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

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Shava

Sorcerer 1 Class & Level
Noble Background
Half-Elf Race
CG Alignment

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

 
12
Armor Class
8
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Dagger 1d20+4 1d4+2 piercing
Attacks
CHA
Atk mod: +5
Save DC: 13
Spellcasting
25gp
Favourite book
Wooden pendant (spellcasting focus)
Mother's ring (signet ring)
Good clothes
Old map of the Riverlands
Bedroll
50ft hempen rope
Equipment
Darkvision 60ft
Fey ancestry: Advantage on saving throws against being charmed. Magic cannot put Shava to sleep.
Tides of Chaos: Gain advantage on one attack roll, ability check or saving throw (1/long rest)
Wild Magic Surge: On a 1-5 roll on the Wild Magic table, or on a natural 1 on a spell attack roll.
Noble Bearing: Shava knows how to walk the walk and talk the talk of the Riverlands' upper classes. She can fit in with nobility and make lower classes think she's higher up in society. Situational advantage on Persuasion/Deception checks.
Features & Traits

Heroes Enabled

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

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


 

The statblocks of your class features

Wild Magic


Hit Points

Hit Dice: d6 per Wild Magic level
Hit Points at first Level: See Sorcerer
Hit Points at Higher Levels: See Sorcerer

Proficiences

Armor: See Sorcerer
Weapons: See Sorcerer
Tools: See Sorcerer
Saving Throws: See Sorcerer
Skills: See Sorcerer

Subclass Options

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.  

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.   If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
d100Effectd100Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 03-04For the next minute, you can see any invisible creature if you have line of sight to it.
05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 07-08You cast Fireball as a 3rd-level spell centered on yourself.
09-10You cast Magic Missile as a 5th-level spell. 11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14You cast Confusion centered on yourself. 15-16For the next minute, you regain 5 hit points at the start of each of your turns.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 19-20You cast Grease centered on yourself.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 23-24Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight. 27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see. 31-32You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34Maximize the damage of the next damaging spell you cast within the next minute. 35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 39-40You regain 2d10 hit points.
41-42You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46You cast Levitate on yourself. 47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54You are immune to being intoxicated by alcohol for the next 5d6 days. 55-56Your hair falls out but grows back within 24 hours.
57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. 59-60You regain your lowest-level expended spell slot.
61-62For the next minute, you must shout when you speak. 63-64You cast Fog Cloud centered on yourself.
65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. 67-68You are frightened by the nearest creature until the end of your next turn.
69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. 71-72You gain resistance to all damage for the next minute.
73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours. 75-76You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. 79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82You can take one additional action immediately. 83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86You cast Mirror Image. 87-88You cast Fly on a random creature within 60 feet of you.
89-90You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. 91-92If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94Your size increases by one size category for the next minute. 95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98You are surrounded by faint, ethereal music for the next minute. 99-00You regain all expended sorcery points.
 

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.   Any time before you regain the use of this feature, 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.  

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.  

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.  

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Size Medium
Speed Your base walking speed is 30 feet.

Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was marked by an easy grace—an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard . . . no elf, but . . .     “Tanis?” said Flint hesitantly as the man neared.     “The same.” The newcomer’s bearded face split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace. — Margaret Weis and Tracy Hickman, Dragons of Autumn Twilight
  Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.   Of Two Worlds
To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.   Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.   In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.   Half-Elf Names
Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.  
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).
Darkvision
Thanks to your elf blood, 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.   Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility
You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Daniel JB.

Statblock Type

Character Sheet (Legacy)

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