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Bakar Duscae

13 Level (0/140000 XP for level-up) Kodex Von Akasha Background Half-Fire Giant Race / Species / Heritage Neutral Evil Alignment
Cobalt Monk
Level 13
Hit Dice: 13/13
1d8+3 Class 1

STR
22
+6
DEX
14
+2
CON
16
+3
INT
11
+0
WIS
14
+2
CHA
12
+1
143
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+5
Prof. Bonus
50
Speed (walk/run/fly)
12
Passive Perception
13 / 13
Focus
5 / 5
Superiority
/
temp hp
+10 Expertise Bonus
+5 Proficiency Bonus
+11 Strength
+7 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+11 Athletics STR
+1 Deception CHA
+0 History INT
+7 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Half-Fire Giant

+2 Strength, +1 Wisdom

Medium Size, 30ft Walking Speed

Height: 6-8ft tall

Age: Upwards to 170 years and matures at age 20

Volcanic Womb: You have immunity to fire damage but gain vulnerability to cold damage.

Magmatic Enhancements: You learn the Green-Flame Blade cantrip, which uses your Wisdom for your spellcasting modifier. Starting at 3rd level, you gain a free cast of “Flame Blade” that does not consume a spell slot, and you regain this feature at a long rest. Your Strength Cap is increased to 24.

Gigantic Siege: You deal double damage to objects and structures, and gain the Powerful-Build Feature. In addition, you may grab and pick-up up to a large object(20ft by 20ft) and throw it at your target, working as if it was the Catapult spell at 1st level.



Faction Boons:
1st Level Boon; Nothing is Forbidden
The library does not simply preserve knowledge—it consumes it. And now, it prepares your mind to join an empty shelf. You an accurately recall anything you have seen or heard perfectly. (You remember everything accurately past the point of joining the Faction, you do not retroactively remember everything that's happened beforehand.) Additionally, you can decipher forgotten languages and dead scripts as though under a constant Comprehend Languages spell.

Your mind, now partially bound to the Akashic Records, is insulated against distortion. You are immune to the effects of Madness.

"The Mind is the keyhole through which all other parts must pass. Without it, you are noise without a song, fire without warmth. It remembers. It calculates. It betrays."

3rd Level Boon; Nothing is Sacred
The Library demands not only your mind but the body that carries it. Your body now echoes your memory. You can flawlessly replicate any mundane physical action you've seen performed within the last month, as though under the effects of Unseen Servant or Minor Illusion (DM’s discretion depending on the action). This includes handwriting, basic martial drills, sleight of hand, or mimicked rituals, though it does not grant proficiency with tools or weapons you are unfamiliar with.

The boundary between you and the Library thins. You gain resistance to one of the following damage types: Force (your choice upon gaining this boon).

“The Body is the binding of your book—the cover others judge, the weight you carry. It rots, it aches, it limits. But without it, there are no pages to turn.”

6th Level Boon; Nothing is Impossible
Your soul has been bound into the Akashic Records; not just as ink, but as a pen. You do not simply remember; you rewrite. You do not simply know; you define. Once per long rest, when you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you may replace the result with a 20 or a 1 (your choice). This must be declared after the roll but before the outcome is known. This act imposes one level of exhaustion on you as the soul momentarily frays the margin of reality.

Additionally, as a reaction, when a creature targets you with divination magic or attempts to read your mind or soul (such as Detect Thoughts, Scrying, Zone of Truth, etc.), you may force them to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence or Constitution modifier). On a failure, they take 3d6 psychic damage, and the spell or effect fails.

"The Soul is ink. It stains the world with your being. Without it, you are a draft never written—echoes with no echoer."

10th Level Boon; Try On My Mantle
The Library no longer views you as merely a scholar, recorder, or even a rewritten being; you are now a living marginalia, a self-authored anomaly. Ego made manifest, your name begins to etch itself into the library itself, a Liberian of the Unknown. Once per long rest, when you cast a spell or use a class feature, you may permanently alter it in a small but significant way. Work with your DM to define what your “signature version” does.

Examples:
Your Fireball may deal cold damage and create silence instead of noise.
Your Sneak Attack may instead cause psychic damage or forced movement.
Your Lay on Hands may purge memory or rewrite a thought, not just heal.
This change becomes a fundamental trait of you and cannot be altered anymore, like a personalized author’s signature.

"Ego is the pen. It writes your purpose, scribbles your power, and decides whether you are author… or annotation."

