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Levi

Sybercyl (Memory Bank) Race
+1 Cha, +1 to Spell Attacks, 2 Skills Origin
Sorcerer (Chimeric Soul) 4 Class & Level
Lawful Neutral Alignment
- Deity
- Faction
- Rank/Position
- Loyalty
- Company

Strength 14
+2
Dexterity 10
+0
constitution 18
+4
intelligence 11
+0
wisdom 11
+0
charisma 20
+5
Total Hit Dice 4
Hit Die
1d6+4
+2 proficiency bonus
+2 Strength
+0 Dexterity
+6 Constitution
+0 Intelligence
+0 Wisdom
+7 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+2 Arcana
+4 Athletics
+7 Deception
+0 History
+2 Insight
+5 Intimidation
+0 Investigation
+0 Martial
+2 Medicine
+0 Nature
+2 Perception
+5 Performance
+5 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
17
Armor Class
34
Hit Points
+0
Initiative
30 ft.
Speed
Staff 1d20+5 1d6+3 bludgeoning
Staff (2H) 1d20+5 1d8+3 bludgeoning
Light Crossbow 1d20+2 1d8 piercing
Attacks
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools: Brewer's Supplies
Skills: Arcana, Athletics, Deception, Insight, Medicine, Perception
Languages: Common, Deep Speech, Primordial, Undercommon
Proficiences
Spell DC: 15 (16 with +1 staff)
Spell Attack Bonus: +8 (+9 with +1 staff)
Known Spells: 5
Sorcery Points: 4
Metamagics: Extended Spell, Quickened Spell

Cantrips: 5
Booming Blade
Chill Touch
Mage Hand (Telekinetic)
Prestidigitation
Primal Savagery (Subclass)
Ray of Frost
Shape Water

1st Lvl Spells:
Absorb Elements
Chaos Bolt
Shield

2nd Lvl Spells:
Alter Self (Subclass)
Detect Thoughts (Telepathic)
Enhance Ability
Scorching Ray


Spellcasting
Weapons:
Chimeric Staff (+1 Spellcasting Focus)
Type: Simple weapon, melee weapon
Damage: 1d6 bludgeoning (1d8)
Properties: Versatile
Weight: 4 lbs

The various small beads on this staff shimmer and glow in different colors, appearing as though they were alive. In contrast to the others, the central orb always radiates a pale blue light.

  • You can't be disarmed of this staff unless you are incapacitated. If it is on the same plane of existence, you can summon the staff as a bonus action on your turn, causing it to teleport instantly to your hand.

  • As an item interaction, this staff can change into an object of similar size and mass and of equal or lesser value, or back to its true form. While transformed, it can still be used as an arcane focus.


  •  


    Light Crossbow
    Type: Simple weapon, ranged weapon
    Damage: 1d8 piercing - ammunition (80/320 ft.)
    Properties: Ammunition, Loading, Two-handed
    Weight: 5 lbs

     


    Accessories:
    Lover's Rings
    Accessory - Dungeon Item
    Class Restrictions: None

    A pair of rings, one for each lover. The rings are made of silver and are shaped to be doves. One looking to the right and one looking to the left.

    The two individuals wearing this ring are paired. Whenever one of the wearers of this ring receives damage, the other may take half of the damage on their behalf. (Iris)

     


    Tunic of Transformation
    Accessory - Dungeon Item
    Class Restrictions: None

    A tunic made of a strange fabric harvested from the living dungeon. It automatically tailors itself to the user's liking when it is worn.

    As an action, the tunic can change into a different set of clothes, provided the user has seen that type of clothing at least once.

     


    Inventory:
  • 20 crossbow bolts
  • An explorer's pack
  • Two daggers
  • Miner's pick
  • Hooded lantern
  • 4 oil flasks
  • Grappling hook
  • 100 ft. hempen rope
  • 1 net
  • Potion of Superior Healing
  • 1x Dove trinket
  • 3x vials of blood (Poison resistance)
  • 1x vial of blood (Poison resistance, 3/4 full)
  • 1x vial of blood (Poison damage) - Given to Iris
  • 1x vial of blood (Force damage) - Given to Iris
  • 1x 2nd lvl life shard (force-aspected)
  • 996,739 rupies

  • Books:
  • Common books on crystals
  • Common book on magic circles
  • The Sweet & Thorns of Love (renting - Port Breeze)
  • Love and the Realities of it (renting - Port Breeze)
  • Love is War (renting - Port Breeze)
  • Book on education
  • Book on culture
  • Book on business
  • Book on Longstrider Spell (renting - Agastia)
  • Book on advanced cooking (renting - Agastia)
  • Fantasy romance novel: M abandoned golem x M teacher, crossing fates (renting - Agastia)


