Remove these ads. Join the Worldbuilders Guild

Viridak

Levistus Tiefling Race
The Rift - Lu'us Origin
Linnorm Sorcerer 6/Forge Cleric 1 7 Class & Level
Chaotic Neutral Alignment
Silloway Deity
Factionless Faction
- Rank/Position
0 Loyalty
- Company

Strength 16
+3
Dexterity 12
+1
constitution 12
+1
intelligence 11
+0
wisdom 14
+2
charisma 20
+5
Total Hit Dice 6/1
Hit Die
1d6/8+1
+3 proficiency bonus
+3 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+0 Arcana
+6 Athletics
+5 Deception
+0 History
+2 Insight
+5 Intimidation
+0 Investigation
+5 Martial
+2 Medicine
+0 Nature
+5 Perception
+5 Performance
+8 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
23
Armor Class
44
Hit Points
+1
Initiative
30 ft.
Speed
+1 Claw Blade 1d20+7 1d6+4 piercing/slashing 1d6 cold
Light Crossbow 1d20+4 1d8+1 piercing
Attacks
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Claw Blades, Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools: Brewer's Supplies, Smith's Tools
Skills: Athletics, Martial, Perception, Persuasion
Languages: Common, Wicked (Infernal), Draconic (Linnorm)
Proficiences
Spell DC: 16 (13 Cleric)
Spell Attack Bonus: +8 (+5 Cleric)

Sorcerer Cantrips:
Green Flame Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Damage: 1d8 Fire
Secondary Damage: 1d8+5 Fire

 


Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
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

 


Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 


Ray of Frost (Racial)
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Damage: 2d8 Cold

 


Shape Water
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
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.

 


Sorcerer 1st Lvl Spells:
Feather Fall
1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or a piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

 


Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

 


Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

 


Sorcerer 2nd Lvl Spells:
Armor of Agathys (Racial 1/long rest)
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 cold damage.

 


Darkness (Racial 1/long rest)
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

 


Misty Step
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

 


Scorching Ray
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
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.

 


Sorcerer 3rd Lvl Spells:
Counterspell
3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
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.

 


Haste
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
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.

 


Cleric Cantrips:
Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

 


Spare the Dying
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

 


Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a -rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

 


Cleric 1st Lvl Spells:
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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.

 


Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 


Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

 


Identify
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

 


Searing Smite
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

 

Spellcasting
Armor:
Radiant Kindness (MW Plate Armor)
AC: 18 + Dex (max 1)
Strength: 14
Stealth: Disadvantage
Weight: 65 lbs

Effects:
  • Your Charisma score increases by 2, up to a maximum equal to your ability score cap.
  • When you restore hit points from an allied source, you can heal yourself for an additional 1d6. This can be done four times, regaining all uses after finishing a long rest.

  •  


    Weapons:
    +1 Claw Blade
    Type: Exotic weapon, melee weapon
    Damage: Special (1d6) piercing/slashing + 1d6 cold
    Weight: ½ lbs
    Properties: Braced, Finesse, Light
    Special: A Claw Blade uses the same damage dice as your claw but changes the damage type to piercing or slashing. A hand with a claw blade is considered free for all purposes, though you cannot attack with a claw blade while holding or wielding anything in the same hand.
    Restrictions: Only those with a natural claw weapon can wield this weapon. Attacks with this weapon cannot be considered unarmed strikes.

     


    Light Crossbow
    Type: Simple weapon, ranged weapon
    Damage: 1d8 piercing
    Properties: ammunition (80/320 ft.), loading, two-handed

     


    Shield:
    +1 Shield
    AC: +3

     


    Inventory:

    Equipment
    Factionless
    Faction
    The Man Man
    Stat Array
    Origin:
    The Rift
    +1 to any (Dexterity)
    Denying locks away a skill, removing proficiency from it and denying it from ever gaining proficiency or expertise. It may also not receive advantage or be augmented in any beneficial way.

     


    Sub-origin:
    Lu'us
    Skill Denied – Insight
    +1 to Charisma

     


    Faction:
    Factionless
    Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.
    Tool Prof – Cook's Utensils
    Skill Prof – Perception

     


    Deity:
    Silloway
    Skill Prof – Athletics
    +1 to Strength

     


    Racial Traits:
    Racial Stat Increases
    +2 to Charisma
    +1 to Constitution

     


    Darkvision
    Thanks to your infernal heritage, 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.

     


    Hellish Resistance
    You have resistance to fire damage.

     


    Legacy of Stygia
    You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level 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.

     


    Languages
    You can speak, read, and write Common and Infernal

     


    Class Features:
    Spellcasting
    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. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

    Cantrips:
    At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

    Spell Slots:
    The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

    Spells Known of 1st Level and Higher:
    You know two 1st-level spells of your choice from the sorcerer spell list.

    You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

    Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability:
    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

    Spellcasting Focus:
    You can use an arcane focus as a spellcasting focus for your sorcerer spells.

     


    Linnorm Lord
    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
  • Fone: Cold / Thunder / Primal
  • You can speak, read, and write Draconic (Linnorm). Additionally, whenever you make a Charisma check when interacting with Linnorms, your Proficiency bonus is doubled if it applies to the check.

     


    Linnorm Prowess
    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

    Additionally, you grow sharp claws that increase in potency as you gain levels using the following progression:
    At 1st Level: Your claws deal 1d4 Slashing
    At 6th Level: Your claws deal 1d6 Slashing
    At 14th Level: Your claws deal 1d6 Slashing + extra 1d6 Primal damage
    At 18th Level: Your claws deal 1d6 Slashing + extra 1d6 that is every element your chosen Linnorm governs.
    Attacks with these claws use your Strength modifier, and you can use your bonus action to make an attack with a claw. These claw attacks are considered magical for the purpose of bypassing resistances.

     


    Font of Magic
    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

    Sorcery Points:
    You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. 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.

    Flexible Casting:
    You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

    Creating Spell Slots:
    You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
    Creating Spell Slots
    Spell Slot Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7
    Converting a Spell Slot to Sorcery Points:
    As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

     


    Metamagic
    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

    You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • 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.

  • 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).

    To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

     


    Dominance
    Starting at 6th level, you can use an ability associated with the Linnorm you have chosen. Using such abilities costs 1 sorcery point, and they only function with hard casted spells. (Fone)

    Absolute Cold:
    As a bonus action, you can mark a target for dominance. Until the start of your next turn, if the target is dealt cold damage, they must make a Dexterity saving throw DC 8 + your proficiency + your Strength modifier. On a failed save, they are frozen solid and stunned until the end of their next turn.

     


    Spellcasting
    As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

    Cantrips:
    At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

    Preparing and Casting Spells:
    The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability:
    Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Ritual Casting:
    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus:
    You can use a holy symbol as a spellcasting focus for your cleric spells.

     


    Forge Domain Spells
    At each indicated cleric level, add the listed spells to your spells prepared.

    Forge Domain Spells
    Cleric Level Spells
    1st identify, searing smite
    3rd heat metal, magic weapon
    5th elemental weapon, protection from energy
    7th fabricate, wall of fire
    9th animate objects, creation

     


    Bonus Proficiency
    When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

     


    Blessing of the Forge
    At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
  • Applied to MW Plate Armor by default
  • Once you use this feature, you can't use it again until you finish a long rest.

     


    Feats:
    Lvl 4 Feat – Infernal Constitution
    Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to cold and poison damage.
  • You have advantage on saving throws against being poisoned.

  •  

    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    Drag0n0us.

    Statblock Type

    Verum Character Sheet

    Link/Embed