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Yle Aendyr

Ensorceleuse 2 Class & Level
Background
Elfe de la mer Race
Neutre Bon Alignment

Strength 9
-1
Dexterity 14
+2
constitution 13
+1
intelligence 12
+1
wisdom 14
+2
charisma 16
+3
Total Hit Dice 2
Hit Die
1d6+1
+2 proficiency bonus
-1 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+3 Arcana
-1 Athletics
+3 Deception
+3 History
+2 Insight
+5 Intimidation
+1 Investigation
+2 Medicine
+3 Nature
+2 Perception
+3 Performance
+3 Persuasion
+3 Religion
+2 Sleight of Hands
+4 Stealth
+2 Survival
skills Nature Dressage Histoire Discretion Intimidation Arcana proficiencies

 
13
Armor Class
16
Hit Points
+2
Initiative
9m
Speed
Trident 1d20+3 1d6+2+1d6
Trident deux mains 1d20+3 1d8+2+1d6
Attacks
Outils de bricoleurs,
Kit d'herbalisme,
Dague, Fléchettes, Fronde, Baton, Trident, Arbalète légère

Draconique, Commun, Elfique, Aquan, Primordial, Sylvan (Fey Teleportation)
Proficiences
Level 0 : Gelure, Façonnage de l'eau, Main de mage, Illusion Mineure
Spellcasting
Trident
Boucle d'oreille faite d'une perle d’huître arc-en-ciel (focaliseur arcanique)
2 Dagues de corail 1d4 perforant 500 g 2 po Finesse, légère, lancer (portée 6 m/18 m)
Épée courte 1d6 perforant 1 kg 10 po Finesse, légère
Equipment
Curieuse
Un peu dans sa bulle

Personality Traits
Comprendre et découvrir le monde qui l'entoure ainsi que se comprendre elle même
Ideals
Très attachée aux gens qu'elle cotoie
Bonds
ose pas toujours dire ce qu'elle pense, alors elle marmone. Mais si on la force, elle devient honnête
Elle fait trop ce qu'elle veut. Quand elle n'aime pas quelque chose, elle ne le fait pas
Flaws
Vision dans le noir
Héritage Féérique : Avantage sur les jets de sauvegarde contre le charme. Ne peut pas être endormi par magie
Rêverie
Features & Traits

Heroes Enabled

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

Fensadoral

Weapon

Legendary Requires Attunement

Lors d'une attaque réussie, ou lors d'une attaque à distance avec le Trident, le personnage effectue 1d6 de dégats de foudre avec le Trident.   Lancer (portée 6 m/18 m), polyvalente (1d8)   +1 Pour toucher

Fensadoral - Trident

Type Damage Damage Range
Martial Melee 1d6 / 2d6 Piercing


Dungeon Master's Guide 5th Edition

Periapt of Wound Closure

Wondrous Item

Necklace

Uncommon (this item requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.

Weight: 1


 

The statblocks of your class features

Draconic Sorcerer


Hit Points

Hit Dice: d6 per Draconic Sorcerer level
Hit Points at first Level: 6 + Con mod + 1
Hit Points at Higher Levels: 4 + Con mod + 1

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Con, Cha
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Class Features

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.  

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.   Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.  

Sorcery Points

Sorcery points may be spent to cast spells, and at higher levels they may be used to change how spells work using Metamagic.  

Metamagic

At 3rd level you select two metamagic options, which allow you to twist your spells to your needs. You gain an additional one at 10th and 17th level. You may only apply one metamagic option to any spell cast, unless it says otherwise.  

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.   When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.   You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration o f 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).  

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.  

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.   You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.  

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
 


Starting Equipment

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers


Spellcasting

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
  The Sorcerer table shows how many sorcery points you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a number of sorcery points based on the spell's level, as seen below. You regain all expended sorcery points when you finish a long rest.  

Sorcery points per spell level

Spell Level / Sorcery Points
Cantrip / 0
1st / 2
2nd / 3
3rd / 5
4th / 6
5th / 7
6th / 9
7th / 10
8th / 11
9th / 13   Note: Spells of 6th level and higher can only be cast once per long rest, otherwise for each casting in excess the sorcerer will increase their level of exhaustion. For example, if you cast a second 6th level spell, your exhaustion level goes to one. If you then cast another 6th level spell (or a second 7th level spell), your exhaustion level would go to 2.


