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Andari

4 Level (0/6500 XP for level-up) Servant of the Flesh Background Succubi Race / Species / Heritage NE Alignment
Succubus (Lust)
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
10
+0
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
12
+1
CHA
20
+5
31
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30/30
Speed (walk/run/fly)
11
Passive Perception
2 / 2
Charm Person
2 / 2
Distracting Tease
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+9 Deception CHA
+1 History INT
+3 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +4 DEX 1d8+2 piercing
 Finesse
Hand Crossbow +4 DEX 1d6+2 piercing
 Range (30/120)
Attacks

Spell Book

Succubus Charm:

Magical seduction comes to you naturally. You gain the following benefits:
You know the vicious mockery cantrip and it counts as a sorcerer spell for you. This spell doesn’t count against your cantrips known based on your succubus level.
You know the spell charm person and it doesn’t count against the maximum number of spells you can learn.
You can cast charm person without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fiendish Resistance:

The unholy blood coursing through your veins makes you resistant to elemental punishment. You gain resistance to fire damage.Your resistance broadens as you gain levels in this class. You gain resistance to poison damage at 5th level, lightning damage at 9th level, cold damage at 13th level, and bludgeoning, piercing, and slashing damage from nonmagical attacks at 17th level.

Draining Kiss:

As an action, you can kiss a creature charmed by you or a willing creature. The target must make a Constitution saving throw, taking 1d6 psychic damage per succubus level you have, or half as much damage on a successful save. Once a creature succeeds or fails on this saving throw, it becomes immune to this feature for the next 24 hours.

Expertise:

You gain expertise in deception and persuasion

Mesmer:

Your demonic breed grants you an aptitude with magic meant to force creatures to your bidding. Spells from the enchantment school of magic count as being two spell levels lower than normal for you (to a minimum of 1st-level).

Distracting Tease:

You seem to have the uncanny ability to find yourself in conveniently revealing positions.
When an attack roll is made within 60 feet of you, you can use your reaction to distract either the attacker or the defender, provided that creature can see you. Roll 1d10 and subtract the result from the attack roll if targeting the attacker, or add it to the attack roll if targeting the defender. You can decide to use this reaction after the attack roll is made, but must decide before the GM says whether the roll succeeds or fails.
You can activate this feature a number of times up to your proficiency modifier, regaining all expended uses when you finish a short or long rest.

Actor:

Skilled at mimicry and dramatics, you gain the following benefits:
  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

  • Features & Traits
    rapier, hand crossbow, 20 bolts, entertainer's pack, manacles, leather armor, dagger, 3 beads of portal locating.

    From elder darking: coin purse, studded leather armor, and rations

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 43, Platinum: 0 Money
    Common, Infernal, Abyssal, Amore

    Languages & Proficiencies
    Sin: Andari was a member of a devil-worshiping cult. When the time came for a willing sacrifice in the name of Asmodeus, she volunteered.

    Dark Master: Andari unwillingly served a decadent bone devil as a member of his harem, until she and the rest of the servants murdered him in his sleep. This job came with an offer to absolve her of retaliation.

    Kink: Andari seems to really enjoy getting cut and bruised in combat.

    Personality Traits
    Unbound joy for joy's sake. Even during a job, there's no reason not to enjoy oneself. Even better if she can get a group together.

    Ideals
    Owes a debt to the master of the Bone Devil (Osenlyth) she helped murder.

    Bonds


    ™ & © 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

    Rapier

    Weapon

    Common

    Properties: Finesse
    Duelist: If you are attacking other creature wielding melee weapon, you gain +2 on attack roll.

    Type Damage Damage Range
    Martial Melee 1d10 Piercing 5 ft

    Cost: 25 gp
    Weight: 2 lb

    Crossbow, hand

    Weapon

    Common

    Properties: Ammunition, light, loading
    Ranged Concealed Weapon: When you hit a ranged attack with this weapon and target is not expecting it, that hit is critical.

    Type Damage Damage Range
    Martial Ranged 1d6 Piercing 30/120

    Cost: 75 gp
    Weight: 3 lb

    Dagger

    Weapon

    Common

    Properties: Finesse, Light, Thrown ( range 20/60 )
    Concealed weapon: When you hit a melee attack with this weapon and target is not expecting it, you automaticaly hit critical with additional dice (total 4d4).

    Type Damage Damage Range
    Simple Melee 1d4 Piercing 5 ft

    Cost: 1 gp
    Weight: 1 lb

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    Level 0 Spells

    SRD

    Green-flame Blade

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: self (5 foot radius)
    Components: SM
    Materials: a melee weapon worth at least 1 sp
    Duration: instantaneous
    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level ( 2d8 and 2d8 ) and 17th level ( 3d8 and 3d8 ).
    Available for: Artificer, Sorcerer, Warlock, Wizard

    SRD

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: SM
    Materials: a bit of fleece
    Duration: 1 minute
    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
    If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
    If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
    If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
    Available for: Bard, Sorcerer, Warlock, Wizard

    SRD

    Vicious Mockery

    0-level (Cantrip) Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: instantaneous
    You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. 
    At higher levels: This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
    Available for: Bard

    Level 1 Spells

    SRD

    Charm Person

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VS
    Duration: 1 hour
    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
    Available for: Bard, Druid, Sorcerer, Warlock, Wizard

    SRD

    Grease

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A bit of pork rind, or butter, or focus
    Duration: 1 minute
    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
    Available for: Artificer, Sorcerer, Wizard

    SRD

    Hold Person

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A small, straight piece of iron, or focus
    Duration: Concentration, up to 1 minute
    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

    SRD

    Sleep

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: VSM
    Materials: A pinch of fine sand, rose petals, or a cricket, or focus
    Duration: 1 minute
    This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
    Available for: Bard, Sorcerer, Wizard

    SRD

    Suggestion

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VM
    Materials: A snake's tongue and either a bit of honeycomb or a drop of sweet oil, or focus
    Duration: Concentration, up to 8 hours
    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
    If you or any of your companions damage the target, the spell ends.
    Available for: Bard, Sorcerer, Warlock, Wizard

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