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Leyaliz

18 Level (0/305000 XP for level-up) Badlands Scorpion rider Background Void Dragonborn Race / Species / Heritage True Neutral Alignment
Dragon of The Edge
Level 18
Hit Dice: 18/18
1d8+5 Class 1

STR
18
+4
DEX
16
+3
CON
20
+5
INT
10
+0
WIS
14
+2
CHA
20
+5
222
Hit Points
+9
Initiative (DEX)
25
Armor Class (AC)
+6
Prof. Bonus
60
Speed (walk/run/fly)
18
Passive Perception
18 / 18
Tarot
Spellcasting ...
+11 Attack mod
CON Ability
+5 Abi Mod
19 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+12 Strength
+11 Dexterity
+13 Constitution
+8 Intelligence
+10 Wisdom
+13 Charisma
saving throws
+3 Acrobatics DEX
+8 Animal Handling WIS
+0 Arcana INT
+10 Athletics STR
+11 Deception CHA
+0 History INT
+2 Insight WIS
+11 Intimidation CHA
+6 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+8 Perception WIS
+11 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+9 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Forward onto the end +22 STR 12d6+20d8+12+4 Vulnerable
Crit Forward onto the end +22 STR 24d6+40d8+6d10+12+4 Vulnerable
Attacks

Spell Book

Asi & Feats
Background : Mounted combat
Lvl 4: +2 Con & Mutant (Skeleton 2: Bonus action become immune to all damage for one turn one per long rest)
Lvl 8: +1 Con + 1 Cha & Great weapon fighting
Lvl 12: +2 Cha & Aberrant Dragon mark: Boon of Speed
Lvl 16: +2 Cha & Alert

Tomb of Levistus
XGE
p57
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can't use it again until you finish a short or long rest.

Essence of a void fighter: Gain action surges of a fighter equal to my character lvl

Collectors Mind
Starting at 1st level, choose one 1st-level feature from any class (e.g., Lay on Hands from Paladin, Rage from Barbarian). This ability does scale with your collector level, instead of the class level. You can choose an addtional feature of another class that is equal to or lower level than your collector class at level 4, 8, 12, 16, and 19.

Whenever you level collector, you can choose to swap a chosen feature, with another.

Tarots
Also at 1st level, you gain a resource called Tarots as you level up in the Collector class, and you have an amount of Tarots equal to your collector level. You regain all expended Tarots when you complete a long rest.

At the start of your turn, you can choose to expend one Tarot. When you do so, you gain temporary access to a class feature from another class until the end of your next turn, provided that feature is not chosen from your Collector’s Mind feature. If the chosen feature has a duration, its effects only last until the end of your next turn, regardless of its usual duration. If the feature requires a resource to use such as metamagic, then you can choose to use the class resource if you have any or an addtional tarot (This does not count towards your once per turn). The feature must be one available to a class level equal to or lower than half your Collector level, rounded down. For example, if you are an 8th-level Collector, you can access features available to characters up to 4th level in any class.

Restrictions:
The chosen feature must include an action, bonus action, or reaction to use it (e.g., Rage, Second Wind, Divine Smite, Arcane Recovery, metamagic), not a passive ability (e.g., Unarmored Defense, Jack of All Trades).
You may use one Tarot per turn.

Jack of All Masteries
At 2nd level, Your vast understanding of various roles allows you to temporarily adopt expertise in a particular skill. At the end of each long rest, choose one skill proficiency you have. Your proficiency bonus is doubled for any ability check using this skill until your next long rest.

Adaptable Strategy
At 5th level, your ability to draw from a wide range of skills grants you the option to gain one of the following features. Choose one from the list below:

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Invocation Insight: You gain amount of Eldritch Invocations equal to your proficiency from the warlock class. You use your Constitution modifier as the spellcasting ability for any invocation effects that require it. Any level requirements use your Collectors level instead of warlocks.

