Yseyr'devyarelyn | Verum Character Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Yseyr'devyarelyn

High Elf Race
Badlands (Doomsayer) Origin
Wizard 6 + Warlock 4 + Sorcerer 2 = 12 Class & Level
Chaotic Neutral Alignment
Falaael Deity
The Mage's Guild Faction
Wizard Rank/Position
16 Loyalty
Company

Strength 10
+0
Dexterity 13
+1
constitution 14
+2
intelligence 22
+6
wisdom 13
+1
charisma 18
+4
Total Hit Dice 12
Hit Die
1d6+1d8+2
+4 proficiency bonus
+2 Strength
+3 Dexterity
+4 Constitution
+12 Intelligence
+7 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+14 Arcana
+0 Athletics
+4 Deception
+10 History
+1 Insight
+4 Intimidation
+10 Investigation
+1 Martial
+1 Medicine
+6 Nature
+5 Perception
+4 Performance
+4 Persuasion
+6 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
16
Armor Class
93
Hit Points
+4
Initiative
30
Speed
Attacks
Skills
Perception, Arcana, Investigation, History
Tools
Calligrapher's Supplies (expertise), Alchemist's Supplies
Weapons
Longsword, shortsword, longbow, shortbow, scorpion whip, daggers, darts, slings, quarterstaffs, and light crossbows, simple weapons
Armor
Light armor
Saving Throws
Intelligence, Wisdom
Languages
Common (Sand), Elvish (Nomad), Primordial (Astral), Wicked

Proficiences

Cantrips


Show spoiler
Wizard
Chill Touch
Fire Bolt
Message
Mold Earth
Minor Illusion
Prestidigitation

Sorcerer
Control Flames
Guidance
Mending
Shape Water

Warlock
Eldritch Blast
Mage Hand
Toll the Dead

1st Level


Show spoiler
Spellbook
Absorb Elements
Burning Hands
Comprehend Languages (R)
Detect Magic (R)
Disguise Self
Feather Fall
Find Familiar (R)
Grease
Identify
Illusory Script (R)
Jump
Knock
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Shield
Silent Image
Sleep
Unseen Servant (R)
Tenser's Floating Disk (R)

Spells Known
Bless

Armor of Agathys
Hex

2nd-Level


Show spoiler
Spellbook
Dragon's Breath
Flaming Sphere
Gust of Wind
Hold Person
Invisibility
Melf's Acid Arrow
Mirror Image
Rope Trick
Scorching Ray
See Invisibility
Warding Wind
Web

Spells Known
Spiritual Weapon
Lesser Restoration

Misty Step
Invisibility
Spider Climb

3rd-Level


Show spoiler
Spellbook
Blink
Clairvoyance
Counterspell
Dispel Magic
Fireball
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Leomund's Tiny Hut
Major Image
Milf's Minute Meteors
Nondetection
Phantom Steed (R)
Protection from Energy
Remove Curse
Sending
Spirit Guardians (Daegan)
Thunderstep
Tongues
Water Breathing (R)
Water Walk (R)

Spells Known
Beacon of Hope

4th-Level


Show spoiler
Spellbook
Arcane Eye
Banishment
Death Ward (Daegan)
Dimension Door
Elemental Bane
Fabricate
Fire Shield
Greater Invisibility
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Polymorph
Sickening Radiance
Storm Sphere
Wall of Fire

Spellcasting
Wearing
Erudite Savant's Armor
Sage's Wise Bangle
Guild Band
Taltaken Vambrace
Taltaken Greaves
Esmond's Memory (in limbo)
A Symbol of Love (wedding ring)

Carried
The Eye of Ramon
Book of Lore
Spellbook
Tiny replica of Masterwork Chest (100 gp)
Component Pouch
  • Ruby Dust x 500 gp
  • Pearl 100 gp
  • Find Familiar components x 3
  • Jeweled Ear Horn + Glass Eye (clairvoyance focus)

