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Nathiri Darksoul

6 Level (12/23000 XP for level-up) Haunted One Background Half-elf (Drow Descent) Race / Species / Heritage Neutral Evil Alignment
Sorcerer (Shadow)
Level 5
Hit Dice: 5/5
1d6+3 Class 1
Warlock (Balance)
Level 1
Hit Dice: 1/1
1d+3 Class 2

STR
12
+1
DEX
15
+2
CON
17
+3
INT
7
-2
WIS
9
-1
CHA
20
+5
45
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
12
Passive Perception
5 / 5
Sorcery Points
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+2 Dexterity
+6 Constitution
-2 Intelligence
-1 Wisdom
+8 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+8 Deception CHA
-2 History INT
+2 Insight WIS
+8 Intimidation CHA
-2 Investigation INT
skills
-1 Medicine WIS
-2 Nature INT
+2 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +5 DEX 1d8+2 piercing
 Ammunition (80/320 ft.), loading, two-handed
Dagger +5 DEX 1d4+2 piercing
 Finesse, light, thrown (20/60 ft)
Dagger +5 DEX 1d4+2 piercing
 Finesse, light, thrown (20/60 ft)
Attacks

Spell Book

Sleeper's Curse

-6 INT
-4 WIS
You are permanently cursed to have horrible nightmares every time you sleep. Mechanically you may only use 1/4 of the short rest hitdice you have each short rest, rounded down. In addition, long rests are 1/2 as effective for health regeneration.
Paranoid hallucinations - Sees shadows and thinks that the Sleeper will reclaim him.
Aberraphobia - When seeing an aberration for the first time, must make a wisdom save with a DC of 10+the CR of the creature or be frightened of it for 1 min, remaking the save when Nathiri starts his turn without vision of the creature.
Hypnophobia - Fear of sleep/ severe anxiety when speaking of or attempting to perform sleep
Codependency - Seeks approval of others and wants to fit in, feeling uncomfortable when alone


Half-elf (drow descent)

  • ASI: +2 Cha, +1 Dex, +1 Con

  • Darkvision 60ft (120ft from shadow sorc)

  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

  • Skill Versatility. You gain proficiency in two skills of your choice.


Shadow Sorcerer
Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness 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, you can see through the darkness created by the spell.


Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.


Lorekeeper's Care
Starting at 1st level, you gain the ability to channel your patron's wealth of knowledge. You have a pool of d4s that you spend to aid others in skill checks. The number of dice in the pool is equal to your warlock level. As a reaction, you can tap into your patron's experiences and coach an ally through a scenario similar to what they are attempting. You can only spend one die per reaction. Your pool regains all expended uses when you finish a long rest.

Features & Traits
an arcane focus
3x daggers (1 a cultist's knife)
Monster hunter's pack,
20x rations
8x Potion of Healing (1 a sodie pop)
A hangman's noose that feels heavier than it should
1x A very cool hat
1x small metal bauble portraying the Technomancer
Fulcrum Studded Leather Armor
2085gp 5 sp

In Room (Academia):
Head of a Skittering Horror (preserved)
2x Abyss Worms (Preserved in jars)
1x Obsidian Dragon Egg with a dead whelpling inside (worth 100gp)
Belt of the demigod Gwain

Magic Items:
Bonewarped Fulcrum Studded Leather Armor

Bonewarped
Rare - Light or Medium Armour Scale
You reduce piercing and slashing damage you take by 1.


Band of Balance
Purified of the Sleeper's corruption and the souls within released, this golden ring functions as a spellcasting focus.

 


Glowsticks

A small rod in strange, unnatural packaging. Seems to be from another place entirely.

As an action you can bend this strange object. After doing this it returns to its original shape. After doing this it releases bright light in a 5 foot area around you, dim light extending for an additional 5 feet.

When you bend the glowstick in this way, you can choose the colour it becomes from the following list: Red, Blue, Green, Yellow, Purple, Pink, Orange.
This item remains active for one minute, after which the light fades. You can use this effect once per dusk.

This item has no gold value and cannot be sold.


