character sheet - wip.
---- BASICS ----
STATS:
Strength - 8
Dexterity - 14
Constitution - 15
Intelligence - 12
Wisdom - 10
Charisma - 17
Armour Class - 15
Hit Points - 86
SKILL PROFIENCIES: (* indicates proficient and gets bonus)
Athletics - -1
Acrobatics - +2
Sleight of Hand - +2
Stealth - +2
Arcana - +1
History - +1
Investigation - +1
Nature - +1
Religion - +1
Animal Handling - +0
*Insight - +4
*Medicine - +4
Perception - +0
Survival - +0
**Deception - +7
*Intimidation - +7
Performance - +3
*Persuasion - +7
RACE: Tiefling
Descended from devils of the Nine Hells, tieflings face constanct suspicion in Faerun. Thankfully, their arcane abilities make them natural survivors.
Race Features:
Base Racial Speed - 9m per turn (6 seconds)
Darkness (Level 2) - Evocation - 5m radius up to 18m away - Concentration - Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
SUBRACE: Asmodeus Tiefling
Bound to Nessus, the deepest layer of the Hells, these tieflings inherited the ability to wield fire and darkness from the archdevil Asmodeus' infernal bloodline.
Cantrips:
Produce Flame - Conjuration - A flame in your hand sheds light in a 9m radius and deals 1~8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action. Repleneshis on long rest.
Subrace Features:
Darkvision - can see in the dark up to 12m
Hellish Resistance - You have resistance to Fire damage, taking only half damage from it.
Infernal Legacy: Hellish Rebuke (Level 2) - Evocation - React to being attacked with flames that deal 3d10 Fire damage. On save, target talks half damage.
BACKGROUND: Haunted One
A wicked moment, person, or thing that cannot be slain by sword or spell haunts your mind and flickers in your peripheral vision. You carry it wherever your adventure takes you - or perhaps it carries you.
Skills - Medicine, Intimidation
---- CLASS: SORCERER (11 LEVELS) ----
Sorcerers are natural spellcasters, drawing on inherent magic from a gift or bloodline.
Proficiencies:
Weapons - Daggers, Quarterstaffs, Light Crossbows
Class Features:
Metamagic (Level 2) - You gain the ability to twist your spells to suit your needs using Sorcerer Points. (Careful spell - avoid hitting allies in range of area of effect spells, Twinned Spell - target 2 creatures when a spell usually targets only 1)
Metamagic (Level 3) - Spells that cost an action now cost a bonus action for 3 points.
Metamagic (Level 10) - You can cast spells while Silenced for 1 point per spell.
Feat:
Weapon Master - Level 4 - You gain proficiencay with four weapons of your choice (rapier, shortsword, hand crossbow, shortbow), and your Dexterity increases by 1 to a maximum of 20.
Elemental Adept - Level 8 - Your spells and attacks ignore
Sorcery Points - 11
Spell Slots:
Level 1 - 4
Level 2 - 3
Level 3 - 3
Level 4 - 3
Level 5 - 2
Level 6 - 1
Cantrips - At Will
Cantrips:
Fire Bolt - Evocation - 18m - Hurl a mote of Fire. (3d10 Fire)
Acid Splash - Conjuration - 18m - Throw a bubble of acid that damages each creature it hits (3d6 Acid)
Shocking Grasp - Evocation - Melee - The target cannot use reactions. This spell has Advantage on creatures with metal armour (3d8 Lightning)
Minor Illusion - Illusion Cantrip - 18m - Create an illusion that compels nearby creaturs to investigate. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.
Bone Chill - Necromancy - 18m - Prevent the target from healing until your next turn. An undead target receives disadvantage on attack rolls. (3d8 Necrotic)
Ray of Frost - Evocation - 18m - Reduce a target's movement speed by 3m. (3d8 Cold).
Spells:
Level 1 -
Feather Fall - Transmutation - 9m - You and nearby allies gain Immunity to Falling damage for 1 minute.
Magic Missile - Evocation - 18m - Shoot 3 magical darts, each dealing 2-5 Force damage. They always hit their target.
Fog Cloud - Conjuration - 5m radius up to 18m distance - Concentration - The cloud Blinds and Heavily Obscures creatures within it.
Level 2 -
Scorching Ray - Evocation - 18m - Hurl 3 rays of fire. Each ray deals 2-12 Fire damage.
Misty Step - Conjuration - 18m - Surrounded by silver mist, you teleport to an unoccupied space you can see.