  • Secret Chest (268/300 lbs) (33/60 days)
    Back Left (145)
  • Parasol (3)
  • Waterskin x 8 (40)
  • Rations x 19 (38)
  • Explorer's Pack (59)
  • Book (5)
  • Ink and Ink Pen (-)
  • Back Center (36)
  • +1 Calligrapher's Supplies (soulbound) (5)
  • +1 Alchemist's Supplies (soulbound) (8)
  • Calligrapher's Supplies (5)
  • Painter's Supplies (5)
  • Weaver's Tools (5)
  • Robes (4)
  • Traveler's Clothes (4)
  • Back Right (32)
  • 1,000 gp
  • 73 crafting tokens
  • Front Left (44)
  • Antitoxin x 2
  • Potion of Water Breathing x 2
  • Potion of Necrotic Resistance x 2
  • Potion of Acid Resistance x 2
  • Potion of Superior Healing x 4
  • Potion of Greater Healing x 6
  • Potion of Heroism x 2
  • Potion of Invisibility x 2
  • Potion of Invulnerability x 2
  • Front Center and Right (11)
  • Scroll of Greater Invisibility x 2 (Master Scribe, Increased Duration Casting modifier)
  • Scroll of Lesser Restoration x 3
  • Scroll of Revivify x 2 (Master Scribe)
  • Scroll of Shield x 4

  • Pouch 1
  • Tiny replica of chest (50 gp)
  • Mage's Guild Letter of Introduction

  • Pouch 2
  • 136 gp 5 sp
  • Hourglass

  • Masterwork Bandolier 1
  • Potion of Superior Healing
  • Potion of Superior Healing
  • Scroll of Freedom of Movement (Master Scribe)
  • Scroll of Shield

  • Masterwork Bandolier 2
  • Potion of Invisibility
  • Scroll of Shield
  • Scroll of Counterspell
  • Scroll of Greater Invisibility (Master Scribe)

  • Bandolier 3
  • Scroll of Shield
  • Scroll of Shield
  • Scroll of Shield

  • Bandolier 4
  • Potion of Superior Healing
  • Potion of Superior Healing
  • Potion of Heroism

  • Bandolier 5
  • Scroll of Counterspell
  • Scroll of Dispel Magic
  • Scroll of Lesser Restoration

  • Bandolier 6
  • Potion of Superior Healing
  • Potion of Invisibility
  • Scroll of Freedom of Movement (Master Scribe)

  •  

    Magical Items
    Guild Band: Gives access to Minor Illusion cantrip.
    Taltaken Vambrace: Hardcasted Shield spell gives +6 AC.
    Taltaken Greaves: Hardcasted Misty Step spell has a range of 100 feet.

    Erudite Savant's Armor (attuned)


    Crafted by Devi
    +1 Studded Leather Armor - Major Very Rare (6,600 gp) - Contingent Attunement

    This suit of studded leather armor has been fashioned with finely crafted majitalian robes, resulting in a piece that protects its wearer while still fashionably showing off their figure.

    You cannot attune to this item normally. This item can only be attuned to when the wearer deals damage with a spell cast from a scroll.

    Your Intelligence score increases by 3, to a maximum equal to your ability score cap.

    If your lifespan is normally less than 100 years, it is increased by 50 years. It is doubled if your lifespan is normally more than 100 years. If it is normally 60 years or less, it is increased by 25 years instead.

    Advanced Shield. Whenever you hardcast the spell Shield, you can increase the AC bonus by +2. You can do so twice, with both uses refreshing on a long rest.

    Arcane Befuddlement. When you would cast a spell from a scroll that targets a single creature, you can choose to give that creature disadvantage on their next saving throw against a spell you hardcast within the next minute. You can use this ability twice, refreshing on a long rest.

