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Pyre

Pheonix Faunus Race
Origin
Sorcerer/Warlock 6/1 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 14
+2
Dexterity 14
+2
constitution 20
+5
intelligence 14
+2
wisdom 10
+0
charisma 18
+4
Total Hit Dice
Hit Die
1d+5
+0 proficiency bonus
+2 Strength
+2 Dexterity
+5 Constitution
+2 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+5 Arcana
+2 Athletics
+4 Deception
+2 History
+3 Insight
+7 Intimidation
+5 Investigation
+0 Martial
+0 Medicine
+2 Nature
+0 Perception
+4 Performance
+7 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
66
Hit Points
+2
Initiative
30/25
Speed
Attacks
Arcana
Intimidation
Investigation
Persuasion
Suvival
Proficiences
Spell Save DC: 15 | Spell Attack mod: +7

Cantrips:


Control Flames

Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instanta neous or 1 hour (see below)
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instanta neously expand the flame 5 feet in one
direction, provided that wood or other fuel is present
in the new location.
• You instantaneously extinguish the flames
within the cube.
• You double or halve the a rea of bright light and dim
light cast by the flame, change its color, or both. The
change lasts for 1 hour.
• You cause simple s ha pes-such as the vague form of a
creature, an inanimate object, or a location- to appear
within the fl ames and animate as you like. The shapes
last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, a nd you can dismiss such an effect as an action.

Dancing Lights

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood,
or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Fire Bolt

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes ldlO fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by ldlO when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Green Flame

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your
spellcasting ability modifier.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 +your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

1st level:


Burning Hands

1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld6 for each slot level above 1st.

Chromatic Orb

1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1 st.

Feather Fall

1st-level transmutation
Casting Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Shield

1st-level abjuration
Casting Time: 1 reaction, which you take when you are
hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

2nd level:


Mirror Image

2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Scorching Ray

2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

3rd level:


Fireball

3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat
guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

4th level:


Hellish Rebuke

1st-level evocation
Casting Time: 1 reaction, which you take in response
to being damaged by a creature within 60 feet of you
that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2dl0 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dl0 for each slot level above 1st.

Spellcasting
-Tinkerer's Tools
-Scroll that can mark down locations and gives adv on survival chcks when using
-regeneration potion
Equipment

Fire Immunity


Resplendent Blaze


Upon taking fire damage from any source, you gain your level in temp HP. This can stack.
Grew up in the outskirts of Valure

Fire Crystal


The fire crystal contains 10 charges. You can upcast a spell without using an increased spell slot. the amount of charges used is the spell original level. Can only be increased 1 level higher, and not above your max level. Refreshes at dawn.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Arkay94.

Statblock Type

Verum Character Sheet

Link/Embed