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Zaida Ludere

5 Level (0/14000 XP for level-up) Gambler Background Variant Human Race / Species / Heritage Chaotic Neutral Alignment
Warmage
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR
10
+0
DEX
14
+2
CON
16
+3
INT
18
+4
WIS
15
+2
CHA
10
+0
38
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Lucky
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+6 Constitution
+7 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+7 Deception CHA
+4 History INT
+5 Insight WIS
+0 Intimidation CHA
+7 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+5 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Racial Features
Racial Features

Variant Human
Ability Scores: +1 Int; +1 Con (Tasha's Stat Swap)

Skills: You gain proficiency in one skill of your choice.

Feats: You gain one feat of your choice. (Lucky)

Origin Features
Background Features

Gambler
Skill Proficiencies: Sleight of Hand and Perception

Tool Proficiencies: Jeweler's Tools

Ability Score Increase: +1 Int

Class Features
Class Features

Level 1 (Warmage)
Spellcasting: At 1st level, you begin to learn the simple, yet potent, brand of spellcasting, for which warmages are known.

Arcane Initiation: Warmages come from all backgrounds and walks of life. At 1st level, choose where you first learned the basics of magic. The cantrips offered by your initiation don't count against your total number of warmage cantrips known. (Self-Taught - Firebolt, Light)

Arcane Fighting Style: Warmages learn that magic is the purest of weapons, and can be wielded just as easily as any other. At 1st level, choose one of the following fighting styles: (Sniper)

Sniper: When making a ranged spell attack, you gain a +1 bonus to the attack roll. Additionally, you ignore half cover when casting a warmage cantrip.

Level 2 (Warmage)
Warmage Edge: Starting at 2nd level, once on each of your turns when you deal damage with a warmage cantrip, you can improve one damage roll of the spell, adding your Intelligence modifier to the roll. Starting at 5th level, and as you gain levels in this class, you also add additional dice of cantrip damage, as shown on the Cantrip Bonus Dice column of the Warmage table, to the damage roll. For example, when you are at 5th level, you can enhance the damage of the fire bolt cantrip to deal fire damage equal to 3d10 + your Intelligence modifier on a hit.

Warmage Tricks: Beginning at 2nd level, you learn a Warmage Trick, a special technique that alters the way you fight, move, and cast your spells. You learn 2 tricks at 2nd level, and an additional trick as shown on the Tricks Known column of the Warmage table. (Mystical Armor, Blasting Cantrip)

Additionally, when you gain a level in this class, you can replace a trick that you know with another trick for which you meet the prerequisites.

Level 3 (Warmage)
Warmage House: The College of Warmages divides its students into distinct Houses, teaching different skills, abilities, and techniques. Upon reaching 3rd level, you can select a House, which offers you features at 3rd level, and additional features at 7th, 10th, 15th, and 18th level. (Cards)

Bluff: When you choose this house at 3rd level, your poker face carries you through practically any lie. You gain proficiency in the Deception skill and with gaming sets (playing cards), if you didn’t have it already. Additionally, you can use your Intelligence instead of Charisma for Charisma (Deception) checks you make.

Deck of Fate: Starting at 3rd level, you gain a deck of magical playing or tarot cards, called a Deck of Fate, through which you can enhance the power of your cantrips. Shuffle a standard 52-card playing card deck and draw a hand of five cards when you roll initiative. Whenever you target a hostile creature with a warmage spell that deals damage, you can use your bonus action to play one or more cards from your hand to enhance the power of the spell. If the cards exactly match one of the results on the Hands table below, the spell deals extra damage to one of the spell's targets of your choice or grants you one additional effect, according to the result. If the cards don't match a result, they have no effect. Aces count as ones for results. Once you play a card, place it on the bottom of your deck and draw until you have five cards in your hand again.
NameCardsBenefit
StraightAny five sequential cards of any suit.You deal an extra 12 damage.
FlushAny five cards of the same suit in any order.You deal an extra 10 damage.
Three of a KindAny three of the same number.You deal an extra 6 damage.
PairAny two of the same number.You deal an extra 2 damage.
HeartsAny two hearts.You gain temporary hit points equal to your intelligence modifier.
SpadesAny two spades.Your speed increases by 10 feet until the start of your next turn.
DiamondsAny two diamonds.You gain a +1 bonus to your AC until the start of your next turn.
ClubsAny two clubs.You gain a +1 bonus to saving throws until the start of your next turn.