    Arcane Rendering. As part of the action to cast a spell from a scroll, you can activate this ability if you are within 5 feet of a surface or an object not being held or worn by a creature. In place of the normal effects of the spell, you transfer the magical scripture onto the surface or object, as a rune. The spell scroll used must not have a range of self. The spell being stored has no immediate effect when cast in this way. When you apply the rune, choose a range at which it triggers, up to 10 feet. A creature that enters within the designated range triggers the rune, causing the transferred spell scroll to be cast using its spellcasting modifier. If the spell has a target, it targets the creature that triggered the rune. If the spell affects an area, the area is centered on the rune. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. The rune disappears after being triggered, after you finish a short or long rest, if it is moved up to 10 feet away from where it was originally set, or after you use this ability to place another rune. You can use this ability twice, refreshing on a short or long rest.

    [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x 1, Special Crafter]


    Sage's Wise Bangle (attuned)


    Wondrous (Braclet) - Minor Legendary (10,000gp) - Attunement: Spellcasting/Pact Magic Class Feature

    This brilliant silver bracelet has a large ruby set in its chains, each of which is locked together seamlessly. It radiates a flickering red light which pulses in response to transmutation spells cast around it.

    Your Intelligence and Wisdom scores both increase by 2, up to a maximum equal to your ability score caps.

    Latent Talents. This bangle has 2 charges which can be used to cast skill empowerment at 5th level by spending 1 charge. For every charge you spend over this, you can target an additional creature with this spell. When cast this way, you do not need to maintain concentration on the spell. You regain all charges when you finish a long rest.

    A Wise Man Once Said. Whenever you hardcast skill empowerment or cast it through this item, effected creatures can roll an additional 1d4 on the skill they gained expertise in.

    A Sage's Wise Words. When you first attune to this item you can pick one Intelligence skill you are proficient in and double your proficiency bonus with this skill. This skill is always the same if you ever unattune and then attune to it again.

    Watching a Student Grow. Whenever a creature you have cast skill empowerment on uses the skill they gained expertise in, you gain a charge of Pride. You can store 5 Pride charges within this item. Once 5 charges have been gained, this item becomes fully charged and cannot gain anymore until you finish a long rest. At which point all remaining charges are lost.

    You Shall Not Fall. As a bonus action, you can expend a charge of Pride, to restore 1d6 hit points to yourself and a creature you have cast skill empowerment. In addition, as a reaction to seeing a creature fall unconscious within 60 feet, you can spend a charge of Pride to restore 1d6 hit points and teleport them up to 30 foot to an unoccupied space.

    This item is Glorybound.


    Scroll of Arcane Potential (attuned)


    Crafted by Devi
    Wondrous (Arcane Focus) - Very Rare (4,000gp) - Attunement: Lip Service of Falaael

    Three sheets of parchment containing many runes and scribblings of power, furled and tied with magical thread that cannot be loosened. Unlike the usual spell scroll, this one directly enhances the holder's rudimentary magic capabilities instead. Even when held tightly during the turmoil of battle, it does not lose its immaculate scroll shape.

    Your Charisma score increases by 3, up to a maximum equal to your ability score cap.

    Whenever you hardcast a damaging cantrip, you deal an additional 1d6 force damage.

    Reinforced Fundamentals. Increase the to hit, damage and DC of cantrips you hardcast by 1.


    Devi's Other Secret Chest


    Crafted by Devi
    Wondrous (Plushie) - Major Rare (2,000 gp) - Attunement

    A soft plush figure bearing the appearance of a voluptuous bronze-toned elf woman with silvery hair wearing loose, wizardry robes, and displaying a smug expression.

    Your Dexterity score increases by 1 and your Wisdom score increases by 1, up to a maximum equal to your ability score caps.

    Valley of Plenty. This trinket functions as a bag of holding, it can hold up to 625lbs. Not exceeding 80 cubic feet. You can use an action to pull out an item from the trinket. Any item that you put in the trinket, can appear on the action figure if you wish it to.


