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Taroo
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As played by Frosty in
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Big Bounty Elimination Guild
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StrengthDexterityConstitutionIntelligenceWisdomCharisma
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(-1)
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(+2)
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(+4)
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(-1)
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(+4)
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(+0)
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(Proficient Saving Throws: Strength +3, Wisdom +8)
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ClassLevelAncestry
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Azurist10Halfling (Stout)
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SubclassMax HPSpeed & Size
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Navy Nightingale9325 ft. / Small
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Armor ClassProficiency BonusGenderAlignment
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18 (15armor + 2dex + 1buckler)+4 Constellimasc (they/he)Neutral Good
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Skill ProficienciesLanguagesBackground
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Animal Handling +8
Survival +8
Perception +8
Acrobatics +6
Analyze* +6
Common, Halfling, Celestial, DraconicNavy Nightingale of The Blue ΦβΦ
(2 skills, 2 languages)
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Equipment Proficiencies
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Weapons: Simple and martial weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light armor, Medium armor, shields
Tools: Herbalism Kit (from Trainer's Temple)
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Ancestral FeaturesCheck out the Sapphire Stats for Taroo's combat career, like a damage chart, actions taken, etc.
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Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll and use the new roll.
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Brave. You have advantage on saving throws against being frightened.
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Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
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Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
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Class Features
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Sapphiric Study. You have the Analyze skill unlocked. The first time you attempt to Analyze a new individual creature, you have advantage on the skill check.
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Bolstered Blue. You familiarize yourself with an intimately familiar creature and form a bond with them. This entity is recorded in your Cobalt Compendium and you are always considered to be Blue Bonded with them, not counting against your max Blue Bonds.
• 6th - Alnilam
• 10th - Roscoe
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Azurist's Calling (Subclass) - Navy Nightingale
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Bonus Proficiencies. You gain proficiency with medium armor, shields, and martial weapons. You can use a weapon you're proficient with as a spellcasting focus for Blue Bond spells.
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Indigo Imbuement. When you attack with a proficient weapon that lacks the two-handed property, you can expend 1 SP and use Wisdom for attack and damage rolls with it until the start of your next turn.
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Moonstone Melody. When you successfully Analyze a creature, you can use your bonus action to attune to the song of its spirit. This attunement lasts for 1 minute and ends early if the creature dies, you die, or you are incapacitated. Once per round (regaining the ability to use this at the start of your turn), you can spend 1 SP to roll a d4 and use that as a bonus for one of the following:
• When making an attack against the creature, the bonus is added to your attack roll.
• When you deal damage to the creature, deal bonus damage of the same type.
• When making a saving throw against a spell or feature the creature uses, the bonus is added to your saving throw roll.
• When targeted by an attack roll from the creature, the bonus is added to your AC for that attack.
After using this feature, you may not attune to another creature until you finish a short or long rest.
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Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can perform an Analyze check in place of one of those attacks.
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Celestial Cerulean. Your azure magic taps into the anima of the cosmos and the beings of the beyond, learning to harmonize with their song and use it to harry your opposition. Your Moonstone Melody feature is empowered. You may use it twice per round, instead of once.
Additionally, you may choose to spend 3 SP to roll 2d4, instead of 1d4, for your bonus. When you do, you also gain access to the following options:
• When the creature makes a saving throw from an effect you can see, you may use your reaction to reduce its result by half of your bonus. This must be done before the DM / BC determines the result of the roll.
• When the creature is targeted by an attack you can see, you may use your reaction to reduce its AC by half of your bonus for the attack. This must be done before the DM / BC determines whether the attack hits or misses the creature.
• When the creature rolls damage, you may use your reaction to reduce the damage by your bonus
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Feats
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Mystic Conflux. You can attune to 4 magical items. You can also cast Identify for free once per long rest.
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Second Chance. When a creature you can see hits you with an attack, you can use your reaction to force that creature to reroll. This recharges on next initiative or short / long rest.
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Azure Spellcasting
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Taroo learns abilities and spells through sucessfully completing Bounties and bonding with the spirit of creature(s) encountered, recording them in their Cobalt Compendium.
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Spellcasting AbilitySpell Save DCSpell Attack ModifierMax Spell PointsBlue Bonds
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Wisdom18 (8base + 4prof + 4wis + 2royalroad)+10 (4prof + 4wis + 2royalroad)646
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Check the Cobalt Compendium tab for the list of all recorded creatures.
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Cantrips
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Spell nameDescriptionTags
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Astral Flare2d8 radiant damage, ranged or melee spell attackLux Asterum Phari
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Astral Arc AttackWeapon attack. On hit +1d8 radiant damage & next melee attack against target deals +2d6 radiant damageLux Asterum Phari
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Red SpriteDEX save for 2d8 lightning damage and disadv. on concentration savesLux Asterum Phari
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Sudden SpinCHA save for a random minor effectBonus Action
Gec
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PerturbPush a creature 5 ft. twiceLux Asterum Phari
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Bonus Action
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Dagger of the Ogre Mage
When attuned, Taroo can store up to 3 cantrip spell scrolls and cast them through their weapon. The following is their total cantrip scroll collection:
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True StrikeYou get advantage on your first attack during your next turn against a target in 30 ft.Bonus Action
Concentration
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GuidanceTarget gets +1d4 to an ability check within the next minuteConcentration
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ResistanceTarget gets +1d4 to a saving throw within the next minuteConcentration
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Mind SliverINT save or 1d6 psychic damage and -1d4 to next save
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Sapping StingCON save or 1d4 necrotic damage and fall prone
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Chill TouchRanged spell attack for 1d8 necrotic damage and blocking healing until start of your next turn
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FrostbiteCON save or 1d6 cold damage and disadvantage on next weapon attack
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Shocking GraspMelee spell attack for 1d8 lightning damage and removing reactions
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Lightning LureSTR save or you pull the creature 10 ft. closer; if it's within 5 ft. of you, it takes 1d8 lightning damage
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