Lyon | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Lyon

Umbramancer 7 Class & Level
Urchin Background
Fallen Aasimar Race
Neutral Good Alignment

Strength 16
+3
Dexterity 17
+3
constitution 12
+1
intelligence 16
+3
wisdom 15
+2
charisma 18
+4
Total Hit Dice
Hit Die
1d6+1
+3 proficiency bonus
+3 Strength
+5 Dexterity
+1 Constitution
+3 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+5 Arcana
+3 Athletics
+4 Deception
+3 History
+4 Insight
+4 Intimidation
+3 Investigation
+2 Medicine
+3 Nature
+2 Perception
+4 Performance
+4 Persuasion
+3 Religion
+5 Sleight of Hands
+5 Stealth
+2 Survival
skills Stealth Slight of Hand Arcana Insight proficiencies

 
15
Armor Class
51
Hit Points
+3
Initiative
30
Speed
Attacks
Light Armor
Simple and Melee Martial Weapons
Crossbow
Proficiences
Spell Attack = 7
Spell Save DC = 15
Spellcasting
Studded Leather Armor
Disguise Kit
Thieves Tools
Longsword
Dagger (2)
3645 Gold 5 Gems (100)
Jewelers tools
Equipment

Heroes Enabled

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

DnD 5e SRD SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

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

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 
[block: 495871 ]

The statblocks of your class features

Umbramancer


Hit Points

Hit Dice: d6 per Umbramancer level
Hit Points at first Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 or 4 +your Constitution modifier

Proficiences

Armor: Light
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Dexterity and Charisma
Skills: Choose two from Arcana, Stealth, Intimidation, Sleight of Hand, Deception, Insight, Persuasion, and Religion.

Overview & Creation

"...There are a key fundamental difference between a Shadow Sorcerer and an Umbramancer. The first is that while a Shadow Sorcerer draws power from the Shadowfell, an Umbramancer does not. What an Umbramancer draws on are the very concepts of darkness and shadow. It does not matter where that darkness comes from, be it a beautiful night sky or a fathomless abyss. It is all the same to them.


Class Features

Study of Power at first level you choose between Dark Knight, Shadowdancer, and Void, You gain additional features from these subclasses at 6th level, 9th level, 13th level, and 20th level.   Spirit of Darkness- at 2nd level you gain resistance to necrotic damage and darkvision that can see normally through regular and magical darkness up to 120 feet. -At 10th level the resistance becomes immunity.   Darkness Empowerment- At 5th level you tap into further power gaining the following features: while in dim light or darkness any spell you cast that deals damage deals additional necrotic damage equal to half your Umbramancer level rounded up. Your AC also goes up by 2 and you gain a number of temporary hit points equal to half your Umbramancer level while in dim light or darkness.   -AC bonus increases to 3 and temporary hit points now equals your level at 11th level.   All this power has a cost as you are now vulnerable to radiant damage and whenever you are dealt radiant damage you have to make a DC 15 Wisdom saving throw or be blinded.   Darkness Mastery-at 11th level you gain the following features: You can cast Darkness around yourself at will without expending a spell slot or components once per short or long rest.   You also gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make before the end of the turn.   Tenebral Form - At 17th level while in darkness, you may use a bonus action to absorb the darkness around you and assume a shadowy form. While in this form you gain the following benefits:

  • Resistance to all damage except psychic and radiant. Any necrotic damage dealt to you heals you for half the damage it would have dealt. If you weren't vulnerable from radiant damage from Darkness Empowerment, you are while in this form.
  • Darkness Empowerment is automatically activated regardless of lighting conditions.
  • You may move through creatures or objects as if they were difficult terrain. Any creature you move through takes 4d10 necrotic damage. They may only take this damage once per turn.
You may only this feature once per day.


Starting Equipment

You start with the following items, plus anything provided by your Background. • (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 spell casting Modifier.   You use Sorcerer Spell List plus any spell dealing with shadows or darkness ex: (Shadow of Moil, Maddening Darkness, Black Tentacles)   At first level you know the cantrip Weave Shadows, three additional cantrips from the sorcerer spell list and have 2 first level spell slots.   You know a number of spells equal to your Umbramancer level + Charisma Modifier. On a long rest you can swap out spells you know for other spells on the Umbramancer spell list.   Spell Save DC = 8 + Profiency Bonus + Charisma Modifier


Subclass Options

Dark Knight- When you choose this subclass you gain the following benefits: Profiency in melee martial weapons, medium armor, shields, and two ranged weapons of your choice.   Your hitpoints go up by 2 for level you put into this class   At 3rd level you gain access to one Fighting Style off the fighter list   Gain access to Mana Burst. As a bonus action you can use Mana Burst. Mana Burst gives you the following benefits:

  • Your AC becomes 10 + Dex Modifier + Charisma Modifier. Magical bonuses from equipment or spells still applies.
  • Weapon attacks and melee spell attacks deal additional necrotic damage equal to your Charisma Modifier.
  • Movement speed increases by 10 feet.
  • When making a Constitution or Strength saving throw, you may use your Charisma Saving throw instead.
When Mana Burst ends you cannot move or make attacks until the end of your next turn. Mana Burst has a duration of one minute and can be ended early by being knocked unconscious or if Dispel Magic is used above 5th level.   Extra Attack- At 6th level you can attack twice instead of once whenever you take the attack action on your turn. At 13th level when you take the attack action you may replace one of your weapon attacks with a cantrip.   Augmented Speed- At 9th While Mana Burst is active, when you succeed on a Dex saving throw you take no damage instead of half. In addition your movement speed increases by 5 feet. You now add your Charisma modifier to your current AC instead of setting it to 10 + Dex Modifier + Charisma Modifier.     Duskblade- At 13th level, when you use a spell as an action, you may make a single weapon attack as a bonus action. The next weapon attack after using a spell of first level or higher deals additional necrotic damage equal to twice the spell slots level. In addition, Darkness Empowerment also applies to the first weapon attack you make on your turn.   Perfected Mana Burst-At 20th level, you've perfected the use of Mana Burst gaining the following benefits while it's active:
  • A pitch black aura that counts as darkness. Any enemy that starts or ends their turn within 10 feet of you takes 10 necrotic damage.
  • Movement speed increases by 20 feet instead of 10 feet.
  • Instead of AC equaling 10 + Dex Modifier + Charisma Modifier, add Charisma Modifier to current AC.
  • As an action, you can concentrate all of your energy and release it through your weapon. Every creature in a 15 wide, 120 feet long radius from you has to make a Dexterity Saving Throw or takes weapon damage + 5d10 necrotic damage and 5d10 force damage. You can expend a spell slot to deal 1d10 additional necrotic or force damage per spell slot level. Creatures within 5 feet have disadvantage on the Dex Save. Mana Burst ends once you do this and you can do this once per day.
  • You can now move at half speed once Mana Burst ends.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Fallen Aasimar

Ability Score Increase +2 Cha, +1 Str
Size Medium
Speed 30ft

  • Age:
    Aasimar mature at the same rate as humans, but they can live up to 160 years.

  • Size:
    Aasimar have the same range of height and weight as humans.

  • Darkvision:
    Blessed with a radiant soul, your vision can easily cut through darkness.
    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.

  • Celestial Resistance:
    You have resistance to necrotic damage and radiant damage.

  • Healing Hands:
    As an action, you can touch a creature and cause it to regain a number of hit points equal to your level.
    Once you use this trait, you can't use it again until you finish a long rest.

  • Light Bearer:
    You know the light cantrip.
    Charisma is your spellcasting ability for it.

  • Necrotic Shroud:
    Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back.
    The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
    Your transformation lasts for 1 minute or until you end it as a bonus action.
    During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell.
    The extra necrotic damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest

Languages. You can speak, read, and write Common and Celestial.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mage Fist

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: S
Duration: Instantaneous
You hit with the strength of a giant. As part of the action used to cast this spell, you must make an unarmed melee spell attack against one creature within the spell's range, otherwise the spell fails. On a hit, the target takes 1d8 force damage and is shoved backwards 5 feet. Starting at 11th level they also have to make a Strength save or be knocked prone.
At higher levels: The spell’s damage and knockback increases by 1d8 and 5ft when you reach 5th level (2d8, 10ft), 11th level (3d8, 15ft), and 17th (4d8, 20ft)
Available for: Wizard, Sorcerer, Warlock

Enervating Strike

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 5 ft, 10 ft with reach.
Components: M
Materials: a weapon
Duration: Instantaneous
Your weapon becomes cloaked in an inky, black nimbus. You make a single melee weapon attack against a creature you can see in range. If the attack hits, the target suffers the normal effects of the attack, and that dark energy flows into the wound and leaves them pale, weak, and shaking. The next time they would deal damage, that damage is reduced by 3.
At higher levels: At 5th level, the spell deals an extra 1d8 necrotic damage and damage reduction is increased by 2 points. Damage dice and reduction are increased at 11th level (2d8) (7) and 17th level (3d8) (9)
Available for: Wizard, Sorcerer, Warlock

Looming Shadow

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 60 ft
Components: M
Materials: Ranged weapon or ammunition
Duration: Instantaneous
As part of the action used to cast this spell, you must make a thrown or ranged weapon attack against one creature within the spell's range; otherwise, the spell fails. If the weapon or ammunition hits the target, a shadowy duplicate of it appears, hanging in the air just short of where the original struck, and you choose either yourself or one of your allies within 30 feet of the target. The first time the target attacks the chosen person, forces the chosen person to make a saving throw, or includes that person in a harmful area of effect before the end of your next turn, the second weapon or piece of ammunition automatically strikes, inflicting 1d10 psychic damage.   This spell's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d10 psychic damage to the target, and the damage the target suffers for acting against the chosen ally increases to 2d10. Both damage rolls increase by 1d10 at 11th level and 17th level
Available for: Wizard Sorcerer Warlock