Inspiration Reserve: You gain a pool of Inspiration Dice, which are d6s, equal to your proficiency bonus. As a bonus action, you can grant one of these Inspiration Dice to yourself or an ally within 60 feet who can hear you. Once used, an Inspiration Die is expended. The Inspiration Die pool resets after you complete a long rest.

You can change this choice after completing a long rest, selecting a new feature from this list.

Invocations:
Tough
Alert
Skilled: perception, survival, investigation

Collectors Mind:
Debt Repayment
As a bonus action, as long as you are holding gold you can make that gold disappear into a separate plane of existence and cannot get the gold back. Depending on how much gold you have deposited over time will give certain effects, the following being:
625gp - +1 AC
1,250gp - +1 to weapon and spell attacks
2,500gp - +1 to spell save DC
5,000gp - +1 Pact Magic Spell Slot
10,000gp - Gain another bard level 3 subclass feature (5e subclass only).
20,000gp - +10 Max Hit Points
40,000gp - You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. You can change the spell on a long rest
80,000gp - You gain 2 Skill Proficiencies
160,000gp - You gain one Saving Throw Proficiency of your choice.
320,000gp - You gain one magic item of your choice that lacks the Artifact or Legendary properties.
640,000gp - Your CHA and DEX scores increase by 4 and your cap raises to 24.
1,280,000gp - You gain a single use of the Wish spell, you do not suffer the negative effects of wishing for an effect that isn’t a 8th level spell or lower.

625gp - +1 AC
1,250gp - +1 to weapon and spell attacks
2,500gp - +1 to spell save DC
5,000gp - +1 Pact Magic Spell Slot
10,000gp - Gain another bard level 3 subclass feature (5e subclass only).
20,000gp - +10 Max Hit Points


Level 3: Dazzling Footwork
PHB'24 p64
While you aren't wearing armor or wielding a Shield, you gain the following benefits.

Dance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing.

Unarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.

Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.

Unsettling Words
TCE p29
3rd-level College of Eloquence feature

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

School of Sisters
Select a digit from the range of 0 to 5. Opting for a number between 1 and 5 results in the manifestation of said numeral upon your body in a location of your preference. Should you opt for 0, a flower of your design will adorn your eye instead of a numeral (Once you have chosen this number you cannot go back).

The chosen numeral dictates the specific benefits you would receive from the following options;

Zero Gain proficiency with Greatswords & Intimidation, you double your proficiency modifier if you are already proficient with Intimidation. You also have advantage on any intimidation checks against creatures of the opposite sex.


Intoner's Song
As a bonus action, you can commence singing an ancient, forgotten tune for 1 minute or until you end it as a bonus action. Your physical form shrouds itself in the harmonies of this melody. Creatures attempting to strike you do so at a disadvantage, while your spell attacks and weapon attacks against creatures who can perceive your song are made with advantage. Furthermore, if your hit points are reduced to 0, you may expend a use of Bardic Inspiration to instead regain 1 hit point.

You also gain an additional feature depending on the Number you choose from School of Sisters;

Zero's Persistence - You magically manifest a clone of yourself in an unoccupied space you can see within 30 feet of you. This Clone is a magical, translucent, pink image of you that lasts until it is destroyed or until your Intoner’s Song ends. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your clone is ever more than 30 feet from you at the end of your turn, it appears at another space within 30ft of you (Your choice). When you take the Attack action or Cast a Spell on your turn, any attack or spell you make with that action can originate from your space or the Clone's space. You make this choice for each attack or spell. When a creature misses you with an attack roll, you can use your reaction to make an attack back from either your clone's space or your own.

3rd Level Features
Knight of The Queen
As a bonus action for 1 minute, you can choose a style and use it, each style gives a passive bonus and you can switch styles as a bonus action;

Attack: You gain +2 to attacks and damage, and you have advantage on your first attack in combat. You have -2 to your AC.

Defence: You gain +2 AC and attacks against you have disadvantage, you have a -2 to your attack while in this form.

Shield: You gain +5 AC and you reduce damage taken against you by d10+proficiency, however you cannot take the attack action. If an ally is within 5ft of you and is targeted by an attack or spell, you can choose to take the attack/spell instead.

