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Torin Neldoreth

15 Level (0/195000 XP for level-up) Deserts of Discovery Background Half-Elf (drow descent) Race / Species / Heritage Neutral Alignment
Fighter (eldritch knight)
Level 15
Hit Dice: 15/15
1d10+5 Class 1
Warlock (hexblade)
Level 1
Hit Dice: 1/1
1d+5 Class 2

STR
11
+0
DEX
18
+4
CON
20
+5
INT
22
+6
WIS
14
+2
CHA
24
+7
199
Hit Points
+4
Initiative (DEX)
19
Armor Class (AC)
+5
Prof. Bonus
30ft walk
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+12 Attack mod
CHA Ability
+7 Abi Mod
20 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+5 Strength
+4 Dexterity
+10 Constitution
+6 Intelligence
+7 Wisdom
+7 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+16 Arcana INT
+0 Athletics STR
+7 Deception CHA
+11 History INT
+2 Insight WIS
+12 Intimidation CHA
+11 Investigation INT
skills
+2 Medicine WIS
+6 Nature INT
+2 Perception WIS
+7 Performance CHA
+12 Persuasion CHA
+6 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +8 STR 1d10 slashing
 versatile (1d8)
Attacks

Spell Book

Darkvision: 60ft

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

Drow Magic:
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind: 1d10+fighter lvl healing

Action Surge:
On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Weapon Bond:
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic:
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Indomitable:
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Hexblade's Curse:
As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits (refreshes on short rest):
-You gain a bonus to damage rolls against the cursed target equal to your proficiency bonus.
-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

Hex Warrior:
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Eldritch Invocations:

Devil's Sight - darkvision 120ft in both magical and nonmagical darkness

Improved Pact Weapon - You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Agonizing Blast - When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Lifedrinker - When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).

Eldritch Smite - Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is huge or smaller.

Trickster's Escape - You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.



Pact of the Blade:
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Accursed Specter:
you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Rider Feat:
Storm's Evocation - Gain an additional warlock spell slot. You learn one eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. Once in rider rrmor you regain a used warlock spell slot the turn you enter it.

Sun Nova Surge:
(Monks, Barbarians, or Fighters)
1 STR or CON
Gain 2 extra action surges that refresh at dawn, whenever using these 2 additional action aurges for the following actions you get an additional effect:
Henshin - You heal Hitpoints based off half the damage dealt with The Storm that is Approaching
Rider Kick/Punch/or Finisher - Is able to Critical Hit and get one reroll/inspiration until the end of combat.

Title - Commander:
+2AC, +2 to hit (both spell and weapon attacks), resistance to psychic damage

Feats:
Skill Expert (+1CHA, prof. in investigation, exp. in arcana)
Resilient WIS (+1WIS, prof. in WIS saves)
Slasher (+1DEX)
Linguist
Mounted Combatant
Elven Accuracy (+1INT)

Features & Traits
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Paradox Aquara/Inferno Form
Forbidden Rider Armor
Rider Belt LV Major
Empire Attunement: Sun Riders and Chosen Rider
------------------------------------------------
Past Rider: ??? No Riders have been Archived
Current Rider: Torin Neldoreth ; Title has not been Achieved

Dual Sigil: At the Beginning of Dawn. You choose between Inferno or Aquara. (Upgraded to be able to change using an action)
Inferno: Your Storm Mastery Element is Fire until next Dawn and Access to Inferno Armor.
Aquara: Your Storm Mastery Element is Cold until next Dawn and Access to Aquara Armor. Water breathing and swim speed wqual to walk speed.
Fire Uppercut - Switching to Fire with Elemental Change give you a Hasted Action for this turn only. (Doesn't stack with haste)
Frost Bite - Switching to Cold with Elemental Change can be followed up with a Free Action Cantrip for this turn only.

Henshin: When you activate Sun Rider Armaments you gain the following abilities.

Paradox Inferno
---------------
Rider Armaments Quote Inferno: Dual Up! Chosen Path! Paradox Inferno! The never ending Inferno of the 9 Hells Unleashed.
==============================================================================================================================================
Explosive Fires: While in Inferno whenever you hit a hostile creature with Fire Damage in the turn. You gain the following:
Spells - Your First Fire Spell of the Next Turn have an increase Radius and Range of 5 FT.
Weapon - Your First weapon attack of the Next Turn you can roll one additional Storm Damage Die when determining the extra damage for a critical hit with a melee attack.

Fighting Inferno: While in Inferno state if you hit 3 weapon attacks in a Row. Your Critical Hit Range for Weapon Attacks are increased to 17-20 until the end of combat.

Crushing Counter: If you miss on the 5th weapon attack Hostile Creatures have a Critical Hit Range of 18 - 20 on you for the round.
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OR

Paradox Aquara
--------------
Rider Armaments Quote Aquara: Dual Up! Chosen Path! Paradox Aquara! The springs of Elysium flow with Ice.
==============================================================================================================================================
Frozen Waters:While in Aquara whenever you hit a hostile creature with Cold Damage in the turn. You gain the following:
Spells - Your First Cold Spell of the Next Turn has an increase to Save DC and to Hit of +2.
Weapon - Your First weapon attack of the Next Turn on a Critical Hit the Creature is now Slowed until the End of your Next Turn.