Level 3 -
Counterspell - Abjuration - 18m - Try to stop a spell being cast. If it is a higher level than the spell slot you used to cast Counterspell, you must make a check using your spellcasting ability (Charisma) to prevent it. The check's difficulty is equal to 10+level of the spell you are trying to counter.
Fireball - Evocation - 18m - Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On save, targets take half damage. (8d6 Fire)
Level 4 -
Wall of Fire - Evocation - 18m - Concentration - Create a blazing wall of fire, burning anyone who dares to stand too close.
Level 5 -
Cone of Cold - Evocation - 9m - Make a flurry of frost, crisp aip, and condensed snow crystals erupt from your hands.
Insect Plague - Conjuration Concentration - 9m radius up to 18m away - Locusts attack everyone within range, make the area difficult terrain (hard to escape) and impose disadvantage on Perception checks for 1 minute. Targets take half damage on save. (4d10 Piercing)
Telekinesis - Transmutation - 18m - Concentration - Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis without expending a spell slot for up to 1 minute. Heavier items deal more damage.
SUBCLASS (Level 1): Draconic Bloodline
Your veins carry draconic magic, the result of a powerful dragon ancestor.
Subclass Features:
Draconic Resilience (HP) - Your HP maxiumum increases by 1 for each Sorcerer level.
Draconic Resilience - Dragon-lik scales cover parts of your skin. When you aren't wearing armour, your base Armour Class is 13.
Dragon Ancestory - The damage type associated with that dragon will influence later features.
-- Red (Fire)
-- Burning Hands - Evocation - 5m - Each flammable target is hit with 3-18 Fire damage on falled saving throw. On pass, targets still take half damage.
Elemental Affinity (Damage) - When you cast a spell that deals damage of the type associated with your draconic ancestry, you add your Charisma Modifier to the damage.
Elemental Affinity (Resistance) - When you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 1 Sorcery Point to gain resistance to that damage type.
Fly (Level 11) - Fly to a target position up to 18m.
----- MULTICLASS: BARD (1 LEVELS) ----
Bards know music is more than idle fancy - it is power. Through study and adventure, these travelling troubadours master song, speech, and the magic within.
Proficiencies:
Armour - Light Armour
Class Features:
Bardic Inspiration (Level 1) - Inspire an ally to add a +1d6 bonus to their next attack roll, ability check, or saving through. (3)
Cantrips:
Mage Hand - Conjuration - 18m - Create a spectral hand that can manipulate and interact with objects for 1 minute.
Vicious Mockery - Enchantment - 18m - Insult a creature, giving them Disadvantage on their next attack roll. (1d4 Psychic)
Spells:
Level 1 -
Dissonant Whispers - Enchantment - 18m - Frighten a creature, giving them Disadvantage on Abilitiy checks and Attack Rolls and stopping them from moving for 12 seconds. (3d6 Psychic Damage)
Tasha's Hideous Laughter - Enchantment - 18m - Concentration - Leave a creature Prone with laughter, without the ability to get up for 1 minute. The creature must have an Intelligence of 5 or more. The target can try to shake off the effect every time it takes damage.
Speak with Animals - Divination Spell - Self - Gain the ability to comprehend and communicate with beasts.
Disguise Self - Illusion - Self - Magically change all aspects of your appearance.
----- SLAYER FORM -----
Manifest your savage compulsions and assume your sinuously deadly Slayer form. Once per long rest.
HP: 153
While in Slayer form, you can't talk or cast spells.
When your Slayer form drops to 0 HP, you revert to your normal form.
Slay - Rake your malevelont claws across the body of your target. If the target is Bleeding, they are afflicted with Contagion Poisoned: Stage 1. If the target is Prone, the attack will be a Critical Hit. If the target is Bleeding and Prone, the attack will be a Critical Hit and the target will possibly become Strickent with Flesh Rot. (6d6+7 Slashing)
Sumptuous Blood Bath - Slash open a foe's vital arteries. They start Bleeding and the ensuing gush continuously heals your wounds. On save, target talks half damage (3d10 Slashing)
Multiattack - Lash out with your claws, rending foes to screetching silvers. If the target is bleeding, you deal an additional 7 Slashing damager per hit. If the target is Dazed, the attack will be a Critical Hit. (8-40 Damage)
Let the Slaughter Begin - Brand nearby creatures with a sinister mark so their deaths make you harder to kill. Marked targets (4 turns) are dazed (1 turn), and when they die you gain +1 to Armour Class)
Relentless Lunge - Leap sinously and smash into your foes, possibly knocking them Prone. (4d7+7 Bludgeoning)
STATS:
Strength - 8
Dexterity - 14
Constitution - 15
Intelligence - 12
Wisdom - 10
Charisma - 17
Armour Class - 15
Hit Points - 86
SKILL PROFIENCIES: (* indicates proficient and gets bonus)
Athletics - -1
Acrobatics - +2
Sleight of Hand - +2
Stealth - +2
Arcana - +1
History - +1
Investigation - +1
Nature - +1
Religion - +1
Animal Handling - +0
*Insight - +4
*Medicine - +4
Perception - +0
Survival - +0
**Deception - +7
*Intimidation - +7
Performance - +3
*Persuasion - +7
RACE: Tiefling
Descended from devils of the Nine Hells, tieflings face constanct suspicion in Faerun. Thankfully, their arcane abilities make them natural survivors.