LevelProficiency BonusSorcery PointsCantrips KnownSpells KnownMax Spell Level
1+24421st
2+28431st
3+217442nd
4+221552nd
5+332563rd
6+338573rd
7+345584th
8+352594th
9+4665105th
10+4746115th
11+4846126th
12+4856126th
13+5966137th
14+5976137th
15+51096148th
16+51106148th
17+61246159th
18+61346159th
19+61426159th
20+61536159th

Statblocks for your familiars, mounts etc.

Nulbi

Tiny animal, unaligned
Armor Class 12
Hit Points 2 (2d4+3) 2d4+3
Speed 20ft Fly: 20ft Swim: 30ft Climb: 15ft

STR
6 -2
DEX
14 +2
CON
12 +1
INT
11 0
WIS
13 +1
CHA
9 -1

Skills Métamorphose. Le Nulbi peut se transformer en n'importe quoi, sans changer sa masse corporelle. Il peut se faire pousser des nageoires, des ailes ou des pattes pour s'adapter à la situation. Il peut changer la forme de son corps à volonté.
Languages Comprend l'Aquan
Challenge 1/2


Actions

Punch. Attaque au corps à corps avec une arme, +4 pour toucher. Touché : 4 (1d4+2) 1d4+2


 

Statblocks for race/species of the character.

Elf

Ability Score Increase Dex +2
Size Medium
Speed 9m

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.   Alignment. Elves lov freedom, variety and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own and they are more often good than not.   Size. Elves range from under 1,5 to over 1,8 meter tall and have slender builds. Your size is Medium.   Darkvision. Accustomed to twilit forests and the night sky, 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.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Languages. You can speak, read and write Common and Elvish.   Subraces. Six subraces of Elves exist: High Elf, Wodd Elf, Drow, Eladrin, Sea Elf and Shadar-Kai. Choose one of them for your character.  

High Elf

  Ability Scores. Int +1.   Elf Weapon Training. You have proficiency with the longsword, shortword, longbow and shortbow.   Cantrip. You know the one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Extra Language. You can speak, read and write one extra language of your choosing.  

Wood Elf

  Ability Scores. Wis +1.   Elf Weapon Training. You have proficiency with the longsword, shortword, longbow and shortbow.   Fleet of Foot. Your base walking speed increases to 10,5 meters.   Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.  

Drow

  Ability Scores. Cha +1.   Superior Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 36,5 meters 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.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.  

Eladrin

  Ability Scores. Cha +1.   Season. Choose your eladrin's season: autumn, winter, spring or summer. When finishing a long rest, any eladrin can change their season.   Fey Step. As a bonus action, you can magically teleport up to 9 meters to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
  • Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 3 meters of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter: When you use your Fey Step, one creature of your choice that you can see within 1,5 meters of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring: When you use your Fey Step, you can touch one willing creature within 1,5 meters of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 9 meters of you.
  • Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 1,5 meters of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Sea Elf

  Ability Scores. Con +1.   Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.   Child of the Sea. You have a swimming speed of 9 meters, and you can breathe air and water.   Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.   Extra Language. You can speak, read and write Aquan.  

Shadar-Kai

  Ability Scores. Con +1.   Necrotic Resistance. You have resistance to necrotic damage.   Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 9 meters to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Fey Teleportation

Elf (high)

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:  

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn to speak, read, and write Sylvan.
  • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

 

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Class(es): Sorcerer, Wizard

Ranged Spell Attack 1d8 Cold Damage

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
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): Bard, Sorcerer, Warlock, Wizard

Basic Rules

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30ft (5ft Cube)
Components: Somatic, Material
Materials: A bit of fleece
Duration: 1 Minute
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.
Available for: Bard, Sorcerer, Warlock, Wizard

Elemental Evil Player's Companion

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30ft (5ft Cube)
Components: Somatic
Duration: Instantaneous
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways
  :
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 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.
Available for: Druid, Sorcerer, Wizard, Genie (Marid) Patron

Level 1 Spells

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: S, M
Materials: (a drop of water or a piece of ice)
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Wizard

Basic Rules

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: A pinch of soot and salt
Duration: 1 Hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

Basic Rules

Fog Cloud

1-level Conjuration

Casting Time: 1 Action
Range/Area: 120ft (20ft Sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 Hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

Level 9 Spells

Basic Rules

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard, Circle of the Land (Coast), Fey Wanderer, Horizon Walker, Oath of the Ancients, Oath of Vengeance

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

Dungeon Master's Guide

Sending Stones

Wondrous Item Magical Uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Cost: 101 - 500gp


 

Created by

Saauan.

Statblock Type

Character Sheet (Legacy)

Link/Embed