Weave Shadows

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self
Components: Somatic
Duration: 1 minute
As an action, you weave darkness into the space around you, creating a 5 foot aura of dim light centered on you. If it was already dim light it becomes darkness. The aura moves with you, as shadows cling to your form. The radius increases as you level up. It increases to 10 feet at 5th level, 15 feet at 11th level, and 20 feet at 17th level. Every use of Darkness Empowerment also decreases the radius of the aura.     You can also Attack with the shadow, although doing so diminishes the radius of shadow around you. Every use of Darkness Empowerment also decreases the radius of the aura. When you cast this spell, or as an action on a later turn, you can hurl the shadow at a creature within 60 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d6 Necrotic damage, and has disadvantage against attack rolls against you until the start of your next turn.
At higher levels: At higher levels, you can make additional attacks, each extra attack reducing the radius of the shadow aura by 5 feet.
Available for: Bard, Sorcerer, Warlock, Wizard, Umbramancer

Molten Strike

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5ft
Components: Material
Materials: a melee weapon
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals fire damage instead of its normal type. Additionally, flame fills the space around the target. Until the start of your next turn, any creature that enters the space or ends its turn there takes 1d8 fire damage.
At higher levels: At 5th level, the melee attack and secondary damage each deal an additional 1d8 fire damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8/3d8), and 17th level (3d8/4d8)

Level 1 Spells

Shadow Spray

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: S, M
Materials: A handful of black ribbon.
Duration: Instantaneous
You cause a multitude of ribbon-like shadows to instantaneously explode outward in a 5 foot radius sphere from a point that you choose, restraining nearby creatures. Every target within the 5 foot radius must succeed on a Constitution saving throw, or be restrained until the end of your next turn. The shadows vanish once they are no longer restraining a given creature.  
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius of the sphere by 5 feet for each slot level above 1st.
Available for: Wizard, Sorcerer, Warlock

Animate Shadow

1-level Necromancy

Casting Time: 1 action
Range/Area: 60 ft.
Components: S
Duration: 1 minute.
You bring to life the shadow of a creature you can see within range. The target must make a wisdom save against your spell save DC or their shadow animates into a vicious attacker. For the spell's duration, the shadow stays attached to the target, sharing its space and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 + spellcasting modifier necrotic damage at the beginning of each of the targets turns. At the end of each turn, the target can attempt a wisdom save to dispel the shadow and end the effect.
At higher levels: At Higher Levels. for each level above 1st used to cast this spell, you can target one additional creature , and deal 1d6 additional necrotic damage per spell level
Available for: Wizard, Sorcerer, Cleric

Dark Force

1-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: S, M
Materials: A black pearl worth 50g
Duration: Instantaneous
A mysterious black orb appears in the center of a point you choose within range, which then crackles and rapidly expands to fill a 10-foot radius sphere. Each creature in the area of the sphere must make a Dexterity saving throw. A target takes 2d6 force damage and 2d6 necrotic damage on a failed save, or half as much damage on a successful one.  
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of both the force and necrotic damage caused by the spell increases by 1d6 each for each level above 1st
Available for: Sorcerer, Warlock, Wizard

Level 2 Spells

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

Level 3 Spells

Haste

3-level Transmutation

Casting Time 1 Action
Range 30 ft.
Duration Concentration, 1 Minute
Components V, S, M
Materials A shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Class(es): Sorcerer, Wizard

Final Dusk

3-level Evocation

Casting Time: 1 action
Range/Area: Self-100ft
Components: S
Duration: instantaneous
A beam of darkness forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 6d8 necrotic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. The darkness dispels any light created by a spell of 3rd level or lower.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd
Available for: Cleric, Sorcerer

Celestial Darkness

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: Somatic
Duration: Concentration, 10 minutes
Celestial Darkness is similar to the Darkness spell except that it also deals necrotic damage. When a creature of your choice enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failure they take 3d10 necrotic damage, or half as much damage on a successful one. Fiends and Undead have vulnerability to this damage regardless of resistance or immunity.   As with the Darkness spell, the area of darkness is a 20-foot-radius sphere, creatures with Darkvision cannot see through it, and non-magical light cannot illuminate the area. Its source can be shrouded to block both the darkness and the damage affect. If any of this spell’s area overlaps with an area of light created by a spell of 4th level or lower, the spell that created that light is dispelled
At higher levels: At higher levels deals additional 1d10 necrotic damage per spell slot above 3rd. If this spell is cast at 5th level or higher creatures you choose in the darkness heal for 1d10 per spell slot above 4th level.
Available for: Wizard, Cleric, Sorcerer

Level 4 Spells

Midnight Spear

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft
Components: Somatic
Duration: Instantaneous
Calling upon the powers of darkness, you conjure a spear of dark energy and hurl it at a creature within range. Make a ranged spell attack. On a hit, the target takes 7d8 points of necrotic damage and must make a Constitution saving throw. On a failure, the target is paralyzed until the end of their next turn. Deals 7d12+5 points if the wielder is in darkness.
At higher levels: At higher levels deals an additional damage dice for each spell slot above 4th level
Available for: Sorcerer, Warlock, Cleric

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