    Esmond's Memory (stored)


    Wondrous (Amulet) - Major Very Rare (9,100 gp) - Deadly Attunement

    [Flavour TBD]

    This item is Glorybound.

    Elven Essence. If your lifespan is normally less than 100 years, it is increased by 50 years. If your lifespan is normally more than 100 years, it is increased by 100 years. If it is normally 60 years or less, it is increased by 25 years.

    Guidance of a Regretful Past. After finishing a long rest, you can spend 1 minute gazing into the bleed gem which adorns this amulet to receive a vision of the past, or more specifically the past of Esmond. Many of his memories have become muddled and confusing, but a few can still be seen and felt with clarity to help guide your actions to come.

    In exchange for this guidance, you receive the regret Esmond held within each of the memories. You gain Regret points depending on which memories you choose, losing all Regret points after finishing a long rest. For every 2 Regret points you have, you reduce all Wisdom, Intelligence and Charisma saving throws and skill checks you make by 1.

    When you use Guidance of a Regretful Past, you can choose 2 of the following memories. You can only be affected by two of these guiding memories at a time.

    1. 100 Years of Books.
    • You have advantage on Intelligence (Arcana), Intelligence (History) and Intelligence (Nature) checks.
    • Each time you succeed on an Intelligence (Arcana), Intelligence (History) or Intelligence (Nature) check, you gain 1 Regret point.

    2. Kindred Loyalty.
    • As an action, you can touch another willing humanoid to magically connect your blood, marking them as your Kindred Sibling until you finish a long rest. You can do this once, regaining the use after finishing a long rest.
    • While within 60 feet of your Kindred Sibling, you can use your reaction when they make a skill check to take 1d6 psychic damage, adding the amount taken to your hitpoints to their check. You can do this after they roll but before you know the results.
    • While your Kindred Sibling is within 60 feet of you, you gain 1 Regret point each time they fail a skill check.

    3. Joys of the Puppeteer.
    • Your spell DC for Enchantment spells is increased by 1.
    • As an action, you can cast the Charm Person spell at 1st-level once, regaining the use after finishing a long rest. Your spellcasting ability for this spell is Intelligence or the DC can be set at 16.
    • As a bonus action, you can target a creature within 60 feet of you who is charmed by you. If the target's body is made of flesh, the creature must attempt the saving throw against the charm effect again to attempt to break free. On a failed save, its movement speed is decreased by 10 as its flesh begins to harden into carved wood. On a successful save, the creature isn't affected and breaks free of the charm. If it fails its saves three times, it is turned into a carved wooden puppet and subjected to the petrified condition for the duration of the charm effect with its weight halved instead of being increased. Every minute while petrified in this way, the creature can attempt the saving throw again. When the charmed effect ends on the creature, all effects of this ability also end. Once you have petrified a creature with this effect, you cannot do so again until you finish a long rest.
    • Each time a creature succeeds on a saving throw against an Enchantment spell you cast, you gain 1 Regret point.

    4. The Pig Wife.
    • You can cast the polymorph spell as an action on another creature with the polymorphed form limited to a pig. Your spellcasting ability for this spell is Intelligence or the DC can be set at 16. You can cast this spell twice, regaining both uses after finishing a short or long rest.
    • Each time a creature succeeds on their saving throw against this cast of polymorph or the effect of the spell ends before the duration finishes, you gain 1 Regret point.

    5. Dwindling Memories.
    • Once per turn, when you deal damage to a creature, you can deal an extra 1d6 psychic damage.
    • After you deal psychic damage to a creature, you can cause the creature to make a DC 16 Charisma saving throw. On a failure, the creature is inflicted by 1 stack of exhaustion. You can do this twice, regaining both uses after finishing a long rest.
    • Each time you fail a Wisdom, Intelligence or Charisma saving throw, your gain 1 Regret point.