Race Features:
Base Racial Speed - 9m per turn (6 seconds)
Darkness (Level 2) - Evocation - 5m radius up to 18m away - Concentration - Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
SUBRACE: Asmodeus Tiefling
Bound to Nessus, the deepest layer of the Hells, these tieflings inherited the ability to wield fire and darkness from the archdevil Asmodeus' infernal bloodline.
Cantrips:
Produce Flame - Conjuration - A flame in your hand sheds light in a 9m radius and deals 1~8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action. Repleneshis on long rest.
Subrace Features:
Darkvision - can see in the dark up to 12m
Hellish Resistance - You have resistance to Fire damage, taking only half damage from it.
Infernal Legacy: Hellish Rebuke (Level 2) - Evocation - React to being attacked with flames that deal 3d10 Fire damage. On save, target talks half damage.
BACKGROUND: Haunted One
A wicked moment, person, or thing that cannot be slain by sword or spell haunts your mind and flickers in your peripheral vision. You carry it wherever your adventure takes you - or perhaps it carries you.
Skills - Medicine, Intimidation
---- CLASS: SORCERER (11 LEVELS) ----
Sorcerers are natural spellcasters, drawing on inherent magic from a gift or bloodline.
Proficiencies:
Weapons - Daggers, Quarterstaffs, Light Crossbows
Class Features:
Metamagic (Level 2) - You gain the ability to twist your spells to suit your needs using Sorcerer Points. (Careful spell - avoid hitting allies in range of area of effect spells, Twinned Spell - target 2 creatures when a spell usually targets only 1)
Metamagic (Level 3) - Spells that cost an action now cost a bonus action for 3 points.
Metamagic (Level 10) - You can cast spells while Silenced for 1 point per spell.
Feat:
Weapon Master - Level 4 - You gain proficiencay with four weapons of your choice (rapier, shortsword, hand crossbow, shortbow), and your Dexterity increases by 1 to a maximum of 20.
Elemental Adept - Level 8 - Your spells and attacks ignore
Sorcery Points - 11
Spell Slots:
Level 1 - 4
Level 2 - 3
Level 3 - 3
Level 4 - 3
Level 5 - 2
Level 6 - 1
Cantrips - At Will
Cantrips:
Fire Bolt - Evocation - 18m - Hurl a mote of Fire. (3d10 Fire)
Acid Splash - Conjuration - 18m - Throw a bubble of acid that damages each creature it hits (3d6 Acid)
Shocking Grasp - Evocation - Melee - The target cannot use reactions. This spell has Advantage on creatures with metal armour (3d8 Lightning)
Minor Illusion - Illusion Cantrip - 18m - Create an illusion that compels nearby creaturs to investigate. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.
Bone Chill - Necromancy - 18m - Prevent the target from healing until your next turn. An undead target receives disadvantage on attack rolls. (3d8 Necrotic)
Ray of Frost - Evocation - 18m - Reduce a target's movement speed by 3m. (3d8 Cold).
Spells:
Level 1 -
Feather Fall - Transmutation - 9m - You and nearby allies gain Immunity to Falling damage for 1 minute.
Magic Missile - Evocation - 18m - Shoot 3 magical darts, each dealing 2-5 Force damage. They always hit their target.
Fog Cloud - Conjuration - 5m radius up to 18m distance - Concentration - The cloud Blinds and Heavily Obscures creatures within it.
Level 2 -
Scorching Ray - Evocation - 18m - Hurl 3 rays of fire. Each ray deals 2-12 Fire damage.
Misty Step - Conjuration - 18m - Surrounded by silver mist, you teleport to an unoccupied space you can see.
