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Swo

Variant human Race
Dragonslayer Origin
Sorcerer Draconic (fire) 12 Class & Level
C.G. Alignment
7 Deity
Bards' College Faction
Member Rank/Position
19 Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 16
+3
intelligence 11
+0
wisdom 11
+0
charisma 22
+6
Total Hit Dice 6
Hit Die
1d6+3
+4 proficiency bonus
+0 Strength
+1 Dexterity
+7 Constitution
+0 Intelligence
+4 Wisdom
+10 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+4 Arcana
+0 Athletics
+10 Deception
+0 History
+0 Insight
+6 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+4 Nature
+4 Perception
+6 Performance
+10 Persuasion
+0 Religion
+1 Sleight of Hands
+5 Stealth
+0 Survival
skills

 
59
MV
3
Prestige
3
Attunement Slots
17
Armor Class
108
Hit Points
+1
Initiative
30
Speed
Attacks
Arcana
Deception
Nature
Perception
Persuasion
Stealth
Thieves' tools
Disguising kit
Lute
Drum
Thinker's tools
Breastplate
Shields
Common
Draconic
Elf
Dwarf

Proficiences
Cantrips:
1)Firebolt
2)Frostbite
3)Message
4)Prestidigitation
5)Create bonfire
6+)Mage Hand
7+)Dancing lights
8)Control Flames
9)Mending
+bc) Chilltouch

Lv1:
1)Magic Missle
+1)Shield
+2)Farie fire
+3) Feather Fall

Lv2:
1)S.Ray


Lv3:
1)Fireball
2)Fly
3)Counterspell
4)Blink
+5)Melf’s Minute Meteors'


Lv4:
1)Polymorph
2) Dimension Door.

Lv5:
1)Animate Objects
2) Telekinesis
3)Synaptic Static

Lv6:
1)Sunbeam
+1 spell i have to choose when attuned (WoF)
Spellcasting
Magic Stuff:
652 "Through cowardice thou shall fall."

Eyes of Minute Seeing:
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These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.


Bard's College Badge:
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Membership in the bards college is marked by a badge carried by every member. This badge not only marks them with authority as a historian, but may also assist in granting the bard access to certain restricted places. Once per long rest, you may brandish your badge in stupendous fashion, announcing your presence, doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it.


Broom of the Sorcerer's Apprentice;
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Common
This broom, animated by the magic of a Draconic Ancestry sorcerer, can clean and dust a medium sized room (100 square feet) as an action. It can only do this up to as many times as your charisma modifier per day. The charges on this broom come back at Noon of the next day. You can expend all charges at once to clean a room of any size, for example a great hall, or a singular building provided it is not made up of greater than 8 rooms.


Bag of infinite Cannabis:
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This bag holds an infinite ammount of the drug Cannabis.
Acts like a bag of holding.
If the bag is damaged, pierced or torn it ruptures and is destroyed. If the bag is turned upside-down, nothing comes out.
Smoking the cannabs gives a creature disadvantage on all rolls for 5 hours x ammount of smoke in pounds.


Legacy’s Torch:
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Attuned
This palm sized lighter forged from a Demon's Horn that once belonged to Bernard Boulderblaze, has been forged in the flames of those who would carry on his torch to invoke the fighting spirit in one's self when things look most dire. Additionally, it serves as a magical lighter capable of creating tiny flames as well as possessing a false back allowing the storage of a few tiny objects.
  • Down But Not Out: Whenever an enemy critically hits you or an ally that you can see, you regain 1 Sorcery Point. You cannot regain more than 4 sorcery points per long rest this.
  • -Basic Pyromancy: Whenever you would deal damage with a cantrip or spell that deals fire damage, that damage increases by one.


    Silver Patrol:
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    A silver platoon of soldiers each with their own trumpet and a large hat, these well-trained fighters are ready to take their watch.

    Once per day you can spend 1 minute arranging these toy soldiers in a door, a window, or an area that is no larger than a 20-foot cube. Until you pick up the toy soldier or for up to 8 hours an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you arrange these soldiers, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

    An audible alarm produces the sound of a tiny trumpet for 10 seconds within 60 feet.



