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Tiona Bera Thornwood

1 Level (0/300 XP for level-up) Far Traveller Background Genasi Marid Race / Species / Heritage Chaotic Good Alignment
Sorcerer
Level 1
Hit Dice: 1/1
1d6+2 Class 1

STR
9
-1
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
15
+2
8
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
14
Passive Perception
0 / 0
Sorcery Points
Spellcasting ...
+8 Attack mod
CHA Ability
+2 Abi Mod
24 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+4 Deception CHA
+0 History INT
+4 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+4 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger A +4 DEX 1d4+2 Piercing
 Finesse, Light, Thrown (20ft/60ft)
Sling +4 DEX 1d4+2 Bludgeoning
 Ammunition, Ranged(30/120ft)
Dagger B +4 DEX 1d4+2 Piercing
 Finesse, Light, Thrown (20ft/60ft)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mold Earth +8 1 action 30 feet Instantaneous or 1 hour (see below) S
 Notes:You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 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.
Shape Water +8 1 action 30 feet Instantaneous or 1 hour (see below) S
 Notes: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.
Sorcerous Burst +8 1 action 120 feet Instantaneous 1d8 V, S
 Notes:You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Produce Flame +8 Bonus action Self 10 minutes 1d8 V, S
 Notes:A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Sorcerous Burst +8 1 action 120 feet Instantaneous 1d8 + V, S
 Notes:You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Cure Wounds +8 1 Action Touch Instantaneous 2d8+6 V, S
 Notes:A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Expeditious Retreat +8 Bonus action Self Concentration, up to 10 minutes V, S
 Notes:You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
—Feature:
All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Why are you here?
(sightseeing/wandering) I need to find my own path, independent of my forbearers' lavish cares. I want to know the people and its customs outside my home, and want to do something to help society.

Where Are You From?
Apart from being raised in the Feywild? Upon first landing on the material plane, I landed on the cold land Sossal, where there is a gate to the coldest parts of the feywild. My plan is to take the Cold Road through Hoarbridge and go south to Thesk, travell the Golden way, to Telflamm, where I intend to take a ship to Urmlaspyr or Westgate, take the River Chionthar to the Sword Coast and follow the road north from there, up to around Ironmaster in the Icewind Dale, where there is another portal for me to go back home, but we will see what happens.
Background Feature: All Eyes on You (Scholars and Nobles can host me out of curiosity).

Features & Traits
|Name|unit price|unit weight in pounds|Amount|
|------------------------------------------------------------------------------|--------------|--------------|-----------|
|Traveler's Clothes|2GP|4|
|Lyre|30GP|2|1|
|Poor map of Sossal's Surroundings|5CP|0|1|
|small piece of jewelry in the style of my homeland's craftsmanship|10GP|1|1|
|Pouch|5SP|1|1|
|Gold Pieces|1GP|0.02|5|
|Component Pouch|0CP|2|1|
|Backpack|2GP|5|1|
|Crowbar (tool)|2GP|5|1|
|Hammer (tool)|1GP|3|1|
|Piton (to climb)|50CP|2.5|1|
|Torch|1CP|1|10|
|Tinderbox/Firebox|5SP|1|1|
|1 day of rations|2SP+5CP|1|10|
|Waterskin(2L)|2SP|2.5|1|
|Hempen Rope (50ft)|1GP|10|1|
|Sling Bullets|0.2CP|0.075|40|

Weapons:
|Name|Main damage|Bonus action/single hand Damage|Extras|Weight|Price|To Hit Bonus|
|----------------------------|--------|-----|------------------------------------------------|--------|-------------|----|
|Dagger A|1d4+4|1d4|Thrown range(20ft/60ft), Light, Finesse|1|2GP|
|Dagger B|1d4+4|1d4|Thrown range(20ft/60ft), Light, Finesse|1|2GP|
|Sling|1d4+4|1d4|Ammunition, Ranged(30/120ft)|0|1SP|

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Known cantrips: 4 from class +

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

Creating Spell Slots:
Spell Slot -Sorcery Point
Level -Cost
1st -2
2nd -3
3rd -5
4th -6
5th -7
Spellcasting
Languages: Common, Primordial, Sylvan and Elven.
Instruments: Lyre
Armor proficiency: None.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tool proficiencies: None.
Saving Throws proficiency: Constitution, Charisma
Skills proficiency: Insight, Perception, Deception, Persuasion.

Languages & Proficiencies
I honor my deities through practices that are foreign to this land. (Gemini racial dance/art/craft)
I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.

Personality Traits
Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
Having spent time on the Marid and Faerie courts, I wish for the grand, marvelous, pleasing, days of Wealth. (Any)

Ideals
My freedom is my most precious possession. I'll never let anyone take it from me again.
I lament having to leave my loved ones behind, and hope to see them again one day.

Bonds
I am convinced of the superiority of my own gods over that of this foreign land. I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
I have a weakness for the new intoxicants and other pleasures of this land. (beer, wine, jewels, exquisite food, sweets)
I think that the world revolves around me.
Don't try to force her to do nothing, as the sea, she can't be bent (Stubborn).

Flaws


My Grandmother is Fernandine Bera, a true Genie Marid (Not just Genasi), and mother of my father and aunt. That aunt is a Genasi who came to the material plane years ago, to live on the property of my Wood Elf grandfather.
My mother is Weblind Thornwood, a greater fairy of light green-teal skin and flowing violet hair.
Currently, my only family on the material plane is my older brother (who didn't inherit any faeric characteristics) and two cousins (One Genasi and another is an Elf). I decided to live on the material plane shortly after my father's death. My brother and I were raised as much by servants as by our mother, and I still have a sister on the feywild who just learned how to talk, and is becoming more like an actual fairy every day, but not a sorcerer.


Notes
At 1st Level, you can read, speak, write Sylvan. You can communicate basic thoughts and feelings with beasts and plants within 10 feet. You have advantage against being charmed.

Feyblood
When choosing this bloodline, you gain the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your sorcerer spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.

Fey Presence


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

The statblocks of your class features

[block: Expanded Spell Lists Your list of accessible cantrips includes those of the Druid list. A number of spells equal to your Sorcerer level may be chosen from the Druid spell list]
[block: and these spells are considered Sorcerer spells for you.   Feywalking Starting at 6th level]
[block: and you are not using a shield. You also gain advantage on saving throws against being impeded by magically manipulated plants while these conditions are met.   Feystep Starting at 14th level]
[block: you regain Hit Points equal to half your sorcerer level. You may only use this feature once per round.   Fey Resistance At level 18]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: Homebrew Race: Marid Genie (u/JamesMusicus 5e Homebrew Race Catalogue Coronoides)   +2 Charisma score Darkvision 60 ft   When dies]
[block: becomes a puddle of its element.   Subrace Marid: Swim 20 ft.   +1 Wisdom score Breathe air and water   Immune: acid]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Sidebar Tables


Sidebar TimeScore
Awesomeness10
Useability10
Aesthetics10

Level 1 Spells

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


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