Seer: You can use your reaction to reroll an ability check, attack roll, or saving throw that you or another creature makes within 30ft of you.

Caster: You gain 2 cantrips of your choice, and a 1st level spell (Once you pick the subclass, you keep the cantrips and spell chosen but cannot cast the spell unless in this form). You can cast the spell equal to your prof modifier.

You can activate your Knightly form a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Void Knightly Form
While your Knight of The Queen feature is active, you also gain the following benefits;

Your weapon attacks deal an additional d6 Void damage
You gain temp hp equal to d10+fighter level.
You are immune to the prone condition, and cannot be moved against your will.

3rd Level Features
Rose-Cutter Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Rose-Cutter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Roses End
During a long rest, you can perform a 1 hour ritual to summon a Rose-Cutter weapon. The weapon's form must be a simple or martial weapon of your choice. The weapon emanates 1ft of bright red light, and counts as a magical weapon for the purpose of overcoming non-magical resistance. Additionally you can use this weapon as a spell-casting focus for ranger spells.

If the weapon is lost or destroyed, you can do another 1 hour ritual to resummon your weapon back to you. You can choose to change the weapon's new form when you use this effect.

The weapon becomes stronger as you grow, it gains additional effects as it becomes a +1/+2/+3 weapon at character levels 4/8/12. Additionally, you can meld a magical weapon into your Rose-Cutter over the course of an hour gaining the magic items effects. You can only gain the benefits of one magical weapon at a time. As a bonus action, you can switch the form of your weapon to your Rose-Cutter form or the magical weapons original form.

World's Cut
While wielding your Rose-Cutter you gain the following benefits:

Once per turn, your weapon damage does additional 1d8 Void damage. At 10th level this turns to 2d8.
When you score a critical hit against a creature with a nat 20, you deal additional d10s equal to your prof mod in void damage. The creature cannot regain hit points for the next minute.
When you miss an attack against a creature, you gain temp hp equal to your prof mod.

If you are wielding a two-handed Rose-Cutter weapon, you gain +2 AC but cannot benefit from a shield if you manage to wield one.

1st Level Feature
Enduring Performance
When you successfully make a martial check against a creature, you can choose to copy one of its features and store it and use it as if it was part of you. The creature will be unable to use the copied feature, and they lose it from themselves if it is a physical thing. You can choose to copy the following:
A racial feature
An ability
A legendary action
A resistance or immunity
A condition immunity

Once you have chosen a feature to copy, you cannot use this ability again until your next long rest. The copied feature will last until your next use of this feature, after which it will be stored into your channel divinity feature for the purpose of your level 2 feature.

Rouge Sneak attack
Monk Disciplined Survivor

Features & Traits
Eternal Blue Rose Ring
Wearing this ring makes you immune to any effect that would take you from the mortal plane
-----------------------------------------------------------------
118213 Gold
True-Ice Shards (Dagger) (Attuned) Icy Veil; As an action, you can coat the dagger in an aura of frost for 1 minute. During this time, the dagger deals an additional 3d6 cold damage on a hit, and any creature that hits you with a melee attack takes 1d8 cold damage. You can use this feature once per long rest.


Ioun Stone of Strength (Attuned) When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Strength. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

Bloodshed Greatsword (Attuned) The hilt of this sword bears a carnelian engraved with the blood rune.

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.

Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.
If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.

Once the rune has been invoked, it can't be invoked again until the next dawn.

Javelin of Lightning
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips
----------------
Guidance
Resistance
Moment To Think

Lvl 1 spells
------------------------
Armor of Agathys
Bless
Divine Smite
Hellish Rebuke
Hunter's Mark
Witch Bolt

2nd lvl spells
--------------------
Find Steed
Hold Person
Gentle Repose

3rd lvl spells
-------------------------
Beacon of Hope
Mass Healing Word
Spellcasting
armor proficiencies: Light, Medium Armour
weapon proficiencies: Simple and Martial weapons
tools: Choose one Musical Instruments, & thieves' tools

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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