Burst Aquara: While in Aquara state if you hit 3 Spell Attacks to hit in a Row. Your Critical Hit Range for Spell Attacks are increased to 17-20 until the end of combat.

Frozen Solid: If you miss on the 5th Spell attack Hostile Creatures. You have disadvantage to Saves for the Round.
==============================================================================================================================================

Finale
==============================================================================================================================================
Para-DX Finale: After dealing a total of 100 damage to a creature within 1 minute, A Hostile Creature of you choosing within 60 feet becomes marked for 1 hour with the Sigil of the Sun.

Critical Finish: You can use your action to do a A Rider Kick attack (CHA + Prof Mod) against the marked creature. This attack is done with an additional d4 to hit but can't Critical, if you hit, you deal (1d20 + Storm Dice + Your level +Your Spell Modifier) as Radiant Storm Bludgeoning damage to the target.

Perfect Critical Combo: If the attack hits, the creature must make a Constitution saving throw or all allies Critical Range is Increased to 17-20 on the marked Creature. The DC of this ability is equal to your spellcasting modifier. You are forced out of your Rider Form and the Mark disappears at the end of Combat or on a Save.
==============================================================================================================================================

Never Ending Battle: While in you Rider Armor if your turn ends and you haven’t attacked a hostile creature since your last turn or used a spell since then you are forced out of the Rider Armor then take 1d20 + Level of Cold Damage then 1d20 + Level Fire Damage. This damage cannot be Resisted.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Flame Fang Choker (Attunement required) - A necklace that grants resistance to fire.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cloak of Cold (Attunement) - Grants resistance to cold.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spellcasting (eldritch knight) (4 lvl1 slots, 2 lvl2 slots, 6 spells known) (stat. INT):
1st lvl: Shield, Absorb Elements
2nd lvl: Scorching Ray, Snilloc's Snowball Swarm, Misty Step, Nystul's Magic Aura

Cantrips - INT (2 known): Shocking Grasp, Shape Water

Pact Magic (3 lvl5 slots, 10 spells known) (stat. CHA):
1st lvl: Armor of Agathys
2nd lvl: Hold Person
3rd lvl: Counterspell, Spirit Shroud
4th lvl: Dimension Door, Blight, Banishment, Sickening Radiance
5th lvl: Cone of Cold, Synaptic Static

Cantrips - CHA (3 known): Eldritch Blast, Chill Touch, Mind Sliver

Drow magic (stat. CHA)(each spell once per long rest):
Dancing Lights, Faerie Fire, Darkness
Spellcasting
Languages: common, elvish, common draconic, giant, dios, nobili draconic, latinial

Languages & Proficiencies
Verus
Large Dragon, Chaotic Good
-------------------------
Armor Class 19
Speed 30 ft, 60 Fly Speed.
Hp 75/75
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STR 20 (+5)
DEX 14 (+2)
CON 16 (+3)
INT 10 (+0)
WIS 16 (+3)
CHA 20 (+5)

Saves :Based on Rider
Damage Immunities: Based on Storm Mastery
Senses: Blindsight 30 ft., Darkvision 80 ft., Passive Perception (Based on Rider)
Languages: Common, Draconic
Personality: Based on Rider
----------------------
Trait:
Rebellious - this Creatures Storm Mastery is the opposite of your current Storm Mastery.

Mordred Blessed: Dragon Features that deal with Storm Mastery like Piercing Storm Applies to this Rider Mount.

Multiattack. Makes three attacks: one with its bite and two with its claws.
----------------------------------
Actions
Bite. Melee Weapon Attack: STR + Riders Profs to hit, reach 5 ft., one target. Hit: (2d8 + STR) piercing damage plus (1d8) Storm Mastery damage.

Claw. Melee Weapon Attack: STR + Riders Profs to hit, reach 5 ft., one target. Hit: (2d6 + STR) slashing damage.

Tail. Melee Weapon Bonus Action Attack: CHA + Riders Prof to hit, reach 10 ft., one target. Hit: (2d8 + CHA) bludgeoning damage.

Storm Breath (Recharge 6 Turns). The dragon exhales lightning in a 90­foot line that is 10 feet wide. Each creatures in that line must make a DC 19 Dexterity saving throw, taking 6d8 Storm Mastery damage on a failed save, or half as much damage on a successful one.
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Specials
Elemental Scales: While on this mount; as a reaction You can force an attack targeting you to target the mount instead. The attacking Creature will have then have to make a Con Save (8+Your Prof+ Your CHA) or take 4d8 Storm Mastery and be Blind for the Turn. Twice Per Dawn.

While Mounted or Summoned: You gain or regain 1 Rider Action Surge.

STORM SURGE FORM: While mounted and, using Verus's Bonus Action All Storm Mastery Damage can be changed to the opposite element of what Verus is using until the end of your next turn. While in this form; Verus and your Storm Mastery is able to jump on to a Hostile creatures if they are within 10 feet of the Damage. Once per Dawn.

Bonds


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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