    6. Dread of the Red Curtain.
    • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this ability once, regaining the use after finishing a long rest.
    • Whenever you regain hit points, you can regain an extra 1d6. You can do this 5 times, regaining all uses after finishing a long rest.
    • When you are reduced to 0 hit points, you gain 2 Regret points. Whenever you fail a death saving throw, you gain 2 Regret points.


    Kaleidos (stored)


    Scorpion Whip - Major Rare (2,400 gp) - Attunement

    This cruel bladed whip has a red leather handle with gold trim, a large emerald set where the hilt meets the wire. Each of the eight blades that makes this scorpion whip composes a letter each, spelling out Kaleidos.

    Whenever you hit an enemy with this weapon, you heal for 3 hit points. This can only occur eight times before you need to finish a long rest.

    Summon Suffering. You can use an action to split the scorpion whip into several individual shards that violently rip your enemies to shreds. Make eight ranged attack rolls with a range of 30 feet, which all strike simultaneously, and can be against one creature or several. Each shard deals 1d6 slashing damage, but their damage rolls cannot be modified in any other way. Effects that require you to make or hit an attack only triggers once from this ability, with the exception of the healing effect from this weapon. After you've made the attacks, the shards converge back together and in your hand. You can use this ability once before finishing a long rest.


    [Adornment, Enchantment, Special Crafter]


     

    Pets

    Pocket Thunder


    Pet - Exotic 1
    Tiny elemental that is small enough to fit in one's pocket, once per long rest can turn into a dexterous steed for an hour.

     


    Property Storage

    Property Storage


    Vault


  • 17500 gp
  • 3330 pp
  • Kaleidos (magic item 1/4)
  • Esmond's Memory (magic item 2/4)
  • Devi's Wedding Dress
  • Masterwork Chest (5000 gp)
  • Black Blade Parchment (Manny research) (-)
  • Scroll of Absorb Elements x 1
  • Scroll of Armor of Agathys x 1
  • Scroll of Aura of Life x 1
  • Scroll of Banishment x 1
  • Scroll of Beacon of Hope x 3
  • Scroll of Calm Emotions x 1
  • Scroll of Charm Monster x 1
  • Scroll of Clairvoyance x 1
  • Scroll of Confusion x 1
  • Scroll of Conjure Minor Elementals x 1
  • Scroll of Control Water x 1
  • Scroll of Counterspell x 3
  • Scroll of Create or Destroy Water x 2
  • Scroll of Cure Wounds x 2
  • Scroll of Dimension Door x 1
  • Scroll of Dispel Magic x 2
  • Scroll of Dragon's Breath x 1
  • Scroll of Dragon's Breath (Increased Duration modifier) x 2
  • Scroll of Feather Fall (Increased Duration Casting modifier) x 1
  • Scroll of Find Greater Steed x 1 (Master Scribe)
  • Scroll of Fog Cloud x 2
  • Scroll of Guiding Bolt x 2
  • Scroll of Heroism x 1
  • Scroll of Ice Storm x 1
  • Scroll of Lesser Restoration x 2
  • Scroll of Locate Creature x 1
  • Scroll of Locate Object x 1
  • Scroll of Longstrider x 1
  • Scroll of Mage Armor x 1
  • Scroll of Magic Missile x 4
  • Scroll of Mirror Image x 2
  • Scroll of Misty Step x 1
  • Scroll of Plant Growth x 2
  • Scroll of Protection from Energy x 2
  • Scroll of Protection from Good and Evil x 2
  • Scroll of Remove Curse x 1
  • Scroll of Silence x 1
  • Scroll of Spirit Guardians x 1
  • Scroll of Wall of Sand x 1
  • Scroll of Web x 1

  • Private Art Gallery


  • Painting (Subject: Devi sitting at a sandy oasis ; Painter: Natreum, 24 check)
  • Painting (Subject: Xyzzyx reading in Natreum's living room ; Painter: Devi, 22cha/16int check)
  • Painting (Subject: Natreum in a white dress dancing in a grassy field ; Painter: Devi, 21cha/15int check)

