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Arietta Astrum

11 Level (0/100000 XP for level-up) Background ???? Race / Species / Heritage Neutral Good Alignment
Bard(Stars)/Sorcerer(Clockwork Soul, Aberrant Mind)
Level 11
Hit Dice: 11/11
1d8+4 Class 1

STR
10
+0
DEX
20
+5
CON
18
+4
INT
10
+0
WIS
17
+3
CHA
24
+7
112
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+11 Attack mod
CHA Ability
+7 Abi Mod
19 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+0 Strength
+9 Dexterity
+4 Constitution
+0 Intelligence
+7 Wisdom
+11 Charisma
saving throws
+9 Acrobatics DEX
+5 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
+11 Deception CHA
+2 History INT
+11 Insight WIS
+9 Intimidation CHA
+2 Investigation INT
+7 Martial WIS
skills
+5 Medicine WIS
+2 Nature INT
+11 Perception WIS
+15 Performance CHA
+15 Persuasion CHA
+2 Religion INT
+7 Sleight of Hand DEX
+9 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +9 DEX d8+5+5 piercing
 finesse, light
Eldritch Blast +4 STR d10 Force
Attacks

Spell Book

Race
Human/Android
Skill: Persuasion
Feat: Observant
Language: Common, Latinial
Rocket Hand: 30 ft, can spells, only cantrips and 1st level spells. Can upcast the spell.
Rocket arm: Strength, d1+STR






---Level 1---
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.



Clockwork Magic
You learn additional spells when you reach certain levels in this class, as shown on the Clockwork 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 an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
1st alarm, protection from evil and good
3rd aid, lesser restoration
5th dispel magic, protection from energy
7th freedom of movement, summon construct
9th greater restoration, wall of force



Restore Balance
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


---Level 2---
Magical Inspiration
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.


Font of Magic
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
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.
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.


---Level 3---
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.


Guiding Whispers
You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Spiritual Focus
You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Tales from Beyond
You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.

If the tale requires a saving throw, the DC equals your spell save DC.


Metamagic
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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.


---Level 4---
Asi & Feat
asi/feat: +2 Wis & Resilient Wis

---Level 5---
Bardic Inspiration (d8)
At 5th level, your Bardic Inspiration die changes to a d8.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

---Level 6---

Features & Traits
=== Other ===
diplomat's pack
Playing card set
Component Pouch
Mourner-berry Wine
Dice set
Lute, Guitar, Violine, Piano(Summon)

257,858 Gold +36 k
2 Ticket

=== Weapon ===
rapier
dagger

=== Potion ===
1 potion of Heroism
2 normal healing
3 greater
1 Haste Potion


=== Tools ====
Brewer's supplies
Calligrapher's supplies
Cartographer's tools
Cook's utensils
Glassblower's tools
Jeweler's tools
Leatherworker's tools
Painter's supplies
Smith's tools
Tinker's tools
Weaver's tools

=== Magic Item ===
2 Bag of Holdings
Boots of Speed


Oracle Lens
Very Rare Magic Item, Wondrous Non-Attunement
Description: A small, opulent monocle with a mesh of translucent threads in place of a chain. This thread easily attaches to the user and allows them to mentally receive information from the Monocle.

When one connects this thread to themselves, they may gaze through the monocle. Gazing through the Oracle Lens will allow the user to see the following:
A creature, object, or otherwise’ fate strands
The ability to read their fate strands and gleam what they are destined to do next
The target’s history
If the target’s ‘story’ has been altered, gleaming in what ways it is, and what their ‘story’ should be.
The path towards any anomalies. (Current Campaign Objective you went back in time for)

If you are wearing the Time Locus item and have it active, this too is hidden from others acknowledgements.
----------------

Vernan’s Watch
15 ft. radius range, centered on the device.
Only has 5 charges before it must be brought back to Vernan
Vernan can manually bring the group back to the present if need be, but may take substantial damage for doing so beyond the 5 charges.
Vernan technically control the watch, and when/where it jumps to, and whether it does so or not. (If he wanted, he could TOTALLY just throw the group around through time. Or at least whoever is holding his watch/Activates it)
A small lens is present on the back. While it usually displays the supposed inner-workings of the device, upon closer inspection, it allows the user to look through it, and see the various histories of an area before deciding to jump into it. This allows for Vernan, and anyone using his watch, to determine if a jump at a certain point in time, is safe or not. (Or if anyone is watching)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
--Clockwork Magic--
1st: Alarm(Change to Feather Fall ) & protection from evil and good
3rd: aid(Change to Alter Self) & lesser restoration
5th: dispel magic & protection from energy(Change to Nondetection)
7th: freedom of movement & summon construct
9th: greater restoration & wall of force

--Aberrant Mind--
1st arms of Hadar(Comprehend Languages), dissonant whispers, mind sliver
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending
7th Evard's black tentacles(Aracne Eye), summon aberration
9th Rary's telepathic bond, telekinesis

--Spells of the Mark(Sentinel)--
1st compelled duel, shield of faith
2nd warding bond, zone of truth
3rd counterspell, protection from energy
4th death ward, guardian of faith
5th Bigby's hand

--Cantrips--

Prestidigitation (Bard)
Mage Hand (Bard)
Light (Bard)
Minor Illusion (Bard)

Chill Touch (Sorc)
Fire Bolt (Sorc)
Message (Sorc)
Mending (Sorc)
Shocking Grasp (Sorc)
Shape Water ( Sorc)
--Level 1 --
Healing Word (Bard)
Cure wounds (Bard)
Detect Magic (Bard)
Identify (Bard)

Fog Cloud (Sorc)
Absorb Elements (Sorc)

--Level 2--
Mirror Image(Bard)
Enhance Ability (Bard)
Enlarge/Reduce (bard)

Tasha's Mind Whip (Sorc)
Sorching Ray?
Invisibility (Sorc)
Misty Step (Sorc)
--Level 3--
Hypnotic Pattern(bard)
Mass Healing Word(bard)
Intellect Fortress (Bard)

Fireball(Sorc)
Tongues(Sorc)

--Level 4---
Dimension Door (Bard)
Greater Invisibility (Bard)

Fire Shield (Sorc)
Watery Sphere (sorc)

---Level 5 ---
Synaptic Static (Bard)
Mass Cure wounds (Bard)

Animate Objects (Sorc)
Hold Monster(Sorc)
Cone of Cold (Sorc)

---Level 6 ---
True Seeing (Bard)
(Sorc)

---Magical Secrets ---
?
Circle of Power 5th


Sentinel's Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.

Guardian's Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.

Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.
Spellcasting
Languages: Common, Aribel, Latinial
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Saving Throws: Dexterity, Charisma
Skills: Acrobatics, Arcana, Performance, Persuasion, Deception, Insight, Stealth, Perception, Martial
Toosl: Lute, Guitar, Violine, Piano(Expert), Weave tools

Languages & Proficiencies

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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