  • Room:
  • +1 Weaving Loom
  • 18 vials
  • 7 stocks Tea leaves
  • 1 stock Hair Dyes plants
  • 1 stock Blond Hair dye/paint
  • 1 stock Skincare Blue shrooms
  • 4x pumpkin life shards
  • 6x dolls (Levi, Meka, Krei'sa, Iris, Jade, Lance)
  • 1x doll materials
  • Fish & Tackle
  • Bottle of fruity cologne
  • A metal ink pen
  • An iron knife
  • 10 bottles of Nigori (DC 14 Con save)
  • Notes on advanced life shards
  • 1x casual outfit (Levi)
  • 2x casual outfits (Ava)
  • 1,683,122 rupies
  • Equipment
    -
    Faction
    The Mad Man
    Stat Array
    Origin Bonuses
    +1 to Charisma
    +1 to Spell Attacks
    2 Skill Proficiencies (Athletics, Insight)

     


    Feats & ASIs
    Lvl 1: Telepathic
    You awaken the ability to mentally connect with others, granting you the following benefits:
  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (Charisma)
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

  • Lvl 4: Telekinetic
    You learn to move things with your mind, granting you the following benefits:
  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (Charisma)
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
  • ASI: +2 Con

    Downtime training: Brewer's Supplies

     


    Racial Bonuses
    Ability Score Increase:
  • +2 to Charisma, +1 to Constitution

  • Age:
  • Sybercyl have lifespans moderately longer than humans, living on average to around 120 years.

  • Alignment:
  • Sybercyl are lawful in nature, as their dispositions reflect their inner workings. They are commonly seen as evil, but in reality they tend towards neutrality.

  • Size:
  • Syberlcyl are the same height as the average human. Your size is Medium.

  • Speed:
  • Your base walking speed is 30 feet.

  • Languages:
  • You can speak, read, and write Common and one other language of your choice. (Primordial)

  • Augmentation:
  • Multiple different augmentations exist. The most common augments are: spark bearer, blade skater, and memory bank. Choose one of these augmentations.

  • Memory Bank Augmentation:
    You have had the back of your skull replaced. A memory bank has been installed, and it connects directly to your brain. You now have the capacity to retain much more information than ever before.

    Information Log:
  • Your mind is a storage compartment that holds countless droves of information. You learn two additional languages of your choice. (Deep Speech, Undercommon)
  • In addition, you gain two additional proficiencies of your choice from the following options: Medicine, Perception, Religion, Insight, History, and Arcana. (Medicine, Perception)

  • Augmented Mind:
  • You can use your action to end one effect on yourself that is causing you to be charmed. No effect of a charm can prevent you from using this ability.

  •  


    Class Features
    Sorcerer Skills:
    Arcana, Deception

    Spellcasting:
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

    Cantrips:
    At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

    Spell Slots:
    The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

    Spells Known of 1st Level and Higher:
    You know two 1st-level spells of your choice from the sorcerer spell list.

    You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

    Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability:
    Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

  • Spellcasting Focus:
    You can use an arcane focus as a spellcasting focus for your sorcerer spells.

    Sorcerous Origin:
    Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

    Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

    Sorcerous Origin: Chimeric Soul
    You have inherited a soul born of amalgamated bestial and draconic life forces, created through some supernatural means— perhaps by artificial experimentation, commingling of exotic bloodlines, or even demonic transformation.

    Those with chimeric souls manifest diverse polymorphic physiologies and ferocious magical abilities, inspiring fear and awe from those around them. Some try to hide these traits, or live among races that are more accepting of their abnormal appearances. Others abandon society entirely for a life in the wilderness, where they are often mistaken for giant beasts, monstrosities, or spirits of the land.

    Vicious Spellcasting:
    At 1st level, you evoke your innate transformative powers, blending spellcasting and animalistic ferocity.

    You learn the primal savagery cantrip, and you add your Charisma modifier to the damage you deal with melee spell attacks when casting cantrips.

    Morphing Body:
    From 1st level, your body is constantly mutating, magically absorbing blows and altering your form.

    When you aren't wearing armor, your AC equals 13 + your Constitution modifier. You gain temporary hit points equal to your sorcerer level that expire and are regained each time you finish a short or long rest.

    When you reach 3rd level in this class, you learn the alter self spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, it requires no concentration, and lasts until you cast it again or concentrate on something else.

    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.
    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.

    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

    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.

    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.

     

    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

    Drag0n0us.

    Statblock Type

    Verum Character Sheet

    Link/Embed