  • Master Bedchamber


  • Chocolate Succubus Costume (4)
  • Slimer Costume (4)

  • Miscellaneous


  • Pocket Thunder (Exotic 1 Pet)

  • Equipment
    The Mage's Guild
    Faction
    Madman
    Stat Array
    Racial Traits
    Darkvision: Darkvision up to 60 feet
    Keen Senses: Proficiency in Perception
    Fey Ancestry: Advantage on saving throws against being charmed, and can't be magically put to sleep.
    Trance: Don't need to sleep. Finish a long rest of meditating for 4 hours.
    Elf Weapon Training: Proficiency with the longsword, shortsword, longbow, and shortbow.
    Cantrip: Prestidigitation
    Emporer's Gift: +2 bonus to Initiative checks
    Extra Language: Primordial (Astral)

    Class Features

    Wizard (Cyphermage)


    Spellcasting

    Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

    Spell Book Augmentation
    Beginning when you select this school at 2nd level, you infuse your magic into your spellbook to quickly write your runes, glyphs, and wards. You must always have your spellbook in one of your hands. If you do not, you cannot cast spells nor can you benefit from set spells. However, while you are wielding your spellbook, it provides you a +2 bonus to AC that does not stack with a shield.

    Inscribe
    You can no longer cast spells of 1st level or higher normally, instead, you can “set” these spells in one of three forms; Glyph, Ward, or Rune. The following are the rules for setting spells:
    • Glyph: A glyph is set on an object or surface. You must choose a surface that can support the application of magic in order to set a spell in this way.

      • Glyph Triggers: Pressure, Proximity or Timed.

    • Ward: A Ward is set on a creature or object. You must choose a willing creature or object that can support the application of magic in order to set magic in this way.

      • Ward Triggers: Attacked, Proximity or Timed.

    • Rune: A rune is set on a hostile creature or on a surface. It must be an applicable surface or the creature needs to fail its saving throw to be set in this way.

      • Rune Triggers: Timed, Action or Activation.

    Glyphs, wards, and runes are visual representations of written magic wherever they're placed. They're always visible, unless visually blocked by heavy obscuration or cover. A set glyph or rune on a surface always takes up the space of a 5-foot square on that surface, while a set glyph, ward, or rune on an object or creature conforms to the size of that object or creature. A visible glyph, ward, or rune can be identified with an Intelligence (Arcana) check at DC 12 + the spell's level.

    There can be no more than 3 glyphs, wards, or runes set on an object or creature in a single 5-foot square, regardless of the object or creature's individual sizes. There can only be 1 set glyph or rune on a 5-foot surface.

    Set spells last until triggered, or until you prepare spells or otherwise finish a long rest, whichever happens first. Set spells that disappear due to you preparing spells or finishing a long rest do so harmlessly.

    The following are the rules for triggers and their general application:
    • Pressure: This triggers if it is stepped on or attacked directly. The DM may also rule other extreme forces from a falling object or pushed creature can also trigger the set magic.
    • Proximity: This triggers based on any creature entering proximity. You determine the proximity in increments of feet, up to the spell's range. If the spell has a range of self, the proximity range can be up to 5 feet. You can choose to have the set spell ignore you when you initially set it, and during your turn at a later time to then count you for its proximity.
    • Timed: This triggers based on a set timer, determined by you. The timing must be set in increments of rounds, minutes, or hours. In combat, the increments are based off your turn in the initiative. You cannot set a spell to go off at a precise time, such as noon.
    • Attacked: This triggers based on whether or not an enemy takes a hostile action against the warded creature. This trigger has additional definitions that must be clarified: it can trigger from an attack roll or a saving throw, but not both. The selection is made when you set the spell.
    • Action: This triggers based on whether an enemy does or does not take a predetermined maneuver. The maneuvers that can be chosen in this manner are attack, cast spell, move, or item interaction.
    • Activation: This triggers based on whether another glyph, rune, or ward is triggered. The corresponding set spells must be within 30 feet of each other in order for this trigger to function.