    Ice Slip Boots
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    As a bonus action, you can spend 5 feet of your walking speed to slide to an unoccupied space adjacent to you. This movement is considered forced movement. Once you use this ability, you cannot do so again until the next dawn.
    [Base Material, Enchantment]


    Liar’s Weak Wish x2
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    Common
    This damn pocket square has seen to much abuse. Too much stress, too much fear, too many wild yarns that no sane person could believe. No more, it will not take it! Sweaty escape: When one would tell a lie and fail to convince the audience, removing the handkerchief from the pocket and brushing away the cold forehead-sweat of a cornered man will cause the handkerchief to poof into a fine mist of sweat and appear 30ft directly away from the target of the lie or the audience.


    Flame Master's Glove
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    This glove, formerly known as the Flame Evoker’s Glove, has been improved by Arton Mead, with his Font of Magic, and a Shard of Bizarre Magic. It glows lightly at all times, and is hot, almost unbearably so, to the touch. This item has 3 charges, which are regained at dawn. Whenever you cast the first spell on your turn, of first level or higher, roll a d20. On a 1 or a 20, roll on the Wild Magic Table.
    Sun’s Warmth: Once per day as a bonus action choose up to three allies. Until the end of your next turn, they can add 1d6 fire damage to their next damage roll. If they do so, for two rounds their weapons or arcane foci glow, shedding 15 feet of bright light and 10 feet of dim light beyond that. This ability refreshes at dawn.
    Hellfire Missiles: As an action you can spend a charge to cast Magic Missile at first level, choosing up to two different creatures, with the target of one missile being chosen at random amongst all creatures within range. The bolts deal fire damage instead of force. Each bolt has a separate damage roll. (Base Material, Enhancement, Enchantment (nonspell))


    S.A.B.
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    As an action, the wielder of this broom may ride it causing it to hover 5 feet in the air. While this broom is active, the rider has a flying speed of 40 feet for up to 10 minutes. Once this ability is used, it can't be used again until the next dawn. After DoM


    Astral token:
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    A token for the trail of Elysire


    Dreamweave Bow
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    +1 longbow- Very Rare - Attunement

    This bow is enchanted with a weave of nightmares and dreams that twist down the strings in a ghostly dance. It is only given to those who can explore both without losing their way, which are often priests and clerics of the great dreamers.

    Whenever the bowstring of this bow is drawn, it will summon a phantasmal arrow already knocked, and ready to fire. This bow does not require arrows to fire. This bow deals an additional 1d6 psychic damage.

    Star Stride. While attuned to this bow, you can walk across or down air as if it were solid ground. You cannot gain elevation with this ability. If you end your turn off of ground, you begin to fall at a rate of 10 feet. You can choose to switch this ability on or off as a free action up to two times during your turn, or as a reaction out of turn. If this ability is used to slow your freefall, you take half the fall damage you would receive as if you had hit ground.

    Azure Projection. As an action, you can call upon an azure spirit of the great dream to entwine your enemy. One creature within 30ft of you must make a DC 14 Dexterity saving throw or take 3d6 necrotic damage and become restrained on a failure, or half damage on a success and not be restrained. At the start of the creature's turn, they can make their choice of a DC 14 Athletics or Acrobatics check to escape, if they fail this check, they take an additional 1d6 necrotic damage. You must concentrate on this effect as if concentrating on a spell. This ability has one use that refreshes on a long rest.

    [This Item can not be upgraded through crafting]

    Necklace of Fireballs (5)
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    From the manuals.


    Use this!
    List o' shit: (use link) Crafting tokens are there too

    Equipment
    Bards' College
    Faction
    The Specialist
    Stat Array
    Draconic resilience:
    +1 hit point per level, AC when not wearing armor increased to 13+dex rather than 10+dex.

    Dragon ancestor:
    Red dragon ancestor, damage association fire.

    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. LOOK AT TABLE

    Metamagic: 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.

    Metamagic:Twinned Spell
    When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, 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)

    Metamagic:Subtle Spell
    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

    Elemental Affinity:
    Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

    Bards' College Loyality:
    Max Hp Increased, Max money/dtd increased.

    Magic Initiate:
    You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

    Elemental Adept:
    When you gain this feat, choose one of the following damage types: fire.
    Spells you cast ignore resistance to damage of the chosen type.
    In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

    Resilient (Wis):
    Increase the chosen ability score by 1, to a maximum of 20.
    You gain proficiency in saving throws using the chosen ability

    College stuff:
    +1d6 die of inspiration to give people! +5hp

    Astral scroll:
    +2 CHA

    Dragon Bane:
    +25% additional damage per source to any dragon type creature that you damage.
    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

    Swo.

    Statblock Type

    Verum Character Sheet

    Link/Embed