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

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Rinarei

Wild Magic Sorcerer 5, Warlock 3 8 Class & Level
Charlatan Background
Devil's Tongue Tiefling Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 13
+1
constitution 12
+1
intelligence 13
+1
wisdom 12
+1
charisma 17
+3
Total Hit Dice 5
Hit Die
1d6+1
+3 proficiency bonus
+0 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+4 Arcana
+0 Athletics
+6 Deception
+2 History
+1 Insight
+6 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+1 Perception
+3 Performance
+3 Persuasion
+2 Religion
+4 Sleight of Hands
+1 Stealth
+1 Survival
skills Disguise Kit, Forgery Kit proficiencies

 
13
Armor Class
53
Hit Points
+1
Initiative
30
Speed
Dagger 1d20+5 1d4+2Piercing
Attacks
Light Armor
Dagger
Dart
Light Crossbow
Quarterstaff
Simple Weapons
Sling
Languages: Common, Infernal
Proficiences
Cantrips:
(Sorc) Prestidigitation
(Sorc) Light (Concentration)
(Sorc) Fire Bolt | 1d20+6 | 2d10Fire
(Sorc) Ray of Frost | 1d20+6 | 2d8Cold
(War) Eldritch Blast | 1d20+6 | 1d10Force
(War) Poison Spray | [Con Save] | 2d12
(Tome) Thorn Whip | 1d20+6 | 2d6Piercing
(Tome) Sacred Flame | [Dex DC 14] | 2d8Radiant
(Tome) Shocking Grasp | 1d20 | 2d8
(Magic Initiate) Blade Ward
(Magic Initiate) True Strike
(Tiefling) Vicious Mockery |[Wisdom Saving Throw] | 2d4psychic + attack disadvantage]

Level 1 spells:
(Sorc) Thunderwave | [Con DC14] | 2d8Thunder
(Sorc) Ray of Sickness | 1d20+6 | 2d8Poison
(Sorc) Burning Hands | [Dex DC14] | 3d6Fire
(Warlock) Hex (Concentration) | Additional 1d6 necrotic damage for every attack from user |Disadvantage on target's ability check with chosen ability
(War) Hellish Rebuke | [Dex DC] | 2d10 + 1d10 for each spell slot above 1st
(Eldritch Sight) Detect Magic (Concentration)
(Book of Ancient Secrets) Comprehend Languages (Ritual)
(Book of Ancient Secrets) Unseen Servant (Ritual)
(Magic Initiate) Dissonant Whispers | [Wisdom Saving Throw] | On fail: 3d6 + use reaction to move as far as possible; On success: 3d6 + half damage and no reaction movement
(Tiefling) Charm Person | [Wisdom Saving Throw]

Level 2 spells:
(Sorc) Mirror Image (Concentration)
(Sorc) Alter self (Concentration)
(Tiefling) Enthrall | [Wisdom Saving Throw (Perception)]

Level 3 spells:
(Sorc) Fireball | [Dex DC 14] | 8d6Fire

Spellcasting
https://www.worldanvil.com/w/verum-arcadum/a/matron-of-fate-article
Ideals
I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
Flaws
Race:
Darkvision
Hellish Resistance

Level:
Magic Initiate

Diety/Patron:
Lucky

Sorcerer:
Tides of Chaos
Wild Magic Surge
Sorcery Points (x2)
Metamagic: Empowered Spell
Metamagic: Twinned Spell

Warlock:
Eldritch Invocation: Eldritch Sight
Eldritch Invocation: Book of Ancient Secrets
Pact of The Tome
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: Sorcerer:   Tides of Chaos: Starting at 1st level]
[block: you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature]
[block: the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.   Wild Magic Surge: Your spellcasting can unleash surges of untamed magic. Once per turn]
[block: it doesn’t require concentration in this case; the spell lasts for its full duration.   Sorcery Points: At 2nd level]
[block: which allow you to create a variety of magical effects. You have 5 sorcery points]
[block: as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.   Metamagic: At 3rd level]
[block: you gain the ability to twist your spells to suit your needs: Empowered Spell: When you roll damage for a spell]
[block: 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.   Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self]
[block: 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). To be eligible]
[block: but ray of frost and chromatic orb are.       ]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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Created by

Zerothenhero.

Statblock Type

Character Sheet (Legacy)

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