    When you set a spell, you or your familiar must be able to touch the surface, object or creature. Setting a spell takes the same casting time as normally casting it would. For spells that require a reaction to an event, you instead use your reaction during your turn to set it. A spell set in this manner uses the applied placement as its point of origin for the spell, and is triggered as long as you can see both the set spell and the trigger. You choose targets, direct area-of-effects, or other such interactions as normal once a set spell is triggered. If the spell has a range of touch, or requires an attack to be made, the range is determined from the set spell's placement, not you. For example, a glyph of Mage Armor, when triggered by proximity, can only be used to affect a creature that is within touch range of the glyph, provided you are able to see the target when it's triggered.

    When a rune is set on an unwilling creature, they must make a saving throw if the spell would normally have one. If the spell would not normally have one for a creature, then they must make an Intelligence saving throw against your spell save DC. If the creature fails this save, the rune is placed on them and, should it be triggered, they suffer the spell's effects. They do not receive an additional saving throw when the spell is triggered.

    When you set a spell that requires concentration, you do not concentrate on it until it is triggered.

    Set spells are considered hard cast and interact with effects that require casting a spell when a set spell is triggered, not when they're set.

    Ability Score Improvement (Level 4 Feat): Starcall

    Rising Tempo: At 6th level, whenever you cast a damaging cantrip, its damage is increased by 1 for each glyph, ward or rune within 15 feet of you, to a maximum of 5. The damage increase applies to each application of damage from the cantrip.

    Sorcerer (Divine Soul)


    Spellcasting

    Divine Magic (Law): Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, you learn the Bless spell. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

    Favored by the Gods: Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

    Font of Magic
    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 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. You can create spell slots no higher in level than 5th.


    Warlock (Fiend - Verivite)


    Pact Magic

    Dark One's Blessing: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain 5 temporary hit points.

    Eldritch Invocations
    • Eyes of the Rune Keeper: You can read all writing.

    • Voice of the Chain Master: You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.


    Pact of the Chain: You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

    When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

    Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

     

    Feats

    Starcall


    Prerequisite: The spellcasting class feature from Wizard; 1 Loyalty to the Mages Guild.

    The Astral Sea flows through your magic and alights your spells.
    • You can freely change any damage you deal with spells to the Astral damage type.
    • If you hard cast the spell Magic Missile they take on the appearance of comets and one extra dart is created.
    • If you can see the stars of the night sky (such as if it's night), then all your spells have their DCs increased by 2 and you critically hit with spells that deal astral damage on a 19 or 20.


    Master Scribe


    • You have advantage on ability checks to use spell scrolls.
    • Choose 5 spells up to 6th level from any spell list. The chosen list is permanent and cannot change with retraining. With Calligrapher's Supplies and spending the appropriate resources (time, gold, and material components), you can craft 1 spell scroll from your chosen list of a level equal to or less than your proficiency bonus. You use your scores for the spell ability modifier of the class the spell came from to determine DCs (10 + the spell ability modifier) and spell attack bonus (2 + the spell ability modifier). For example, crafting a scroll of Moonbeam would use your Wisdom to determine the DC. Only you can cast a scroll you've created this way. You cannot use this feature again until the next weekly reset.
      • Circle of Power (paladin)
      • Find Greater Steed (paladin)
      • Freedom of Movement (bard)
      • Greater Invisibility (wizard)
      • Revivify (paladin)

    • When you cast a spell scroll you've created yourself, its spell save DC and spell attack bonus is increased by 1.


     

    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

    Blossora.

    Statblock Type

    Verum Character Sheet

    Link/Embed