Persephone von Arundel | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Persephone von Arundel

Gremory 13.5 Class & Level
Sorcery Student Background
Adrestian Race
Chaotic Good Alignment

Strength 11
+0
Dexterity 14
+2
constitution 14
+2
intelligence 20
+5
wisdom 16
+3
charisma 14
+2
Total Hit Dice 13
Hit Die
1d8+2
+0 proficiency bonus
+0 Strength
+4 Dexterity
+5 Constitution
+4 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+8 Arcana
+0 Athletics
+4 Deception
+8 History
+3 Insight
+2 Intimidation
+8 Investigation
+3 Medicine
+7 Nature
+6 Perception
+2 Performance
+2 Persuasion
+8 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills Armor - light, shields   Weapons - +2 Swords   Magic - +4 to all magic types   Languages - Fodlan, Brigid proficiencies

 
16
Armor Class
94
Hit Points
+2
Initiative
30ft
Speed
Spell Attack 1d20+9 Roll damage according to spell
Eldritch Blast 1d20+9 1d10
Fire Bolt 1d20+9 3d10
Staff of Striking 1d20+11 1d6+3 bludgeoning damage & 3d6 force damage
Green Flame Blade 1d20+9 1d6+2d8+2,nearbyenemytakes2d8+8
Attacks
SPELL ATTACK: Int/Wis/Cha + Highest Magic Proficiency = +9
SPELL SAVE DC: 8 + Spell Attack = 17

SCHOOLS OF MAGIC: All Spells
CANTRIPS KNOWN: 6
SPELLS KNOWN: 15

METAMAGIC (13 Gregory Points per Long Rest)
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 Gregory Point and choose a number o f those creatures up to your Int/Wis/Cha 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 Gregory Point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 Gregory Point to make the range of the spell 30 feet.

Empowered Spell = When you roll damage for a spell, you can spend 1 Gregory Point to reroll a number of the damage dice up to your Int/Wis/Cha modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different M etam agic option during the casting of the spell.

Extended Spell = When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Gregory 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 Gregory 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 Gregory Points to change the casting time to 1 bonus action for this casting.

Subtle Spell = When you cast a spell, you can spend 1 Gregory 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 Gregory Points equal to the spell’s level to target a second creature in range with the sam e spell (1 Gregory Point if the spell is a cantrip).

Elemental Affinity = Choose your favorite spell damage type from among the following: Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Poison, Radiant, or Thunder. You can now add your Int/Wis/Cha modifier to that damage roll. You can also spend 1 Gregory Point to obtain resistance to that damage type for 1 hour.

ARCANE RECOVERY: Over a short rest (one usage per day), you can choose expended spell slots to recover. The spell slots have a combined level that is equal to or less than half your mage level (rounded up).

EVOCATION ARCANE TRADITION
Sculpt Spells = You can create pockets of relative safety within the Effects of your Evocation Spells. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip = Your damaging Cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation = You can add your Intelligence modifier to one damage roll of any Wizard Evocation spell you cast.
Spellcasting
STAFF OF STRIKING: See Arms and Equipment (Given to Caesar)

ROD OF RULERSHIP: See Arms and Equipment

WEAPONS: 1x Shortsword

ARMOR: Studded Leather (12+dex), Brick and Brody Bodyguards (+2 AC)

RINGS: Ring of Free Action, Ring of Invisibility

SCROLLS: Hallucinatory Terrain (1), Fly (1), Delayed Blast Fireball (1), Mass Cure Wounds (1), Daylight (1)

SPECIAL: Certificate of Graduation, Spellbook
Equipment
MAJOR CREST OF CETHLEANN: If you make a magic attack roll, and you roll a natural 16 or higher, you can add your damage modifier to the attack's damage.

SPELL SNIPER (feat): Doubles spell range. Melee spells get 30ft range.
Features & Traits

Heroes Enabled

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

Ring of Free Action

Ring

Rare Requires Attunement

This ring has 3 charges per day. While you wear this ring, you can expend 1 charge to gain a second action for your turn. This can be used for special movement actions (Dash, Dodge, Disengage, Hide), to take an Attack action, or to cast another Spell of 1st level or higher.


Ring of Invisibility

Ring

Legendary Illusion Requires Attunement

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.


DnD 5e SRD

Staff of Striking

Weapon Magical,Versatile Very Rare (this item requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.   The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.   Found On: Magic Item Table H Source: DMG, page 203

Type Damage Damage Range Properties
Simple Melee 1d6+3 / 1d8+3 Bludgeoning Magical,Versatile

Weight: 4lb


 

Rod of Rulership

Rod

Rare Enchantment Requires Attunement

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something 


The statblocks of your class features

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

Firebolt

0-level (Cantrip) Evocation

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

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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

Eldritch Blast

0-level (Cantrip) Evocation

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

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its 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): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

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

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Guiding Bolt

1-level Evocation

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

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

Class(es): Cleric, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 2 Spells

Scorching Ray

2-level Evocation

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

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.   Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

Level 3 Spells

Lightning Bolt

3-level Evocation

Casting Time 1 Action
Range Self (100 ft. line)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass

A stroke of lightning 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 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

Call Lightning

3-level Conjuration

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 10 Minutes
Components V, S

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).   When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Druid

Counterspell

3-level Abjuration

Casting Time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range 60 ft
Duration Instantaneous
Components S

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

Fireball

3-level Evocation

Casting Time 1 Action
Range 150 ft.
Duration Instantaneous
Components V, S, M
Materials A tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.   The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

Level 4 Spells

Fire Shield

4-level Evocation

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S, M
Materials a bit of phosphorus or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.   The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.   In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Class(es): Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

Level 5 Spells

Player's Handbook

Flame Strike

5-level Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S, M
Materials A pinch of sulfur

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Class(es): Cleric, Paladin (Devotion), Sorcerer (Divine Soul), Warlock (Celestial, Fiend)

Player's Handbook

Teleportation Circle

5-level Conjuration

Casting Time 1 minute
Range 10 feet
Duration 1 round
Components V, M
Materials Rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.   Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.   You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Class(es): Bard, Sorcerer, Wizard, Cleric (Arcana), Druid (Dreams), Ranger (Horizon Walker)

Level 6 Spells

Basic Rules , pg. 221

Chain Lightning

6-level Evocation

Casting Time 1 Action
Range 150 ft
Duration Instantaneous
Components V, S, M
Materials A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins.

Damage Type: Lightning   Saving Throw: Dexterity   Description: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

At higher levels:
When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Class(es): Sorcerer, Wizard

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