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Annen Mistaux

Sorcerer 4 Class & Level
Soldier Background
Aasimar Race
CN Alignment

Strength 14
+2
Dexterity 14
+2
constitution 16
+3
intelligence 13
+1
wisdom 13
+1
charisma 19
+4
Total Hit Dice 2
Hit Die
1d6+3
+2 proficiency bonus
+2 Strength
+2 Dexterity
+5 Constitution
+1 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+3 Arcana
+4 Athletics
+4 Deception
+1 History
+1 Insight
+6 Intimidation
+1 Investigation
+1 Medicine
+1 Nature
+1 Perception
+4 Performance
+6 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
12
Armor Class
18
Hit Points
+2
Initiative
30 ft
Speed
Chill Touch 1d8+2 Necrotic
Attacks
Weapons: Daggers, darts, slings, quarter staffs, light crossbows
Armor: none
Tools: None
Saving Throws: Constitution, Charisma
Proficiences
Cantrips:
Mold Earth
Chill Touch
Minor Illusion
Mage Hand
Spells:
Feather Fall
Mage Armor
Chaos BolT
Phantasmal force
Twinned spell
Distant spell
SPELL SNIPER
Spellcasting
Explorers Pack: Includes a backpack, a bedroll, a mess kit, a tinder box, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Light Crossbow & 20 bolts
Arcane Focus
Two Daggers
Question mark key
38 Gold -5 silver
1 gem
Equipment
I have a crude sense of humor.
Personality Traits
Live and let live. Ideals aren't worth killing over or going to war for. (Neutral)
Ideals
I fight for those who cannot fight for themselves.
Bonds
The monstrous enemy we faced in battle still leaves me quivering with fear.
Flaws

Heroes Enabled

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

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Dart

Ranged Weapon Finesse, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Thrown

Cost: 5 cp Weight: 1/4 lb


 

DnD 5e SRD SRD

Sling

Ranged Weapon Ammunition Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 30/120 ft Ammunition

Cost: 1 sp


 

DnD 5e Player's Handbook p. 151

Arcane Focus (Orb)

Adventuring Gear Common

Cost: 20gp Weight: 3lb


 

The statblocks of your class features

Soldier


Hit Points

Hit Dice: d10 per Soldier level
Hit Points at first Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 + Constitution Modifier

Proficiences

Armor: Light armor, medium armor
Weapons: Simple plasma weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose any 3 from: Acrobatics, Athletics, Computer Use, Investigation, Medicine, Perception, Piloting, Survival

Overview & Creation

A soldier is the mainstay of any army. Tough and versatile, soldiers can specialize in various types of ranged or melee combat.


Class Features

Squad Tactics

Beginning at level 1, the soldier knows how to work with other soldiers efficiently on the battlefield to take out much larger prey. If another Soldier is attacking the same enemy as you, you both gain advantage on attack rolls to hit that target.  

Action Surge

You can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.   Once you use this feature, you must finish a short or Long Rest before you can use it again.  

Career Path

Choses one of several career paths laid out for you: Squad Leader, Rifleman, Close-Quarters Specialist, Sharpshooter, Heavy Weapons Expert, Support.  

Squad Leader

Selfless and heroic, squad leaders abilities are all geared towards making their soldiers stronger.   Morale
Beginning at third level, you inspire those under your command with your intellect, cunning, and bravery. 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 Morale 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 Morale die, but must decide before the DM says whether the roll succeeds or fails. Once the Morale die is rolled, it is lost. A creature can have only one Morale die at a time.   You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.   Your Morale 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.   Expert Tactics
Beginning at 6th level, you may use a bonus action on your turn to give an advantage die to any creature you can see. It may use the advantage die anytime it rolls an attack or saving throw to roll a second d20, and take the higher roll.   At 10th level, the targeted creature rolls 3 d20s, and 4 at 15th level, taking the highest roll among them.   Intellectual Assistance
Beginning at 9th level, the soldiers under your command begin to benefit from your experience. Their proficiency modifiers become equal to your intelligence modifier.   Drone Strike
At 15th level, you gain the ability to call in a drone to strafe the area with small rockets as a bonus action. You select a 50-foot long, 10-foot wide area that you can see. During your next turn, the area is saturated in rocket fire from an overhead drone. Any creature caught in the blast radius must make a Dexterity saving throw DC 10+your level. A creature takes 10d8 10d8 fire damage on a failed save, or half as much on a successful one. You must complete a long rest before using this ability again.   Orbital Strike
At 18th level, you are able to enlist the help of an orbiting warship in your ground engagements. Once in between long rests, you choose 4 points you can see within 1 mile. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw DC 10+your level. The sphere spreads around corners. A creature takes 20d6 20d6 fire damage and 20d6 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one strike is affected only once.   The shots damage objects in the area and ignite flammable objects that aren't being worn or carried.  