Level 4 (Warmage)
Ability Score Increase/Feat (Gambler): Always keen for probabilities and risk, you often trust your safety and fortune to the hands of fate. You gain the following benefits:
  • You gain proficiency in all gaming sets and have advantage on ability checks you make for games of chance.
  • Once on each of your turns, before you roll damage, you can place stakes on the roll. Choose less than the average, or higher than or equal to the average. If you choose correctly, you can add one extra die of damage to the roll. If you choose incorrectly, you must remove the damage die with the highest number.

Level 5 (Warmage)
Arcane Surge: Starting at 5th level, you learn to, for a moment, tap into a vast reservoir of magical power and unleash it upon your foes. On your turn, when you deal damage with a warmage cantrip, you can deal twice the number of damage dice dealt by the spell. You can't use this feature on a spell that has scored a critical hit.
Once you use this feature, you can't use it again until you finish a short or long rest. Starting at 11th level, you can use this feature twice between rests.


Features & Traits
1x - Leather Armor
1x - Dagger
1x - Arcane Focus (Deck of Cards)
1x - Scholar's Pack
1x - Gaming Set (Playing Card Set)
1x - basic healing potion
1x - magical sword (200gp split)
1x - santa hat
1x - Kingwalla Crown (500 gp split)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 30, Platinum: 0 Money
Warmage Cantrips
Warmage Cantrips

Cantrips
Cheat
Card Trick
Quickstep
Chill Touch
Prestidigitation
Minor Illusion
Firebolt (Arcane Initiation)
Light (Arcane Initiation)

Warmage Tricks
Warmage Tricks

Explosive Cantrip: Once on each of your turns, when you deal fire damage to a creature with a warmage cantrip, each creature within 5 feet of the target, except yourself and the target, must succeed on a Dexterity saving throw against your spell save DC or take half the fire damage dealt to the target.

Gamble: You are always under the effects of the cheat cantrip.

Additionally, you can reroll an attack roll, ability check, or saving throw. Once you use this ability, you can't use it again until you finish a short or long rest.

Mystical Armor: You can cast the mage armor spell on yourself at will, without using a spell slot or spell components.

Signature Focus: When you finish a long rest, you can place a unique sigil on a simple weapon, which becomes your signature focus until you use this trick again. This weapon becomes magical, and it can be used as a spellcasting focus for your warmage spells. Your signature focus is bonded to you, and gains a number of special abilities:

• As a bonus action, you can call your signature focus to your hand, as long as you are on the same plane of existence as it.
• You can add your Intelligence modifier, instead of your Strength or Dexterity modifier, to attack rolls using your signature focus.
• Your signature focus gains a number of charges equal to your Intelligence modifier (a minimum of 1). When you damage a creature with it or a cantrip cast through it, you can expend 1 charge to deal an extra 1d8 force damage to that creature. Your focus regains all spent charges after you finish a long rest.

Spellcasting
Proficiencies
Proficiencies

Armors: Light Armor
Weapons: Simple Weapons
Skills: Insight (Race), Perception (Background), Sleight of Hand (Background), Arcana (Class), Investigation (Class), Deception (Class)
Tools: Jeweler's Tools (Background), Calligrapher's Supplies (Class), Playing Card Set (Class)
Saving Throws: Constitution, Intelligence
Languages: Common, Elven


Languages & Proficiencies
Backstory
Backstory

Coming from a long line of merchants known as the Ludere's, Zaida was always looking for an easier way to make profits. One day however with a hired guide, she had slowly started learning how to use magic.

Although not as powerful as a normal spellcaster, she had decided to use this magic in other ways such as cheating and altering fate. With this newfound power, she had started gambling.

Constantly winning, she had slowly started getting addicted to the exhilarating feeling of risking it all if caught and winning big. Overtime this had died down from already expecting to always win.

Thus she decided to register into an academy to hopefully become an official adventurer, because what better stakes are there than betting your life for treasure? for a dragon's hoard?


Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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.

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