Dark One's Cloak

Wondrous (Cloak) - Weightless - Soulchain Attunement

*Drifting down into tendrils and a dark mist, this shadowy cloak radiates a sinister aura of malice and perpetual dread. Though, only the wearer can feel this.*

***Well, Actually.*** When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit whenever you are attune to this item.

***My Mind is Clouded No More.*** When you expend Sorcery Points to cast *darkness* you can extend your vision to allies within 5 feet by spending a number of Sorcery Points equal to the number of allies you have chosen to share your vision with. You can use this feature once, regaining the use after finishing a long rest.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Metamagics: Subtle, Quicken

Cantrips
Chill Touch, Green Flame Blade, Message, Prestidigitation, Eldritch Blast, Toll the Dead, True Strike, Encode Thoughts


1st Level (Sorcerer)
Mage Armor, Magic Missile, Shield, Inflict Wounds, False Life


2nd Level (Sorcerer)
Darkness, Pass Without Trace, Shadow Blade, Scorching Ray


1st Level (Warlock)
Armor of Agathys, Hex
Spellcasting
Languages: Common, Elvish, Vedalken, Deep Speech, Sylvan
Armor: light armor
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Saving Throws: Constitution, Charisma
Skills: Deception, Insight, Intimidation (Half-elf), Deception (Half-elf), Arcana (Haunted One), Religion (Haunted One)

Languages & Proficiencies
I don't run from evil. Evil runs from me.

Personality Traits
I have a dark calling that puts me above the law.

Ideals
I talk to spirits that no one else can see.

Flaws
You are always icy cold to the touch.

You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Dart

Ranged Weapon Finesse, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Thrown

Cost: 5 cp Weight: 1/4 lb


 

PHB

Dungeoneer's Pack

Adventuring Gear Varies

A collection of useful adventuring gear, put together in a pack.

Cost: 12gp


 

ItemAmount
Backpack1
Crowbar1
Hammer1
Pitons10
Torch10
Tinderbox1
Rations (1 day)10
Waterskin1
Rope, Hempen50ft

DnD 5e

Arcane Focus Crystal

Adventuring Gear Common

An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.

Cost: 10gp Weight: 1lb


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf Variant (Drow)

Ability Score Increase +2 Cha, +1 any two
Size Medium
Speed 30ft

Half-Elf Traits
Your half-elf character has some qualities in Common with elves and some that are unique to Half-Elves.   Ability Score Increase: Your Charisma score increases by 2, and two other Ability Scores of your choice increase by 1.   Age: Half-Elves mature at the same rate Humans do and reach Adulthood around the age of 20. They live much longer than Humans, however, often exceeding 180 years.   Alignment: Half-Elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.   Size: Half-Elves are about the same size as Humans, ranging from 5 to 6 feet tall. Your size is Medium.   Speed: Your base walking speed is 30 feet.   Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.   Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.   Skill Versatility: You gain proficiency in two Skills of your choice.  
***
Half-Elf Variant (Drow)
If you are a half-elf of drow ancestry, you may choose to have one of the following traits. These traits replace the Skill Versatility trait of the base half-elf, and are mutually exclusive.   Dark Elf Magic. You know the dancing lights cantrip and can cast it at will. Starting from 3rd level, you can cast the faerie fire spell once. Starting from 5th level, you can cast the darkness spell once. Charisma is your spellcasting ability for these spells. You regain expended uses of this trait when you complete a long rest. Dark Elf Weapon Training. You are proficient with the rapier, scimitar, and hand crossbow.   Additionally, you may choose to have both of the following traits. You must take either both or neither; you cannot choose to have only one or the other; they do not replace any traits of the base half-elf.   Superior Darkvision. Your darkvision has a range of 120 feet. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
 

Languages. Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules, pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120 ft
Duration 1 Round
Components V, S

Damage Type: Necrotic   Attack/Saving Throw: Ranged   Description: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At higher levels:
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard

Player's Handbook

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V,S

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 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Sorcerer, Wizard

PHB

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

PHB

Magic Missile

1-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 1d4

Class(es): Sorcerer, Wizard, Cleric (Arcana Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Basic Rules , pg. 275

Shield

1-level Abjuration

Casting Time 1 Reaction
Range Self
Duration 1 Round
Components V, S

Damage Type: Protection/None   Saving Throws: None   Description: 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.

Class(es): Sorcerer, Wizard

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


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