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Scyther

Dragonborn Race
Khao City (Exile) Origin
Sorcerer (Draconic) 4 Class & Level
Neutral Good 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
16
Armor Class
22
Hit Points
+3
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
Spell Save DC: 14
Spell Attacks Mod: +6
Spells Known: 5
Cantrips known: 5
Sorcery Points: 4

Cantrips:
  • Firebolt
  • Chill Touch
  • Prestidigitation
  • Minor Illusion
  • Poising Spray

  • Spells:
  • Shatter (2lvl)
  • Magic Missile (1lvl)
  • Scorching Ray (2lvl)
  • Shield (1lvl)
  • Sleep (1lvl)
  • Spellcasting
    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.

    Light crossbow and 20 bolts:
    1d8 piercing - ammunition (80/320 ft.), loading, two-handed

    Component pouch

    Explorer's pack:
    Includes:
    a backpack
    a bedroll
    a mess kit
    a tinderbox
    10 torches
    10 days of rations
    a waterskin
    50 feet of hempen rope

    Two daggers:
    1d4 piercing - finesse, light, thrown (20/60 ft.)

    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.

    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.

    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.


    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.


    Background

    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

    Scyther.

    Statblock Type

    Verum Character Sheet

    Link/Embed