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

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Telvar Almaron

Sorcerer 10 Class & Level
Haunted One Background
Half-Elf Race
Neutral Good Alignment

Strength 8
-1
Dexterity 14
+2
constitution 14
+2
intelligence 12
+1
wisdom 12
+1
charisma 20
+5
Total Hit Dice 9
Hit Die
1d6+2
+4 proficiency bonus
-1 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+1 Wisdom
+9 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+1 Arcana
+3 Athletics
+9 Deception
+1 History
+1 Insight
+9 Intimidation
+5 Investigation
+1 Medicine
+1 Nature
+5 Perception
+5 Performance
+9 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills Athletics, Deception, Intimidation, Investigation, Perception, Persuasion, Survival   Flute proficiencies

 
12
Armor Class
62
Hit Points
+2
Initiative
30 ft.
Speed
ATTACK / RANGEBONUS / SAVEDAMAGE / EFFECT
Animate Object (Tiny) / Melee 1d20+8 1d4+4 Damage
Animate Object (Small) / Melee 1d20+6 1d8+2 Damage
Animate Object (Medium) / Melee 1d20+5 2d6+1 Damage
Animate Object (Large) / Melee 1d20+6 2d10+2 Damage
Animate Object (Huge) / Melee 1d20+8 2d12+4 Damage
~~~~~~~~~
Catapult (Level 1) / 90 ft. of objectDEX vs. DC 18 3d8 Bludgeoning Damage
Catapult (Level 2) / 90 ft. of objectDEX vs. DC 18 4d8 Bludgeoning Damage
Catapult (Level 3) / 90 ft. of objectDEX vs. DC 18 5d8 Bludgeoning Damage
Catapult (Level 4) / 90 ft. of objectDEX vs. DC 18 6d8 Bludgeoning Damage
~~~~~~~~~
Familiar Shortsword / Melee 1d20+2 1d6+2 Piercing / Slashing Damage
Frostbite / 60 ft.CON vs. DC 18 2d6 Frost Damage, Disadvantage on Next Attack
Hold Person / 60 ft.WIS vs. DC 18On a failed save, humanoid is paralyzed.
Magic Missile / 120 ft.Guaranteed Hit 3d4+3 Force Damage per Missile
Ray of Frost / 60 ft. 1d20+10 2d8 Frost Damage, Speed Reduced by 10 ft.
Suggestion / 30 ft.WIS vs. DC 18On a failed save, the target must do what Telvar says
~~~~~~~~~
Hound of Ill Omen 1d20+5 2d6+3 Piercing Damage
~~~~~~~~~
T-Rex Bite / 10 ft. 1d20+10 4d12+7 Piercing Damage, Grappled if Medium, DC 17 to Escape
T-Rex Tail Whip / 10 ft. 1d20+10 3d8+7 Bludgeoning Damage
Attacks
LANGUAGES: Common, Deep Speech, Elvish, Undercommon, Dawn's Language (日本語)
Proficiences
METAMAGIC: Twinned Spell, Subtle Spell
CANTRIPS: Frostbite, Message, Minor Illusion, Prestidigitation, Ray of Frost
1ST LEVEL: Catapult, Shield
2ND LEVEL: Darkness, Detect Thoughts, Hold Person
3RD LEVEL: Counterspell, Haste
4TH LEVEL: Greater Invisibility, Polymorph
5TH LEVEL: Animate Objects, Telekinesis
Spellcasting
ITEMS: Boots of Concentration, Cloak of the White Knight, Fine Clothes, +1 Wand of Magic Missile, Magic Pain Glove, Magical Wooden Flute, Engagement Ring, Wedding Ring, KRAKEN TENTACLE
CARRY CAPACITY: 19/40
CURRENCY: 4190 GP
EXPERIENCE: 34000/48000
Equipment
I try to use logical thinking to make decisions, although others' feelings impact them.
Personality Traits
I adventure to aid the less fortunate, and practice kindness and compassion wherever I go.
Ideals
Those in the Old World feared my powers, fearing I would use them for selfish acts. I look to prove them all wrong, and show them that I am a force of good and not one for evil.
Bonds
I find it difficult to hide how I'm feeling, like an open book.
Flaws
Eyes of the Dark (CLASS): Can see 120 ft. into darkness as dim light. The Darkness spell is known without counting as a Sorcerer spell known; can be cast either with a Spell Slot or two Sorcery Points. If cast with the latter, you can see in the area affected.
Elven Accuracy (FEAT): +1 to Charisma. Attack rolls with advantage use THREE 20-sided dice.
Fey Ancestry (RACE): Advantage against being charmed. Immune to magic-induced sleep.
Heart of Darkness (BACKGROUND): Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Hound of Ill Omen (CLASS): You can summon a Hound of Ill Omen, with the stats of a Dire Wolf plus half your Sorcerer level in temporary HP. It imposes disadvantage on saving throws against your spells if it is next to its target.
Inspiring Leader (FEAT): You can spend 10 minutes inspiring your companions, shoring up their will to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you can can see or hear you and can understand you. Each creature gains temporary hit point equal to your level + your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a short or long rest.
Strength of the Grave (CLASS): If reduced to 0 HP, roll a Charisma save versus DC 5 + damage taken. On a success, return to 1 HP. On a failure, fall unconscious.
Features & Traits

Heroes Enabled

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Level 0 Spells

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)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

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.

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

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

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.
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)
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Kyruleon.

Statblock Type

Character Sheet (Legacy)

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