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Iah Uodal

Eladrin Elf Race
Badlands (Woeful Warrior) Origin
Linnorm Sorcerer 4 Class & Level
Chaotic Neutral Alignment
Silloway Deity
The Linnorm Lords Faction
Hoarder Rank/Position
3 Loyalty
Company

Strength 15
+2
Dexterity 13
+1
constitution 14
+2
intelligence 10
+0
wisdom 11
+0
charisma 17
+3
Total Hit Dice 4
Hit Die
1d6+2
+2 proficiency bonus
+4 Strength
+3 Dexterity
+6 Constitution
+2 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+0 Arcana
+4 Athletics
+5 Deception
+0 History
+0 Insight
+3 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+5 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills

 
8
MV
0
Prestige
1
Attunement Slots
11
Armor Class
57
Hit Points
+3
Initiative
30
Speed
Linnorm Claws 1d20+4 1d4+2
Quarterstaff 1d20+4 1d6+2
Dagger 1d20+3 1d4+1
Attacks
Armor: None
Weapons: Daggers, darts, slings, quarterstaff, light crossbows, Claw Blade
Tools:Calligrapher's Supplies
Saving Throws: Constitution, Charisma
Skills: Deception,Persuasion
Lip Service: Athletics (Silloway)
Languages: Common, Elvish, Draconic (Linnorm), Primordial (Linnorm)
Proficiences
Sorcery

Sorcery Points 4
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
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.

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.


Spell-casting Modifiers

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
13
Spell attack modifier = your proficiency bonus + your Charisma modifier
5


Spellcasting Thingies
Component Pouch
2 "gems" worth 50gp each

Racial: Misty step (once per long rest)
Cantrips - Prestidigitation, Chill Touch, Shocking Grasp, Booming Blade, Mold Earth
1st Level Spells - Feather Fall, Thunderwave, Chaos Bolt, Chromatic Orb
2nd Level Spells - Web, Scorching Ray, Misty Step
Metamagic

Metamagic
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
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
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.


Spellcasting
Weight Limit 225
Linnorm Starter
A staff, a set of traveler's clothes a belt pouch


GP 0

CT 0
Equipment
The Linnorm Lords
Faction
The Mad Man
Stat Array
Linnorm Features

General:The Mark of Crovux - Members of this faction are marked by a carved tattoo upon their face, it can look as stylish as you wish, but you must never hide it, for a lion does not hide from a mouse.

Attribute Cap Increase - +4 to any ability score; This boosts the maximum but not the score itself. (+4 Cha)

Linnorm Lord
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
***Draaga: Lightning/ Cold / Primal***
You can speak, read, and write Draconic (Linnorm). Additionally, whenever you make a Charisma check when interacting with Linnorms, your Proficiency bonus is doubled if it applies to the check.

Linnormous Blessing

You are blessed with life energy, increasing your hit point by 10.

Fone - First of the Fells The character gains cold resistance. In addition you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.) - Awakened

Eldos Daikura - The Mastermind The character gains lightning resistance. In addition you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.) - Awakened

Linnorm Prowess
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, you grow sharp claws that increase in potency as you gain levels using the following progression:
At 1st Level: Your claws deal 1d4 Slashing
At 6th Level: Your claws deal 1d6 Slashing
At 14th Level: Your claws deal 1d6 Slashing + extra 1d6 Primal damage
At 18th Level: Your claws deal 1d6 Slashing + extra 1d6 that is every element your chosen Linnorm governs.
Attacks with these claws use your Strength modifier, and you can use your bonus action to make an attack with a claw. These claw attacks are considered magical for the purpose of bypassing resistances.
Dominance
Starting at 6th level, you can use an ability associated with the Linnorm you have chosen. Using such abilities costs 1 sorcery point, and they only function with hard casted spells.


Eladrin Feature
Eladrin of Autumn/Winter/Summer/Spring (MToF) Features: Ability Score Increase (Cha +1), Fey Step (bonus action, teleport up to 30 ft., 1/short or long rest)


Elf Racial

Emperor’s Gift. You gain a +2 to your initiative rolls.
Ability Score Increase (Dex +2)
Size (Medium)
Base Speed (30 ft.)
Darkvision (60 ft.)
Keen Senses (proficiency in Perception)
Fey Ancestry (advantage on saving throws against being charmed; magic can't put you to sleep)
Trance (elves meditate for 4 hours instead of sleeping)
Languages (Common, Elvish)


3rd Level Eladrin

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
Eladrin of Autumn (MToF) Feature: Fey Step (after using Fey Step, attempt to cause two creatures within 10 ft. to become charmed [Charisma])
Eladrin of Winter (MToF) Feature: Fey Step (before using Fey Step, attempt to cause one creature within 5 ft. to become frightened [Charisma])
Eladrin of Spring (MToF) Feature: Fey Step (when using Fey Step, touch a willing creature within 5 ft. and it teleports instead of you)
Eladrin of Summer (MToF) Feature: Fey Step (after using Fey Step, each creature within 5ft. takes fire damage equal to your Charisma mod)


Origin

Badlanders are haught and resilent. You gain a +10 to your maximum hitpoints. You gain a +2 bonus to all saving throws.

Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).


Array Allocation
15/11/14/10/11/15


Feats

Elven Accuracy
Prerequisite: Elf or half-elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
• Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
(Charisma +1)


MV Gain

https://docs.google.com/spreadsheets/d/16COqtGdYXmj2rstOzndvuZ5jYhV1x7vD2ZZXdQf54Nc/edit#gid=0


Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

IahZehuti.

Statblock Type

Verum Character Sheet

Link/Embed