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Akanni [TEST CHARACTER]

Class
Level
1
(XP 0)
Heritage
Culture
Background
str
16
+5
Save
dex
13
+3
Save
con
14
+2
Save
int
10
+0
Save
wis
14
+2
Save
cha
14
+2
Save

Proficiency Bonus
+2
Armor Class
14
padded cloth
Size
Speed
30 feet
Current
Hit Points
10
Max Hit Points
10
Temp Hit Points
0
Hit Dice
1d8+2
Death Saves
Successes
Failures
Fatigue
Strife
Supply
10
Max Supply
16


Destiny
Its Own Reward
-
You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself.
Selfless Aid
-
Your aid is a lifeline and a steadying source of resolve. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.
Miraculous Revival
-
You fulfill your destiny of Devotion and gain this feature when you perform an act of selfless devotion. Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.


Skills
Acrobatics
tumbling +1d4
Athletics
jumping +1d4
Insight
Perception
Religion
Stealth
Passive Insight
14
Passive Perception
14
Passive Stealth
13
Armor Proficiencies
None
Weapon Proficiencies
Simple weapons, punching daggers, shortswords, throwing daggers
Tool Proficiencies
Languages
Abyssal, Common, Draconic


Attacks
Unarmed Strike
Attack Bonus
5
Damage
1d4+3
Damage Type
Range
melee
Notes
When Akanni uses the Attack action with an unarmed strike or an adept weapon (such as a shortsword) on his turn, he can make one unarmed strike.
Shortsword
Attack Bonus
5
Damage
1d6+3
Damage Type
Range
melee
Properties
Defensive (medium), finesse, parrying
Notes
When Akanni uses the Attack action with an unarmed strike or an adept weapon (such as a shortsword) on his turn, he can make one unarmed strike.
Dart
Attack Bonus
5
Damage
1d4+3
Damage Type
Range
20/60 ft


Combat Maneuvers
Maneuver Save DC
13


Equipment
Darts (10)
Weight
4.00
Hempen rope (50 feet)
Weight
10.00
Shortsword
Properties
Defensive (medium), finesse, parrying
Weight
2.00
Padded cloth
Properties
Comfortable, flaw (piercing), underarmor
Weight
3.00
Weight Carried
Maximum Bulky Items
3
Gold Pieces
10


Features
Desperate Dash

When Akanni takes the Dash action, his movement that turn does not provoke opportunity attacks. During this movement, he gains an expertise die (+1d4) on Athletics checks made to jump, Acrobatics checks made to avoid hazards, and Dexterity saving throws.

Source
Human
Usage
1/Short Rest
Fast Learner

Akanni requires half as much time as normal to train himself in the use of a suit of armor, skill, tool, or weapon during downtime.

Source
Human
Intrepid

When Akanni makes an attack roll, ability check, or saving throw, he can choose to gain an expertise die (+1d4) on that roll.

Source
Human
Usage
1/Rest
Marathon Runner

The first time between each long rest that Akanni would gain a level of fatigue, he does not gain that level of fatigue. He still suffers a level of fatigue from finishing a long rest without any Supply.

Source
Human
Usage
1/Long Rest
Selfless Aid

Whenever Akanni takes the Help action to aid an ally attacking a creature, he may spend his inspiration. If he does, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than Akanni until the start of his next turn.

Source
Devotion
Sojourner’s Fortitude

Akanni gains an expertise die (+1d4) on saving throws made to resist exhaustion for marching longer than 8 hours.

Source
Human
Draconic Umbra

Akanni can cause draconic power to course around him in a draconic umbra. This draconic umbra lasts for 1 minute or until he uses a bonus action to end it. Once on each of his turns while this umbra is active, he can deal 1 extra fire damage to one target when he deals damage to it with an attack or a spell.

Source
Dragoncult
Usage
1/Long Rest
Martial Arts
  • Akanni can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and adept weapons.
  • Akanni can roll his martial arts die (d4) in place of the normal damage of his unarmed strike or adept weapon.
  • When Akanni uses the Attack action with an unarmed strike or an adept weapon (such as a shortsword) on his turn, he can make one unarmed strike.

Adept weapons are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. 

Source
Adept


Details & Other Information
Age
22
Height
6 feet 2 inches
Weight
180
Character Appearance
His humble padded armor is worn but Akanni proudly displays the draconic holy symbol emblazoned upon it as he travels from village to village, spreading the word of dragon devotion and always weary for the presence of his old nemesis Ekon. No matter how dire the situation, Akanni always musters the strength for a quiet and reassuring smile before he dives into action. Akanni is kind and respectful, but proud. He is easy to trust and frequently helps those he finds along his way, demanding nothing but a smile in return. Much like the dragons his village worshiped however, Akanni holds long grudges and never forgets a slight.
Character Backstory
Witnessing the might of dragons is Akanni’s first real memory. While he has never seen one of the magnificent worms with his own eyes, he witnessed the acolytes in his village channeling that power into their martial arts and has been in awe ever since. He started training before he really understood what he was doing, making the dragoncult his home. Unfortunately not all acolytes were as faithful as Akanni. His rival in training tried to steer the cult towards demonic worship, considering the abyssal powers greater than the scaled entities they traditionally followed. When he confronted Ekon the traitor was forced to flee, but in the process Akanni’s home temple was destroyed and the spirit of his people’s devotion broken.
Allies & Organizations
Ekon, a corrupt priest who tried to guide Akanni’s village towards demon worship by perverting their religion. Banished in shame after being exposed by Akanni, Ekon would like nothing more than to get revenge.