Level 3 -
Counterspell - Abjuration - 18m - Try to stop a spell being cast. If it is a higher level than the spell slot you used to cast Counterspell, you must make a check using your spellcasting ability (Charisma) to prevent it. The check's difficulty is equal to 10+level of the spell you are trying to counter.
Fireball - Evocation - 18m - Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On save, targets take half damage. (8d6 Fire)
Level 4 -
Wall of Fire - Evocation - 18m - Concentration - Create a blazing wall of fire, burning anyone who dares to stand too close.
Level 5 -
Cone of Cold - Evocation - 9m - Make a flurry of frost, crisp aip, and condensed snow crystals erupt from your hands.
Insect Plague - Conjuration Concentration - 9m radius up to 18m away - Locusts attack everyone within range, make the area difficult terrain (hard to escape) and impose disadvantage on Perception checks for 1 minute. Targets take half damage on save. (4d10 Piercing)
Telekinesis - Transmutation - 18m - Concentration - Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis without expending a spell slot for up to 1 minute. Heavier items deal more damage.
SUBCLASS (Level 1): Draconic Bloodline
Your veins carry draconic magic, the result of a powerful dragon ancestor.
Subclass Features:
Draconic Resilience (HP) - Your HP maxiumum increases by 1 for each Sorcerer level.
Draconic Resilience - Dragon-lik scales cover parts of your skin. When you aren't wearing armour, your base Armour Class is 13.
Dragon Ancestory - The damage type associated with that dragon will influence later features.
-- Red (Fire)
-- Burning Hands - Evocation - 5m - Each flammable target is hit with 3-18 Fire damage on falled saving throw. On pass, targets still take half damage.
Elemental Affinity (Damage) - When you cast a spell that deals damage of the type associated with your draconic ancestry, you add your Charisma Modifier to the damage.
Elemental Affinity (Resistance) - When you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 1 Sorcery Point to gain resistance to that damage type.
Fly (Level 11) - Fly to a target position up to 18m.
----- MULTICLASS: BARD (1 LEVELS) ----
Bards know music is more than idle fancy - it is power. Through study and adventure, these travelling troubadours master song, speech, and the magic within.
Proficiencies:
Armour - Light Armour
Class Features:
Bardic Inspiration (Level 1) - Inspire an ally to add a +1d6 bonus to their next attack roll, ability check, or saving through. (3)
Cantrips:
Mage Hand - Conjuration - 18m - Create a spectral hand that can manipulate and interact with objects for 1 minute.
Vicious Mockery - Enchantment - 18m - Insult a creature, giving them Disadvantage on their next attack roll. (1d4 Psychic)
Spells:
Level 1 -
Dissonant Whispers - Enchantment - 18m - Frighten a creature, giving them Disadvantage on Abilitiy checks and Attack Rolls and stopping them from moving for 12 seconds. (3d6 Psychic Damage)
Tasha's Hideous Laughter - Enchantment - 18m - Concentration - Leave a creature Prone with laughter, without the ability to get up for 1 minute. The creature must have an Intelligence of 5 or more. The target can try to shake off the effect every time it takes damage.
Speak with Animals - Divination Spell - Self - Gain the ability to comprehend and communicate with beasts.
Disguise Self - Illusion - Self - Magically change all aspects of your appearance.
----- SLAYER FORM -----
Manifest your savage compulsions and assume your sinuously deadly Slayer form. Once per long rest.
HP: 153
While in Slayer form, you can't talk or cast spells.
When your Slayer form drops to 0 HP, you revert to your normal form.
Slay - Rake your malevelont claws across the body of your target. If the target is Bleeding, they are afflicted with Contagion Poisoned: Stage 1. If the target is Prone, the attack will be a Critical Hit. If the target is Bleeding and Prone, the attack will be a Critical Hit and the target will possibly become Strickent with Flesh Rot. (6d6+7 Slashing)
Sumptuous Blood Bath - Slash open a foe's vital arteries. They start Bleeding and the ensuing gush continuously heals your wounds. On save, target talks half damage (3d10 Slashing)
Multiattack - Lash out with your claws, rending foes to screetching silvers. If the target is bleeding, you deal an additional 7 Slashing damager per hit. If the target is Dazed, the attack will be a Critical Hit. (8-40 Damage)
Let the Slaughter Begin - Brand nearby creatures with a sinister mark so their deaths make you harder to kill. Marked targets (4 turns) are dazed (1 turn), and when they die you gain +1 to Armour Class)
Relentless Lunge - Leap sinously and smash into your foes, possibly knocking them Prone. (4d7+7 Bludgeoning)