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Dragonborn Race
Khao City (Exile) Origin
Sorcerer (Draconic) 4 Class & Level
Alignment
Vavren Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 16
+3
constitution 11
+0
intelligence 11
+0
wisdom 14
+2
charisma 18
+4
Total Hit Dice 4
Hit Die
1d6+0
+2 proficiency bonus
+1 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+0 Arcana
+1 Athletics
+4 Deception
+0 History
+2 Insight
+2 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+2 Nature
+4 Perception
+4 Performance
+6 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+4 Survival
skills

 

MV

Prestige

Attunement Slots

Armor Class

Hit Points
+0
Initiative
30
Speed
Attacks
Armor- none
Weapons- Daggers, Darts, Slings, Quarterstaffs, Light crossbows
Tools- Poisoner's Kit
Skills- Deception, Nature, Perception, Persuasion, Survival
Saving Throws- Constitution and Charisma
Languages- Common and Draconic
Proficiences
Fadesteel Dagger - This functions as a normal dagger except that it deals an additional +3 damage to creatures that are considered shapeshifters. This includes skinwalkers and druids or any other creature that possess’ natural or trained abilities to change their form, form changing that is accomplished ONLY through spells is not sufficient.
Equipment
Mad Man
Stat Array
Draconic Bloodline

Dragon Ancestor:
White - Cold damage type.

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience:
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.


Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.


Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.


Racial

Breath Weapon (White):
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in a 15ft. cone must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Damage Resistance:
You have resistance to the damage type associated with your draconic ancestry.

Languages:
You can speak, read, and write Common and Draconic . Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.


Exile Background:
Spells you cast that target only yourself have three times the duration as normal. This only effects spells that last more than 1 round.

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

Apherium.

Statblock Type

Verum Character Sheet

Link/Embed