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Zaida Ludere

3 Level (0/2700 XP for level-up) The Deathstalkers Background Wild Magic Cursed (Chaos Conduit) Race / Species / Heritage Chaotic Neutral Alignment
Avarice Sorcerer
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR
8
-1
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
12
+1
CHA
17
+3
24
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
5 / 5
Sorcery Points
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+5 Deception CHA
+0 History INT
+3 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Magus Staff +1 STR 1d6-1 Bludgeoning
Attacks

Spell Book

Wild Magic Cursed

Wild Magic Cursed takes on the looks of any race as they were that race before becoming cursed by Caheli, Goddess of Chaos & Order. The reason why they become cursed isn't ever explained as it wasn't even planned by the Goddess herself, however the cursed is now intuned with Chaos Magic itself. There hasn't been a cure for this.

Size: Small/Medium (Medium)

Age: Wild Magic Cursed age at the same rate as their chosen race subtype.

Speed: Your speed is the same as your chosen race subtype.

Magical-Touched: You can choose one 1st level spell, and Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). As a bonus action, you can cast this spell a number of times equal to your proficiency modifier. When you cast a spell using this feature, roll on the Wild Magic Surge table to determine its effects. Once you have used this feature, you cannot do so again until you finish a short or long rest. (Silvery Barbs)

You can also cast either of those spells using any spell slots you have of the appropriate level.

Magical understanding: You have proficiency in the Arcana skill.

Wild Magic Blood: Whenever you take 20 damage or more, or when you are critically hit, roll on the Wild Magic Surge table to determine its effects.

Race Subtype: Choose one race and gain a single race feature from it. Additionally, you can choose to forgo gaining a race feature and instead gain a variant instead. You count as a human (Base) for the purpose of movement speed and age if you choose a variant. (Chaos Conduit)

Chaos Magic: You gain the ability to manipulate and shape magic through the chaotic energy within you. You can choose two Metamagic options from the Sorcerer class's Metamagic feature. You can use these Metamagic options by expending sorcery points. You have a pool of sorcery points equal to your proficiency bonus. The number of sorcery points required for a Metamagic option is listed in the Sorcerer class's Metamagic feature. When you use Chaos Magic to apply a Metamagic option to a spell, roll on the Wild Magic Surge table. You regain all expended sorcery points after finishing a long rest. (Seeking Spell, Transmuted Spell)

Language: You can speak, read, and write Common and one additional language. (Elven)

The Deathstalkers

The Deathstalkers are a ruthless guild with one primary goal: to eliminate monsters from the land entirely. Unlike other groups that seek balance, the Deathstalkers see monsters as a constant threat to humanity and believe they should be eradicated. They dedicate themselves to hunting and slaying any and all monsters, viewing their complete removal as the only way to ensure the safety and prosperity of the land. Their members are known for their relentless pursuit and lethal efficiency, stopping at nothing until the monsters are wiped out.

Those who come from this faction gain the following features;

Skill Proficiencies: Athletics or Acrobatics, plus one from among Stealth, slight of hand, Investigation. (Acrobatics, Stealth)

Tool Proficiencies: Smith's Tools & one artisan tool of your choice (Brewer's Supplies)

Equipment: One set of traveller's clothes, a pouch containing Wyvern Poison, and a carving knife.

Gold: 200gp + 1000gp diamond

Deathstalkers Spells
Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Deathstalkers Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Spell | Level Spells
Cantrip | Chill Touch, Toll the Dead
1st | Hunter’s Mark, Detect Evil and Good
2nd | Zone of Truth, Ray of Enfeeblement
3rd | Revivify, Bestow Curse
4th | Blight, Locate Creature
5th | Destructive Wave, Insect Plague

You gain the following monster material that you start with in your trinket slot;
Sharpened Fang+

Armour effect; While you are wearing this armor, you can use your reaction or bonus action to gain resistance to slashing damage until the end of your next turn. Once you use this property, you cannot use it again until you finish a long rest.

Weapon effect; Your weapon deals an extra 1d4 slashing damage.

Spellcasting
PHB p99
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
PHB p99
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins. (Avarice)

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

Avarice Sorcerer
Greed Extended Spells
You learn additional spells when you reach certain levels in this class, as shown on the Greed Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.


Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1 Identify, Charm Person
3 Suggestion, Fortune's Favor
5 Leomund's Tiny Hut, Incite Greed
7 Fabricate, Leomund's Secret Chest
9 Creation, Modify Memory

Beginner's Luck
Starting at 1st level, when a creature forces you to make a saving throw, you can use your reaction to give yourself advantage on that saving throw. If you succeed on the saving throw with this feature, you can store the effect that forced you to make the saving throw within yourself for the next minute. This doesn’t negate the spell effect, if the spell does an effect if you succeed the save like half damage it still happens.

During this time, you can choose to unleash the stored effect as if you cast it as a 1st-level spell without expending the spell slot. You can only store one such effect at a time. If you do not use the stored effect within the minute, it dissipates harmlessly, and you can use this feature again after a short or long rest or at the cost of 2 sorcery points.

The House Always Wins
Also at 1st level, your connection to the avaricious aspect allows you to manipulate the essence of greed within people, including yourself. You gain proficiency in the Persuasion skill. Additionally, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can use your reaction to reroll the result. You must use the new roll, even if it is another 1.

After you have rerolled a 1, you can use your reaction to force another creature within 30 feet of you to roll a 1 on their next d20 roll on subsequent turns within 1 minute. You cannot use this feature again until you have given another creature a 1 or until the end of a long rest.

Font of Magic
PHB p99
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
PHB p99
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
PHB p99
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.
Creating Spell Slots
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
PHB p99
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.

Quickened Spell
PHB p102
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.

Twinned Spell
PHB p102
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

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.

Features & Traits
Magus Staff
Explorer's Pack
Component Pouch
One set of traveller's clothes, a pouch containing Wyvern Poison, and a carving knife.
200gp + 1000gp diamond

Sharpened Fang+
Armour effect; While you are wearing this armor, you can use your reaction or bonus action to gain resistance to slashing damage until the end of your next turn. Once you use this property, you cannot use it again until you finish a long rest.

Weapon effect; Your weapon deals an extra 1d4 slashing damage.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Chill Touch
Toll the Dead
Mage Hand
Mind Sliver
Prestidigitation
Create Bonfire

Hunter's Mark
Detect Evil and Good
Shield
Magic Missile
Jim's Magic Missile
Identify
Charm Person

Suggestion
Fortune's Favor
Zone of Truth
Ray of Enfeeblement
Misty Step
Spellcasting


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