+0 | Strength |
+1 | Dexterity |
+3 | Constitution |
+1 | Intelligence |
+0 | Wisdom |
+3 | Charisma |
+6 | Acrobatics |
+0 | Animal Handling |
+1 | Arcana |
+0 | Athletics |
+8 | Deception |
+1 | History |
+0 | Insight |
+8 | Intimidation |
+1 | Investigation |
+0 | Medicine |
+1 | Nature |
+0 | Perception |
+3 | Performance |
+8 | Persuasion |
+1 | Religion |
+4 | Sleight of Hands |
+1 | Stealth |
+0 | Survival |
Katana | [1d20] | [1d8+2] | Two Handed | [1d20] | ]1d10+2[ |
---|
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon Finesse, Versatile Uncommon
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing | Finesse, Versatile |
Cost: 10 gp Weight: 3 lb
The statblocks of your class features
Level | Prof. Bonus | Features | Sorcery Points | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Sorcerous Origin | — | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Font of Magic | 2 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Metamagic | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 5 | 5 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Sorcerous Origin feature | 6 | 5 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 7 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 9 | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Metamagic | 10 | 6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 11 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 12 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 13 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Sorcerous Origin feature | 14 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 15 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 16 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Metamagic | 17 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Sorcerous Origin feature | 18 | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 19 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Sorcerous Restoration | 20 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You may chose (a) or (b):
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Affinity | Spell |
---|---|
Good | Cure Wounds |
Evil | Inflict Wounds |
Law | Bless |
Chaos | Bane |
Neutrality | Protection From Evil and Good |
Dragon | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
d6 | Shadow Magic Quirk |
---|---|
1 | You are always icy cold to the touch. |
2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
3 | You barely bleed, even when badly injured. |
4 | Your heart beats once per minute. This event sometimes surprises you. |
5 | You have trouble remembering that living creatures and corpses should be treated differently. |
6 | You blinked. Once. Last week. |
d100 | Effect | d100 | Effect |
---|---|---|---|
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | 07-08 | You cast Fireball as a 3rd-level spell centered on yourself. |
09-10 | You cast Magic Missile as a 5th-level spell. | 11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
13-14 | You cast Confusion centered on yourself. | 15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | 19-20 | You cast Grease centered on yourself. |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 23-24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight. | 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | 39-40 | You regain 2d10 hit points. |
41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | 43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
45-46 | You cast Levitate on yourself. | 47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. | 55-56 | Your hair falls out but grows back within 24 hours. |
57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. | 59-60 | You regain your lowest-level expended spell slot. |
61-62 | For the next minute, you must shout when you speak. | 63-64 | You cast Fog Cloud centered on yourself. |
65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | 71-72 | You gain resistance to all damage for the next minute. |
73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. | 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
81-82 | You can take one additional action immediately. | 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85-86 | You cast Mirror Image. | 87-88 | You cast Fly on a random creature within 60 feet of you. |
89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. | 91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
93-94 | Your size increases by one size category for the next minute. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
97-98 | You are surrounded by faint, ethereal music for the next minute. | 99-00 | You regain all expended sorcery points. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Physical Description
Half-devils are humanoids with features both human and devil. They have the form of humans, with respect to their shape of having limbs and a head on a neck. Their ears are usually pointed to a degree, though wider and sharper than an elf. When young, they may have small horns or sharp teeth. These devilish properties have chances of either being emphasized or reducing visibility as they mature. Their skin can sometimes look ashen maroon if their devilish blood is particularly strong. All half-devils are known to have slit-pupil eyes, though to a lesser degree than other creatures like fiends or dragons. Many have regular human skin tones. Often the mature half-devils are described to have more angled features, like a long nose, pointed chin, and leaner body than the regular human. these small differences sometimes are the only thing that can help identify half-devils at a glance.
History
Half-devils are the offspring of a mortal species and one of the nine greater devils of the Hells. Often times, half-devils only are seen in the levels of Hell, as they were usually killed upon birth in other places. even though they are allowed to live in the Hells, however, they are not regarded highly and are typically the subject of discrimination. Tieflings and other hellish beings alike consider half-devils inferior "half-bloods"; descendants of infernal beings who couldn't mix their devilish blood completely with their mortal bodies. Their bodies are the subject of their shameful limit, unable to fully encompass the powers other creatures have. They are a rather rare creature in the Hells, though that is possibly due to their concealment.
If a human bore a conspicuous half-devil and it was known, the child would be drowned in purified salt water and the parent would thusly become a pariah as well. Therefore, when such a child is born, they are usually kept a secret in societies. Not only humans have recorded half-devil births, but elves and dwarves and many others as well. Sometimes the child is allowed to grow into their society and remain hidden. Other times, they mature and their secret can no longer be obscured and they flee from their birthplace in the Material Realm. They keep with them what they learn from their society which raised them and wander, trying to settle and not be persecuted some day.
