Artizak

Artizak connect up to The Lizardfolk of Quezachult page along with the Quezachult page.

## **Background**

### **Early Years**

Artizak discovered old books from the Cult of Kecuala. When showing what he'd found to his tribe they banished him for his heathen ways.

Since then he has been wandering the wilderness, having to move further and further from his home land forced away by Lizardfolk patrols.

During his time in the wilds Artizak grew closer to nature in the only true law of survival of the fittest.

Now he has wandered close to the East Ridings and is ready to re-introduce himself to society.

### **Joining the Adventurer's Guild**

Work in progress

Joining the Guild in 551 AOR at the age of 27

## **Artizak's Equipment**

**Headband of Intellect**

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

**Ironleaf Oaken Shield**

This reinforced wooden shield is covered with ironleaf vines that grant you extra protection. You gain a +1 bonus to your AC while wielding this shield in addition to the shield's normal bonus to AC. In addition, the wooden shield reforms itself to fit you whenever you use your wild shape class feature to transform into a beast. When you do, the ironleaf vines and wooden shield latch onto your bestial form, granting you a +1 bonus to your AC while transformed in this way.

**Cloak of the Lizard Kings (A)**

Lizard folk druids of old would make a cloak such as this from the skins of animals they had slain. Or in fact from their own skins. Then they would enact powerful rituals to add more and more animal totems to the cloak over time. The more powerful the druid the more totems they can weave into the cloak.

Further abilities can be added to the cloak by collecting monster parts and spending one inter-session downtime working them into the cloak. In some cases it may require a mission to be taken to add the ability, even once the parts are collected. The cloak can hold 1 additional effect per 5 druid levels of the player wearing it. If another ability is added beyond the current limit of the attuned character then a previous ability must be removed and the monster parts are lost.

> The DM can allow abilities depending on the animal parts. Examples include…
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> Scales of an Adult Dragon
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> * Damage resistance of the element associated with the dragon.
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> Claws of a Giant Sabre Cat
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> * +1 damage to all attacks made with claws in wildshape forms.
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> Roc Feathers
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> * +5ft movement to normal form and wildshape form.
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> Troll Blood
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> * Once per day the wearer of the cloak can use a bonus action to give themselves temporary HP equal to their lvl + con modifier.
>

## **Artizak's Spellcasting**

**Cantrips**

* Druidcraft
* Mold Earth
* Primal Savagery

**1st Level Spell**

* Beast Bond
* Goodberry
* Purify Food and Drink (R)
* Speak with Animals (R)

**2nd Level Spells**

* Augury (R)
* Locate Animals or Plants (R)
* Skywrite (R)

**3rd Level Spells**

* Aura of Vitality
* Speak with Plants
* Water Walk (R)

**4th Level Spells**

* Conjure Woodland Beings
* Divination (R)

**5th Level Spells**

* Commune with Nature (R)

## Appendix

### Appearances (Outside of played in sessions)

Adventures
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### Mentions

Adventures
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