Remove these ads. Join the Worldbuilders Guild

Liane Deszeld

5 Level (0/14000 XP for level-up) Hermit(Mountain) Peak:Due to moving about the high peaks of the mountains you are used to moving in feet of snow, you are no longer affected by difficult terrain. Background Manakete Race / Species / Heritage Chaotic Neutral Alignment
Solar Warlock
Level 5
Hit Dice: 5/5
1d8+1 Class 1
Shadow Master (Prestige Lv 1)
Level 1
Hit Dice: 1/1
1d+1 Class 2

STR
12
+1
DEX
15
+2
CON
13
+1
INT
10
+0
WIS
14
+2
CHA
17
+3
36
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30/40 fly
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+2 Dexterity
+1 Constitution
+0 Intelligence
+5 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+3 Deception CHA
+0 History INT
+2 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
+6 Musical instrument (Lute) CHA
+5 Cook's Utensils WIS
skills
+2 Medicine WIS
+0 Nature INT
+5 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +4 STR 1d6+1 Bludgeoning
Light Crossbow +5 DEX 1d8+2 Piercing
 Range 80-320ft
2 Dagger +5 DEX 1d4+2 Piercing
 Finesse, light, thrown
Breath Weapon +4 CON 3d6 Force
 Line 30ft
Attacks

Spell Book

Blessings of the sun.

At first level, you gain the Light and Sacred Flame cantrips, they count as Warlock cantrips for you, but don’t count against your number of Cantrips known. Additionally, when you cast a warlock spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Eldritch Invocations
PHB p105
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.

Source: PHB, page 110. Available in the SRD.
Eldritch Spear
Prerequisites: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.

Source: PHB, page 111. Available in the SRD.
Pact of the Tome
p108
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

{Shadow Master}
Summon Shade-Lvl 1: You can, once per long rest summon 4 shade imps. They remain for 4 hours or until dispelled via the caster or are slain. They act on your turn and are weak to radiant damage.

<b> Dragon Soul </b> <br>
You have harnessed the ability to become even more in touch with the Dragonstorm, able to detect and reach out to those akin to you in soul and body. You gain the following benefits:
<br>
Increase your Constitution score by 1, to a maximum of 20.<br>
As an action, you can open your awareness to detect other creatures of the Dragonstorm. Until the end of your next turn, you know the location of any creature with draconic blood that is within 60 feet of you that is not behind total cover. You know what type the creature is (e.g. humanoid, dragon), but not its identity (e.g. Kriseth the green dragonborn). You can use this feature a number of times equal to 1 + your Charisma modifier, and regain all expended uses when you finish a long rest.<br>
<b>Soul Breath.</b><br> You gain the ability to harness a part of your soul and the Dragonstorm in your breath weapon. Your Breath Weapon deals 1d6 + your proficiency bonus extra force damage.
<br>
Your Breath Weapon DC is increased by 3.

Arms of the sun
Prerequisites: Solar Pact Warlock, 5th level.
You may cast the spell Spiritual Weapon using a Warlock spell slot. After casting the spell in this way you can't do so again until you finish a long rest. This weapon takes a shape of your choosing and deals Radiant damage instead of Force damage.

Features & Traits
Light Crossbow and 20 bolts, leather armor, mace, 2 daggers, Arcane Focus, dungeoneer's pack, backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope, DragonStone. Lute. 3 Healing potion, Shadow Amulet-Attunement | Covenant (this item levels up with you)
Start once per long rest you can use the spell misty step without using a spell slot as long as you and the point you are going to is shrouded in shadow (dim light or darker), as you take a step through the shadows. Bag of Holding, Scroll of Fireball.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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 (DC=13 Atk=5
Spellcasting
Common, Draconic, Seishigo (Spirit)

Languages & Proficiencies
Order of Ka Shokan.

Bonds
Xender gave me and Taught me how to play the Lute. 1450gp. Saying for Word of Radiance, "In the name of the sunfather, may all evil be purged in his bountiful light."

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.

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

The statblocks of your class features

[block: Blessings of the sun. At first level]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: horns. Dragonstone has capability to hide my draconic features.  
Manakete
Species | Feb 2, 2021

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Cleric, Sorcerer, Wizard

Player's Handbook

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components Verbal, Somatic


Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.   The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .

Class(es): Cleric

D&D 5e PHB Page 237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Sword Burst

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Xanathar's Guide to Everything

Word of Radiance

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components V, M
Materials A holy symbol

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Cleric

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 ft (5 ft cube)
Duration Instantaneous
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:  

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard

    PHB

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time 1 Action
    Range 30ft
    Duration 1 Minute
    Components S, M
    Materials A bit of Fleece

    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

    Level 1 Spells

    D&D 5e PHB Page 248

    Guiding Bolt

    1-level Evocation

    Casting Time 1 action
    Range 120 feet
    Duration 1 round
    Components V, S

    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against the target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Cleric

    PHB pg 270

    Protection from Evil and Good

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Up to 10 Minutes
    Components VSM
    Materials holy water or powdered silver and iron, which the spell consumes

    Until the spell ends, one willing creature you touch is protected against certain types of creature: aberrations, celestials, elementals, fey, fiends, and undead The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    Class(es): Cleric, Paladin, Warlock, Wizard

    Basic Rules

    Burning Hands

    1-level Evocation

    Casting Time 1 action
    Range Self (15 ft)
    Duration Instantaneous
    Components V, S

    Damage Type: Fire   Saving Throws: Dexterity   Description: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

    At higher levels:
    When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Sorcerer, Wizard

    PHB

    Mage Armor

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration 8 hours
    Components V, S, M
    Materials a piece of cured leather

    You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

    Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 2 Spells

    PHB

    Scorching Ray

    2-level Evocation

    Casting Time 1 Action
    Range 120 feet
    Duration Instantaneous
    Components V S

    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

    Class(es): Cleric, Sorcerer, Warlock, Wizard

    Ranged Spell Attack 2d6 Fire Damage

    Player's Handbook

    Flaming Sphere

    2-level Conjuration

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, 1 minute
    Components V,S,M (tallow, brimstone, and powdered iron)

    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

    Class(es): Druid, Wizard

    Level 3 Spells

    Fireball

    3-level Evocation

    Casting Time 1 Action
    Range 150 ft.
    Duration Instantaneous
    Components V, S, M
    Materials A tiny ball of bat guano and sulfur

    A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.   The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Class(es): Sorcerer, Wizard

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


    Created by

    Kazuma128.

    Statblock Type

    Character Sheet (latest)

    Link/Embed