Asi and Feat lvl 4
+2 Str, Fighting Initiate:
lvl 4 fighting style Interception
lvl 8 fighting style Tunnel Figther
Lvl 12 fighting style Blind fighting

Asi and Feat lvl 8
+2 Str, Martial Adept
Goading attack
Brace
Manuevering attack
Commander's Strike

Asi and feat lvl 12
+1 Str +1 Con, Dual Wielder: You may dual wield any weapons with full bonuses. You may take two attacks of opportunity. When you take the Attack Action while duel wielding, roll your weapon damage twice, take the higher roll.





## **__Authors Signature__**
*Weapon Attachment*
*Wish Item - Attunement*

*Forged from one of the lingering lecterns of the Midnight Man, this stamping seal carries his Wishful Authority, granting its bearer the power to strike through reality like ink across parchment. To wield it is to edit the world, erasing what you deem unnecessary and rewriting what should be. When bound to a weapon, its blade bleeds with dark sky-ink, each stroke leaving a trace of the Midnight Man’s knowledge and dominion—as though you were both Author and Reader of existence itself. Remade by the Cyclopean smith Pestel, the attachment now allows any weapon to bear this authority, placing its wielder briefly in the chair of the Midnight Man.*

*"..."*

__Paint It, Black:__ Each time you hit a creature with a melee weapon attack, you leave a blotch of ink across them, gaining 1 stack of Ink. For each stack of Ink a creature has, their name is slowly erased, they take 1d6 Midnight damage at the start of each of their turns. A creature can only hold a number of Ink stacks equal to your proficiency bonus.

*"..."*

__Erase the Name:__ As a reaction, you may expend any number of Ink stacks on a creature within reach:

> Identity (1 stack): You may learn one secret or fact about the creature.
> Nameless (2 stacks): The creature loses all resistances until the start of your next turn.
> Erasure (3 stacks): You may reduce a creatures ability score by 4 until the start of your next turn.
> Forgotten (4 stacks): It becomes unable to speak its own name or be identified by divination magic or similar effects unless made by you. While nameless, it has disadvantage on all saving throws and attack rolls.
> Unwritten (5 stacks): Choose one of the creature’s features, traits, or actions (racial trait, spell, legendary action, etc.). That feature cannot be used until the start of your next turn.

*"..."*

__The Authors Chair:__ As an action, you sit metaphorically in the chair of the Midnight Man, striking your weapon against reality and writing over the world itself. For 1 minute, you may alter the “Name” of a phenomenon, environment, or effect within 120 feet. This does not target creatures directly, but the world around them. Choose one:

> Rename the Land: You change the “Name” of the terrain. You may transform 120 feet of terrain into a different environment (e.g., Forest → Ash Wastes, Desert → Frozen Sea). This shift is cosmetic but imposes one major mechanical effect: difficult terrain, extreme heat/cold, or obscured vision (DM’s choice, or chosen by you with DM approval).

> Rename the Spell: Choose a spell of 6th level or lower that has been cast within the last round and is still ongoing (such as Wall of Fire, Fog Cloud, or Bless). You may alter its “Name” to change its effect, subject to DM approval. Examples:

Healing Spirit → Killing Spirit: Instead of regaining hit points, creatures instead lose hit points and take necrotic damage.
Wall of Force → Wall of Glass: The wall becomes fragile and can be broken with AC 10, HP 25 per panel.
Bless → Bane: The targets are reversed into a curse.

> Rename the Sky: You rewrite the heavens overhead. The sun may vanish into eclipse, stars may blaze with impossible brightness, or a false dawn may break. Until the end of your next turn, enemies within 60 feet have disadvantage on Wisdom (Perception) checks and ranged attacks due to the disorienting heavens.

> Rename the Story: You inscribe a “twist” into the flow of events. You may declare one environmental factor (such as a collapsing bridge, raging storm, or magical ritual) to pause or accelerate for 1d4 rounds.

*"...Daunting, is it not?"*

Features & Traits
Fate Cutter Shears
BMT
p61
Weapon (Dagger), very rare (requires attunement)
Simple weapon, melee weapon
1 lb.
1d4 Piercing
Finesse, light, thrown (20/60 ft.)
The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:

Ever Sharp. When you hit with an attack using the shears, the target takes an extra 1d6 force damage.

Sever Threads. When you hit a creature with the shears, you can cut that creature's fate. Until the target finishes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can't be used again until the next dawn.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

------------------------------
Sword of the Paruns
GGR
p181
Weapon (Longsword), very rare (requires attunement)
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword:

Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.
Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.
Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Undercommon, Primordial

Languages & Proficiencies
roll 1d10+1d6+6 Weapon Attack
roll 1d10+6 Unarmed Attack
roll 1d10 Interception
roll 1d6 Midnight damage
roll 1d20+12 Attack roll
Maneuver dc 19
Book dc 16

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Character Sheet (2020)

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