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Kethra Hornraven

Current Location
Children

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Kethra Hornraven

Sorcerer 4 Class & Level
Sage Background
Human Race
Chaotic Good Alignment

Strength 14
+2
Dexterity 14
+2
constitution 16
+3
intelligence 14
+2
wisdom 16
+3
charisma 17
+3
Total Hit Dice 4
Hit Die 1d6+3
2 proficiency bonus
13 Passive perception
2 Strength
2 Dexterity
5 Constitution
2 Intelligence
3 Wisdom
5 Charisma
saving throws
2 Acrobatics
3 Animal Handling
4 Arcana
2 Athletics
3 Deception
4 History
5 Insight
5 Intimidation
2 Investigation
3 Medicine
2 Nature
3 Perception
3 Performance
3 Persuasion
2 Religion
2 Sleight of Hands
2 Stealth
3 Survival
skills
10
AC
25
Hit Points
2
Initiative
30 ft
Speed
Common
Elven
Daggers, darts, slings, quarterstaffs, light crossbows
Proficiencies
Quarterstaff 1d20+7 1d6+3 1d8+3 Bludgeoning
Attacks
Cantrips - Acid Splash dex save, 1d6
Fire Bolt ranged 1d20+5 , 1d10 fire damage
Mage Hand
Poison Spray con save, 1d12 poison damage
Shocking Grasp melee 1d20+5 , 1d8 lightning damage
1st Level - Burning Hands dex save, 3d6 , half on successful save
Comprehend Languages
Witch Bolt ranged 1d20+5 , 1d12 lightning damage each turn, for 6 turns
2nd Level - Blindness Deafness
Invisibility
Spellcasting
Backpack
Bedroll
Mess Kit
Tinderbox
Waterskin
50ft Rope
19x Torches
20x Rations
Equipment
There's nothing I like more than a mystery.
Personality Traits
Nothing should fetter the infinite possibility inherent in all existence.
Ideals
I've been searching my whole life for the answer to a certain question.
Bonds
Unlocking an ancient mystery is worth the price of a civilisation.
Flaws
Font of Magic - You have sorcery points available equal to your level. You can never have more sorcery points than your level. You regain all spent sorcery points when you finish a long rest.
  • You can convert sorcery points into spell slots, up to 5th level spells, as a bonus action.
    1st lvl - 2pts, 2nd lvl - 3pts, 3rd lvl - 5pts, 4th lvl - 6pts, 5th lvl - 7pts

  • You can convert a spell slot into additional sorcery points, equal to the slot level, as a bonus action.

Meta-magic - You can use sorcery points to add meta-magic feats to a spell.
  • Quickened - Changes a spell from casting time of 1 action to a bonus action, costs 2 sorcery points

  • Twinned - Changes a single target spell that isn't self, and adds a second target within range with the same spell, costs sorcery points equal to the spells level, or 1 point for a cantrip

Phoenix Sorcery - Your sorcerous origin grants bonus effects at certain levels.
  • Ignite - At 1st level, as an action, you can ignite a flammable object you touch

  • Mantle of Flame - At 1st level, as a bonus action, you cover yourself in fire for 1 minute. You create bright light in a 30-foot radius. Any creature takes fire damage equal to your charisma modifier if it hits you with a melee attack or touches you. Whenever you roll fire damage on your turn, the roll gains a bonus equal to your charisma modifier. This can't be used again until you finish a long rest.

  • Phoenix Spark - At 6th level, if you drop to 0 hp, you can use your reaction to instead be reduced to 1 hp, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level plus your charisma modifier. With Mantle of Flame active, this deals fire damage equal to your level plus double your charisma modifier, and Mantle of Flame ends. This can be used again after a long rest.

  • Nourishing Fire - At 14th level, when you use a fire spell, you gain hp equal to the spell slot level plus charisma modifier.

  • Form of Phoenix - At 18th level, when Mantle of Flame is active, you have a flying speed of 40 ft and you can hover, you resist all damage, and Phoenix Spark deals an extra 20 fire damage to each creature.

War Caster - You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage. You can perform the somatic (hand) components of spells even when you have weapons or a shield in one or both hands, and when a hostile creature's movement provokes an attack of opportunity attack from you, you can use your reaction to cast a spell at the creature, instead of making an opportunity of attack. The spell must have a casting time of only 1 action and must target only that creature.

Features & Traits

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