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Misery

Sorceress 4 Class & Level
Trophy Slave Background
Alu-Fiend Race
CN Alignment

Strength 12
+1
Dexterity 18
+4
constitution 17
+3
intelligence 16
+3
wisdom 8
-1
charisma 20
+5
Total Hit Dice 4
Hit Die
1d6+3
+2 proficiency bonus
+1 Strength
+4 Dexterity
+5 Constitution
+3 Intelligence
-1 Wisdom
+7 Charisma
saving throws
+4 Acrobatics
-1 Animal Handling
+5 Arcana
+1 Athletics
+7 Deception
+3 History
-1 Insight
+7 Intimidation
+3 Investigation
-1 Medicine
+3 Nature
-1 Perception
+5 Performance
+5 Persuasion
+3 Religion
+6 Sleight of Hands
+6 Stealth
-1 Survival
skills Arcana, Deception, Intimidation, Sleight of Hand, Stealth proficiencies

 
14
Armor Class
38
Hit Points
+4
Initiative
30
Speed
Attacks
Armour: None
Weapons: Crossbow, Daggers, Darts, Slings, Quarterstaffs.
Tools: Disguise Kit
Languages: Abyssal, Common, Undercommon, Primordial
Proficiences
I rarely pay attention to the risks in a situation. Telling me the odds will just make me want to prove you wrong!
Nothing can make me sad! Except some things..., but not all the time!
Personality Traits
Bad luck is finite, just like good luck. I don't need to chase good luck if I've made sure everyone else has all the bad luck!
Ideals
I've always been connected to this old coin I found one day. No matter what I do to get people to take it away it always comes back.
Bonds
I totally know how to aim fireballs. It's just so much more fun to do it with my eyes closed!
Flaws
Abyssal Fortitude: Race
Your hit point maximum increases by half your level (minimum 1).

Abyssal Arcana: Race
Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.

You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.

At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.

1st Level
1: Dancing Lights
2: True Strike
3: Light
4: Message
5: Spare the Dying
6: Prestidigitation

3rd Level
1: Burning Hands
2: Charm Person
3: Magic Missile
4: Cure Wounds
5: Tasha's Hideous Laughter
6: Thunderwave

5th Level
1: Alter Self
2: Darkness
3: Invisibility
4: Levitate
5: Mirror Image
6: Spider Climb

Jaded: Background
During your work, you've come across some truly twisted stuff, both people's actions and the people themselves. Some of which you experienced much more closely than you'd probably have preferred. As such, precious little truly shocks you anymore. You tend to remain relatively calm and rational through events and scenes that leave others sick to their stomach.

Born from Fire: 1st Level
The arcane magic you command is infused with elemental fire. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Ignan, Aquan, Auran, and Terran.
With a touch you can start fires. As an action you can magically ignite a flammable object you touch with your hand.
Additionally when you learn spells you may chose a spell from any spell list as long as that spell deals fire damage.


Mantle of Flame: 1st Level
Starting at 1st level, you can unleash the phoenix fire that blazes within provided that you aren’t wearing medium or heavy armour or using a shield. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

*Advantage on Intimidate checks
* Resistance to Fire damage
* You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
* Any creature with 5 feet of you takes fire damage equal to your Charisma modifier if it hits you with a melee attack, or if it touches you.
* Whenever you first roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.


Rise From The Ashes: 6th Level
Starting at 6th level the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
If you are reduced to 0 hit points, you can choose to instead be reduced to 1 hit point, and each creature within 10 feet of you must make a dexterity saving throw against your spell DC. Each creature takes fire damage equal to your sorcerer level + your Charisma modifier on a failed save and half as much damage on a successful one.

If you use this feature while under the effects of your Mantle of Flame, you regain hit points equal to your Sorcerer level + your Charisma modifier and your Mantle of Flame immediately ends.

Once you use this feature, you can’t use it again until you finish a long rest.


Flames of the Phoenix:14th Level
Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of Flame, your fire damage ignores resistances and deals half damage to creatures immune to fire.


Form of the Phoenix: 18th Level
Starting at 18th level, you’ve learned to manifest the full fury of the Phoenix. When you activate your Mantle of Flame feature, you can spend 5 Sorcery points to gain additional benefits:
* You have a flying speed of 60 feet and can hover.
* You have immunity To Fire damage and resistance to all other damage.
* You gain a bonus to your AC equal to your Charisma modifier
* If you use your Rise from the Ashes feature, that feature deals an extra 20 fire damage and on failed save creatures are pushed back 10ft and knocked prone


Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase +2 Charisma
Size Medium
Speed 30 ft

Tieflings

 

Lore

 

Tiefling Traits

 

Ability Score Increase

Your Charisma score increases by 2.

Age

Tieflings mature at the same rate as humans but live a few years longer.

Alignment

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size

Tieflings are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.

Hellish Resistance

You have resistance to fire damage.

Languages

You can speak, read, and write Common and Infernal.  

Abyssal Bloodline

 

Ability Score Increase

Your Constitution score increases by 1, and your Charisma score increases by 2.

Abyssal Fortitude

Your hit point maximum increases by half your level (minimum 1).

Languages

You can speak, read, and write Common and Abyssal.

Abyssal Arcana

Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.   You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.   At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.   1st Level 1: Dancing Lights 2: True Strike 3: Light 4: Message 5: Spare the Dying 6: Prestidigitation   3rd Level 1: Burning Hands 2: Charm Person 3: Magic Missile 4: Cure Wounds 5: Tasha's Hideous Laughter 6: Thunderwave   5th Level 1: Alter Self 2: Darkness 3: Invisibility 4: Levitate 5: Mirror Image 6: Spider Climb
 

Languages. Common and Infernal.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

MiscreantBehaviour.

Statblock Type

Character Sheet (Legacy)

Link/Embed