Rifleman

You are versatile, and have many abilities to adapt to a changing battlefield situation. You are the mainstay of the army. You gain proficiency with the MC-DPW Rifle attachment. Your base speed increases to 40'/round.   Agile
At 3rd level, your high-intensity leg training, coupled with bio-enhancements have turned you into acrobatics machine. You gain a +3 bonus to your dexterity.   This bonus increases to +4 at 5th level, +5 at 10th level, and +8 at 15th level. The last increase reflects the abilities of the added power armor.   All-Out Attack
At 6th level, you are able to push your body and weapon to their limits. You are able to do this a number of times equal to your proficiency modifier - 1. As a bonus action, you gain an extra attack, and temporary hit points equal to your level + your constitution modifier, and gain a +2 bonus to your AC. You cannot use this ability again until after you finish a long rest.   The bonuses increase as follows.
Level 10 2 extra attacks, temporary hit points: your level + 2 * your constitution modifier, AC: +4
Level 15 3 extra attacks, temporary hit points: your level + 3 * your constitution modifier, AC: +6   Improved Burst
At 9th level, you have trained in using the burst fire features of your automatic weapons. When using the burst-fire ability of any weapon, you may decrease the box size by 5 feet (so a 10 foot box becomes a 5 foot box, etc.), down to a minimum of 5 feet.   All-Out Attack x 2
At 15th level, you can use your All-Out Attack ability twice before resting.   Coordinated Fire
At 18th level, you are able to wield two weapons at once. Any ability that affects the number of attacks you have, or modify your weapons in any way applies another time to the other weapon.  

Close-Quarters Specialist


You specialize in getting up close and personal to the enemy, and dealing large amounts of damage when you do. You gain proficiency with the plasma blade, the MC-DPW Shotgun attachment, and the MC-DPW SMG attachment.   Tactical Sense
At 3rd level, you gain a +1 to AC for each enemy you can see within 30 feet.   This bonus increases to +2 at 8th level, +3 at 12th level, and +4 at 15th level.   Close and Personal
At 6th level, your critical threat range increases by 1 for each enemy in sight (to a maximum of 3).   At 10th level, this increases to 2 per enemy (to a maximum of 5). At 15th level, this increases to 3 per enemy (to a maximum of 7).   Lightning Reflexes
At 9th level, the first attack of opportunity against you each turn misses.   Close Combat Specialist
At 15th level, anytime an enemy moves within 20 feet of you, you may make an attack of opportunity against that creature. You may make as many attacks of opportunity as a free action. These attacks are guaranteed to hit.   Run & Gun
At 18th level, you may use your move action to move adjacent to any enemy you can see within 100 feet. You may use this feature once every 3 rounds. Your critical hit damage is multiplied by three times the number of enemies you can see (to a maximum of x15).  

Sharpshooter

You specialize in long-range weaponry. You gain proficiency with the MC-DPW Sniper attachment. The range increment on the Sniper attachment increases to 1000/10000.   Squad Sight
You may fire at any enemy any ally can see.   Damn Good Ground
At 6th level, you gain advantage on your attack rolls to hit enemies at a lower elevation than you. Additionally, you have a +2 to AC against enemies at a lower elevation.   These bonuses increase to advantage +2 and +4 AC at 8th level, advantage +4 and +6 AC at 12th level, and advantage + 6 and +8 AC at 15th level.   Stunning Shot
At 9th level, you gain the ability to stun an enemy with this shot. The shot cannot confer a critical hit, and the target loses its standard action during its next turn.   Headshot
At 15th level, you may use your turn to confer a critical hit on one enemy within range that either you or your squad can see.   Headshot Master
At 18th level, whenever you hit an enemy, you automatically score a critical hit.  

