terrible dragon and bears a seal of an Ouroboros on its back. This Helmet increases Armin's AC by 2(included in AC). Additionally he gains the Shatter the Seal Bonus action.
Multiattack: Armin Makes 2 attacks with his Sword of Sacrilege. He may substitute one of these attacks for one of his cantrips.
Sword of Sacrilege: Melee Weapon attack, Single target, 5ft, +12 to hit(+17 during Soulpyre), on hit: Deals 11(1d8+6) Slashing damage plus an additional 11(3d6) Fire Damage. If Soulpyre is active, it deals an additional 8 Slashing damage. If Sol Valtiva is active it deals an extra 7(2d6) Fire and 7(2d6)Radiant Damage. Lastly if Shatter the Seal has been activated, it deals another 7(2d6) Fire Damage. If all 3 are active the Damage total becomes 19(1d8+14) Slashing damage, 24(7d6) Fire Damage, and 7(2d6) Radiant Damage.
Usurper's Fire(1/day): Armin Strikes his sword on the ground, sending a wave of lava erupting from him in a 5 ft. Wide, 60 ft. long line. Each creature in the Line must make a DC 17 Dexterity Saving throw. On a failed save a creature takes 28(8d6) Fire Damage, half as much on a successful save. The amount of Hit points recovered by his Death Rune increases by 2d6 for every creature that fails its save(Max 6d6).
Blasphemous Ground(1/day): Armin plunges his sword into the ground, creating an aura of lava that extends out to 10 feet for 1 minute. This aura moves with him. Each time a creature on the ground other than Armin starts its turn in the aura or enters it for the 1st time in a turn, it must make a DC 17 Dexterity saving throw, or take 7(2d6) Fire Damage on a failed save, 1/2 as much on a successful save.
Visage of the World Serpent(Shattered Seal Only): Armin fully transforms into the world serpent for a brief moment and Flies to an unoccupied space he can see within 30 Feet. He crashes down into that space, creating a fiery explosion in a 30 Ft. Radius Sphere originating from him before reverting back to his normal form. Each other creature in this area must make a DC 17 Dexterity Saving throw. On a failed save, a creature takes 28(8d6) fire damage, or half as much on a success.
Crimson Spirit(2 Maneuver Points): Armin takes his sword in both hands and delivers a powerful strike. He makes a melee weapon attack against a creature. On a hit the attack deals an additional 1d4 damage for every 10 Hp Armin is below his maximum.
Shield Jab(2 Maneuver Points): Armin puts pressure on another creature's defenses. A creature of Armin's Choice within 5 feet of him must make a DC 22 Constitution Saving throw. On a failed save its AC reduced by 4 until the end of his next turn. If the creature is subjected to this attack and fails the save again, the AC loss is Cumulative, otherwise it reverts to normal. If a creatures AC is reduced to 0 in this way, it becomes stunned for 1 minute.
Comet Tail(8 Maneuver Points): Armin launches himself across the battlefield leaving a fiery trail. He flies in a straight line in any direction up to 60 ft., leaving a 15 ft. wide line of fire in his wake. Any creature caught in the area must make a DC 22 Dexterity Saving throw. On a failed save a creature takes 28(5d10) fire damage, or half as much on a success. If Armin ends this movement within 5 feet of another creature, he can make a single weapon attack against it at advantage as part of the same action.
Fuel to the Flames: Armin may expend a spell slot to regain expended maneuver points, the amount regained depends on the level of spell slot expended;
- 1st-3rd: 2 Points
- 4th-5th: 3 Points
- 6th-7th: 4 Points
- 8th-9th: 5 points
Soulpyre: As a Bonus action, Armin can expend one of his Hit Dice to wreath himself in the all consuming flames. He must sacrifice a hit die at the end of each of his turns to maintain this form. While in this form he gains the following benefits;
- He is immune to the Prone and Stunned Conditions
- He add his Intelligence modifier to his attack and damage rolls for his multiattack.
- If he is reduced to 0 HP, he explodes. All creatures within a 20 ft radius shpere of him when this happens must make a Dexterity saving throw against his spell Save DC. On a failed save a creature takes 10d6 fire damage.
A Dispel Magic focused on the effect can end the effect until he uses a bonus action and expends a hit die to activate it again.
Sol Valtiva(10 Maneuver Points): Armin ignites his weapon with the fired of the Sun for 1 minute. During this time;
- His weapon sheds Bright Light for 60 feet and Dim Light for an additional 60 feet.
- His attacks with the affected weapon deal an additional 2d6 fire and 2d6 Radiant Damage, glowing brighter with each strike.
- After he has dealt 100 damage with the affected weapon, it burns white hot until the maneuver ends. If you hit a creature with 100 HP or less in this stat, you can choose to reduce the creature to 0 HP immediately, ending the maneuver early.
Shatter The Seal(1/day): Armin shatters the Magical seal on his helmet, empowering himself with the terrible power of the World Serpent. Until he is reduced to 0 HP. At the end of each of his turns, Armin takes 2d8 Fire damage, which cannot be reduced or prevented in any way. Once used the seal reforms at dawn. For the duration Armin gains the Following Benefits.
- His weapon attacks deal an additional 2d6 Fire Damage on a hit.
- His Walking Speed increases by 10 Ft.
- As part of the Bonus action to Shatter the Seal and as a Bonus Action on subsequent turns, he can transform one of his limbs into a draconic arm and make a melee attack at a creature within 10 ft.(+9 to hit). On a hit the attack deals 2d6 Piercing Damage
- You can use the World Serpent's Visage action Once used you cannot use it again until the next time you Shatter the Seal unless you take the maximum fire damage at the end of your turn.
Grim Retribution(1 Maneuver Point): When a creature misses an attack against Armin, he may use his reaction and a maneuver point to immediately make an attack against the creature or use another maneuver as long as he pays the maneuver cost, but can only target the triggering creature.
Shadowhound(2 Maneuver Points): As a reaction to a creature within 5 feet of Armin moving away, he can use a reaction force the creature to make a Dexterity check, contested by an Intelligence check from Armin. If Armin wiht the contest, he moves with the creature, keeping in step, as far as his speed will allow, and cannot follow them if they use a type of speed he does not have(ie. swim or burrow). At the end of the movement he may make a melee attack against the creature.
Staunch Parry( 4 Maneuver Points): When hit with an attack roll, Armin can roll a d20 and add his Int and Dex modifiers to the result. if the total is higher than the triggering attack roll, the attack misses. If it is lower, Armin only takes 1/2 the damage instead.
Armin has 3 Legendary Actions. He may only use them immediately after another creatures turn and only one at a time. Armin regains all expended legendary actions at the beginning of his turn.
Attack(1 Action): Armin moves up to 1/2 his speed and makes a single melee weapon attack against a target. this movement does not provoke opportunity attacks
Another Log on the Fire(1 Action): Armin uses his Fuel to the Flames Bonus Action
Burning Step(1 action): Armin teleports to a spot he can see within 30 feet. All creatures within 5 feet of him when he uses this ability take 5 fire damage.
Cast a Spell(2 Actions): Armin Casts one of the spells listed in his spellcasting.
Previous Versions
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2/2/2025 7:29:29 PM
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