Society
They lack a true society due to their small number. However, they traditionally take after the parent who raised them. Half-devils find it hard to live with others due to their physical traits, so many try to hide their features. In known societies of the Material Realm, they try to imitate others within that society to fit in. Normally, that is the society where one of their birth parents chose to keep them, so they often have some claim to the traits of that lineage. However, sometimes they are misplaced, abandoned perhaps, and taken in unknowingly by another society. Half-devils are amazingly adaptable and versatile. As children growing up, their bodies are wired to gain the advantageous abilities of that around them to best aid survival. So to fit in with elves and avoid being found out and killed at a young age, the child may develop properties alike to the elven ancestry and grow immune to magical sleep. Despite this, half-devils are often found out and ousted, forced to be wanderers of a disowned race.
Half-Devil Names
Half-Devils have names either given to them by their devilish or human parent depending on who is raising them. Sometimes if they are orphaned or despised, they are given a derogatory name often linked to either their cursed devilish nature or weak mortal self.
Male: K'nukurrith, Smallsword, Bane
Female: Bratia, Cain's Wife, O'Hretia
Half-Devil Traits
A being borne of human and a greater devil.
Ability Score Increase. Your Constitution score increases by 2.
Age. Half-devils mature around 25 and do not physically or mentally age beyond that point.
Alignment. Half-devils have received a lot of abuse, leading them to often be evil. However, some who did experience some compassion can be otherwise.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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 Ancestry. You are resistant to fire damage.
Languages. You can speak, read and write Common. You also know one more language given by the subrace of your half-devil.
Subrace. Half-devils can be deterministic and choose a path for themselves, eschewing their past and carving out their own destiny. Alternatively, they can utilize their past of growing up in a certain society to emulate the values of that society. Choose one from either the paths of magic, power, shadows, or beauty, or the societies of human, elven, dwarven, or gnomish. You can only choose either one path or one society, not one from both.
Path of Magic
You choose to be a wielder of magic, whether you come from a race that is one of proficient spellcasters or not.
Ability Score Increase. Your Wisdom score increases by 1.
Arcane Cunning. You are proficient in the Arcana skill.
Training of the Mind. You are resistant to psychic damage.
Languages. You can read, write and speak Infernal.
Path of Power
You want to pursue physical prowess, even if your original parent left you with less than desirable strength.
Ability Score Increase. Your Strength score increases by 1.
Close Combat. Your fists are powerful as you hone them. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Fiery Power. In battle, you can deliver a hard punch that burns with the flames of hell. As a bonus action, you can make a special attack with your close combat. If the attack hits, it deals its normal damage, and additionally deals fire damage equal to your level + your Strength modifier. You can't use this trait again until you finish a short or long rest.
Languages. You can read, write and speak Infernal.
Path of Shadows
The world despises you, so you learned to hide from the world, no matter where you hail from.
Ability Score Increase. Your Dexterity score increases by 1.
Silent Stalker. You are proficient in the Stealth skill.
Dark Heritage. You are resistant to necrotic damage.
Languages. You can read, write and speak Infernal.
Path of Beauty
No matter where you come from, it is the looks that first determine your fate. So you decide to be irresistible.
Ability Score Increase. Your Charisma score increases by 1.
Art of the Word. You are proficient in the Persuasion skill.
Bewitching Words. You can cast the charm person spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Languages. You can read, write and speak Infernal.
Human Society
You grew up in a normal place, with human norms. You internalized their ways of thought and their versatile lifestyles of choice.
Ability Score Increase. One other ability score of your choice increases by 1.
Skill Versatility. You are proficient in one skill of your choice.
Tool Versatility. You are proficient in any one weapon or tool of your choice.
Languages. You know one other language of your choice.
Elven Society
Having been around the elves and their proud fey ancestry, you learned to adapt some of their traits for your own out of survival.
Ability Score Increase. Your Dexterity score increases by 1.
Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
Keen Senses. You are proficient in the Perception skill.
Languages. You can read, write and speak Elvish.
Dwarven Society
You grew up among the stalwart dwarves and learned their craft, which you carry with you to this day.
Ability Score Increase. Your Strength score increases by 1.
Dwarven Combat Training. You are proficient with the battleaxe, handaxe, light hammer, and warhammer.
Stonecunning. Whenever you make a Wisdom (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. You can read, write and speak Dwarvish.
Gnomish Society
You learned the love of wit and humor from gnomes, whose imprint cannot be washed away.
Ability Score Increase. Your Intelligence score increases by 1.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages. You can read, write and speak Gnomish.
Random Height and Weight
Base
Height Height
Modifier* Base
Weight Weight
Modifier**
5′ 6″ +2d6 175 lb. × (2d4) lb.
*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB pg. 271
0-level (Cantrip) Evocation
PHB: P. 259
0-level (Cantrip) Transmutation
PHB pg. 221
0-level (Cantrip) Necromancy
PHB pg. 267
0-level (Cantrip) Transmutation
PHB: P. 256
0-level (Cantrip) Conjuration
PHB: P. 257
1-level Evocation
PHB pg. 224
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB pg. 220
1-level Evocation
PHB pg. 233
1-level Illusion
PHB: P. 273
2-level Evocation
PHB: P. 241
3-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.