Heavy Weapon Specialist

You are well versed in all manner of high-explosive weaponry. You gain proficiency with the MC-DPW SAW attachment, grenades, heavy armor, and energy shields. You also are issued a rocket launcher, an energy shield, and a grenade belt containing 5 grenades.   Shredder Rocket
At 3rd level, you are able to fire a shrapnel rocket that rips through enemy armor. You must complete a long rest after using this ability. You pick a 30-foot-radius sphere you can see within 100 feet. The sphere goes around walls. Enemies in that area take 2d4 damage. If those enemies take any damage in the next 3 rounds, they take an addition 1d6 damage. The rocket will also destroy any cover in it's blast radius.   The rocket damage and additional damage increase to 4d6 and 2d6 at 8th level, 8d6 and 3d6 at 12th level, and 10d6 and 4d6 at 15th level.   Suppression
At 6th level, you may use your standard action to lay down covering fire. You chose a 30 foot cube within the range of your MC-DPW SAW. Enemies in that cube are unable to move. If they do, they will take 8d6 piercing damage.   The cube size and damage increase to 40 feet and 10d6 at 10th level, 50 feet and 12d6 at 12th level, and 60 feet and 14d6 at 15th level.   Rapid Reaction
At 9th level, if you make an attack of opportunity and it hits, you may make another attack of opportunity against the same target.   You gain an additional attack of opportunity at levels 12 and 15.   Special Grenades
At 15th level, you gain the ability to modify your grenades. When using a grenade, you may select a fragmentation, plasma, or needle grenade.   Rocketeer
At 18th level, you gain the ability to fire a rocket as a bonus action. You may fire 3 rockets this way in between long rests.  

Support

If the Squad Leader is the brain of a squad, you are the spine. You support your allies with various abilities. You gain proficiency with the MC-DPW Rifle attachment, the healing drone, and special grenades. You are issued a healing drone and special grenades.   Smoke Grenade
At 3rd level, you may use your action to throw a smoke grenade. Pick a spot within 60 feet. You throw a grenade to that spot, covering a 20-foot-radius sphere in obscuring smoke. Creatures in the cloud gain a +4 to their AC, and a -4 to hit.   This bonus increases to +6/-2 at 8th level, +8/-0 at 12th level, and +10/0 at 15th level.   Covering Fire
At 6th level, whenever a creature within range of your weapon uses a standard action to prepare a spell or attack, you may make an attack of opportunity. You may do this once per turn.   You gain an addition opportunity attack at 8th, 12th, and 15th level.   Incredible Saves
At 9th level, once in between long rests, as a bonus action, you may choose a creature you can see. That creature automatically succeeds on its next saving throw.   At 12th level, you may choose 2 creatures. At 15th level, you may choose 3 creatures.   Revive
At 15th level, you may resurrect up to 3 fallen allies you can see in between long rests. They are brought back to life with 50% of their total health.   Mass Heal
At 18th level, you can the ability to overcharge the healing drone. You may heal up to 700HP, divided as you choose, among any number of creatures you can see within 60 feet. The creatures healed are also cured of all diseases and any effect making them blinded or deafened.


Starting Equipment

Basic Body Armor Mk. I
Ionized Blade Mk. I
Soldier's Pack
MC-DPW Mk. I


LevelRankProficiency BonusFeatures
1Private+2Squad Tactics, Action Surge
2Private First Class+2Career Path
3Lance Corporal+2Career Path Feature
4Corporal+2Ability Score Improvement
5Sergeant+3Extra Attack
6Staff Sergeant+3Career Path Feature
7Gunnery Sergeant+3Indomitable (one use)
8Master Sergeant+3Ability Score Improvement
9First Sergeant+4Career Path Feature
10Sergeant Major+4Power Armor Proficiency
11First Lieutenant+4Extra Attack (2)
12Second Lieutenant+4Ability Score Improvement
13Captain+5Indomitable (two uses)
14Major+5Ability Score Improvement
15Lieutenant Colonel+5Career Path Feature
16Colonel+5Ability Score Improvement
17Brigadier General+6Action Surge (two uses), Indomitable (three uses)
18Major General+6Career Path Feature
19Lieutenant General+6Ability Score Improvement
20General+6Extra Attack (3)

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 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, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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)

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

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

Blade Ward

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Self
Duration 1 Round
Components V, S

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

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

Level 1 Spells

Feather Fall

1-level Transmutation

Casting Time 1 reaction, which you take when you or a creature within 60 feet of you fall
Range 60ft
Duration 1 Minute
Components V, M
Materials a small feather or a piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

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

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)

Chaos Bolt

1-level Evocation

Casting Time 1 Action
Range 120 ft
Duration Instantaneous
Components V, S

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.   If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Class(es): Sorcerer

D8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder

Level 2 Spells

Phantasmal Force

2-level Illusion

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials A bit of Fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Archfey), Warlock (The Great Old One)

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

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

Created by

Christina7289.

Statblock Type

Character Sheet (Legacy)

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