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Venexethia

7 Level (0/34000 XP for level-up) Inheritor Background Aasimar Race / Species / Heritage Chaotic Neutral Alignment
Binder
Level 7
Hit Dice: 7/7
1d8+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
20
+5
70
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+8 Deception CHA
+0 History INT
+8 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+5 Performance CHA
+11 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow +2 STR 1d8-1 Piercing
 Ammunition, Range (80/320), Loading, Two-handed
Dagger +6 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (Range 20/60)
Dagger of Venom +7 DEX 1d4+1+3 Piercing
 Finesse, Light, Thrown (Range 20/60)
Attacks

Spell Book

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.

Relational Medicine. You have proficiency in your choice of either the Insight skill or the Medicine Skill. (Insight)

Diplomat
You master the arts of diplomacy, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Vestiges: Ishtar, Gyx, La Diablesse

Ishtar:
Embrace
While bound to Ishtar, you have advantage on opportunity attacks.
Ishtar's Mark
As a bonus action, you can force a creature within 30 feet to make a Wisdom saving throw. A creature immune to being charmed automatically succeeds on this saving throw. On a failed save, a special mark representing Ishtar's favour appears on the creature for up to 1 minute. While the creature is marked, it can't willingly move more than 30 feet away from you. Additionally, you can use your bonus action on subsequent turns to magically pull the marked creature up to 10 feet closer to you. You can only mark one creature with this ability at a time.
Enamour
You can pry open another creature's heart and force the love of Ishtar into it. As an action, choose a humanoid creature you have marked to be charmed by you for up to 10 minutes. While charmed, the creature regards you as its true love. When this effect ends, the creature knows it was charmed by you. This effect ends early if you or your companions deal any damage to the creature. Once you use this ability, you can't use it again until you finish a short or long rest.

Gyx:
Heretical Lore
You have advantage on ability checks you make to recall legends, myths, or lore. Additionally, the GM can allow you to make such checks, even when it would be impossible for you to know such information.
Strength in Numbers
While bound to Gyx, you gain a bonus to your vestige spell save DC, spell attack modifier, and any attack roll you make which uses your Charisma, instead of Strength or Dexterity. This bonus equals to the number of other vestiges you have bound and does not stack with bonuses provided by magic weapons or items.
Legendary Vestige
If a creature succeeds on a saving throw against a spell or feature offered to you by one of your vestiges, you can force that creature to repeat that save. Once you use this ability, you can't use it again until you finish a long rest.
Trait: Hidden
While bound to Gyx, you can cloak your vestiges with ease. You can suppress or reveal any of your vestiges' traits one on each of your turns (no action required). Moreover, you can instantly tell when another creature is bound to vestiges, and how many vestiges to which they are bound. You have advantage on attack rolls against other creatures bound to vestiges.

La Diablesse:
Evil Eye
As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn. You can extend the duration that a creature is frightened of you by using your bonus action to cackle loudly. When you do so, this effect requires concentration, as a spell, but you can concentrate on these abilities and a spell at the same time. You make only one saving throw to maintain concentration on both.
Waking Nightmare
Once on each of your turns, when a creature fails an Intelligence, Wisdom, or Charisma saving throw against one of your spells or vestige features, you can cause that creature to take 2d8 psychic damage.
Spellcasting: Spellbind
While bound to La Diablesse, you can cast the following spells without using spell slots or spell components:
2/day each: bane, darkness
1/day each: fear, phantasmal killer
You regain all expended uses when you finish a long rest.
Trait: Cloven Hoof
While bound to La Diablesse, one of your legs transforms into a cloven hoof, a mark of her enduring curse. By leveraging this curse, you can use your action to cause one creature that you can see within 60 feet that is frightened of you to flee. The creature must use its reaction to move away from you by the safest available route, unless there is nowhere to move. The creature can then repeat its saving throw against the spell or effect which caused it to be frightened, ending the effect on itself on a success.

Features & Traits
20 bolts, Scale Mail (Mithril), 10 Pieces of Chalk, Arcane Focus, Scholar's Pack, Traveler's Clothes, Lyre, Dagger of Venom, Ring of Mind Shielding, Helm of Telepathy

Dagger of Venom. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

Reskinning for Dagger of Venom. The dagger is a ritual dagger from the cult of Ishtar's Faithful, and the coating is divine energy from Ishtar glowing in a bright fusha/pink, which eats away at the creature hit. No numbers or damage types are modified.

Reskinning for Helm of Telepathy. It's a tiara, thats it, just a tiara not a helm.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Languages: Common, Celestial, Abyssal

Light and Medium Armour

Simple Weapons

Lyre

Languages & Proficiencies
I love hearing and telling new stories, especially those with a tragic end.

I'm confident in my own abilities and do what I can to bring about the power I'm set to inherit.

Manipulating people to get what I want is always a resonable option.

Personality Traits
Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)

Ideals
I have a family, but I have no idea where they are. One day, I hope to see them again.

My loyalty is only to my Goddess.

Bonds
I constantly seek validation from others, especially in regard to my appearance.

I have a weakness for the vices of the city, especially pleasures of the flesh.

Flaws


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