[]----[] | Verum Character Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Half-Elf (Wood Elf Descent) Race
Orde/In Plain Sight Origin
Sorcerer 11 Class & Level
Chaotic Evil Alignment
Lorita Deity
Ever Eye Faction
Ambassador Rank/Position
23 Loyalty
Company

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

 
63
MV
1
Prestige
2
Attunement Slots
21
Armor Class
72
Hit Points
+1
Initiative
25
Speed
WeaponAttackDamage
Dagger 1d20+4 1d4+1
Imperial Dagger 1d20+5 1d4+2
Light Crossbow 1d20+4 1d8+1
Attacks

Armor



Armor: Plate armor (Academy), Shields (Academy), Half-Plate (Academy)

Weapons: Daggers, darts, slings, quarterstaves, light crossbows

Skills: Arcana, Persuasion, Intimidation (Lorita), Deception (In Plain Sight), Religion (Orde)

Saves: Constitution, Charisma, Wisdom (Ever Eye)

Tools: Cook's Utensils (Dark Pact), Disguise Kit (Ever Eye), Forgery Kit (Ever Eye), Alchemist's Supplies (Academy)

Languages: Common, Elvish, Wicked (Abyssal), Ignan (Academy)

Attribute Cap Increases: Charisma +2 (Dark Pact), Intelligence +2 (Ever Eye)
Proficiences
Spell Attack: +10
Spell DC: 18

0: Eldritch Blast, Control Flame, Create Bonfire, Prestidigitation, Fire Bolt, Minor Illusion
1: Shield
2: Scorching Ray, Enhance Ability
3: Fireball, Counterspell
4: Wall of Fire, Greater Invisibility, Dimension Door
5: Immolation, Seeming
6: Disintegrate, Investiture of Flame
Spellcasting
Cloak of the Lamb
Cloak of the Lamb
Crafted by Ariadne Haywood
Wondrous Cloak - Minor Uncommon (300gp, 3 days)

This fuzzy, black, and oversized traveling cloak is lightly enchanted so that it will never be fully consumed by flames! Unfortunately, it easily catches alight.

When the exterior of the cloak comes in contact with a flame or spark, such as the wearer taking fire damage or trying to ignite the cloak with a flint and tinder, it will catch alight. This fire is mundane, though the magic of the cloak will keep the fire large enough to generate light like a torch, but small enough to not harm the wearer.

Slots Used: [Base Material, Enchantment (Spell x2)


Cloak of the Pyre (Not in inventory)
Cloak of the Pyre
Crafted by Ariadne Haywood
Cloak – Minor Very Rare (3,500gp, 35 days to craft) – Attunement

A hooded cloak created by the ancient practice of dragonscale weaving, incorporating red drake scales to the shoulder and hood. This cloak is a result of many failed experiments, with only a spectral, wraithlike memory of a cloak remaining.

Great Chaos Pyromancy. Your hard-casted spells of 1st level or higher with an instantaneous duration that deal fire damage leave behind lingering flames that disappear at the start of your next turn. If the spell would target a creature, the flames linger in the target’s space. If the spell would affect an area, flames linger in the space the spell affected. Lingering flames count as difficult terrain and creatures that start their turn in the affected area must make a DC 15 Dexterity saving throw or take 1d6 fire damage.

Burn To Cinders. When you hard cast a spell of 1st level or higher with an instantaneous duration that deals fire damage, you can have the fire damage dealt by the spell bypass fire resistance. Once you use this ability you cannot do so again until you finish a long rest.

Ash Cloaks My Escape. If you were to be affected by your own hard-casted Area of Effect spell that deals fire damage, you can use your reaction to teleport 30 feet to a space you can see, negating any harmful effects from spell if the space you teleported to were out of the spell’s affected area. Once you use this ability you cannot do so again until you finish a long rest.

(Base Material, Enhancement, Enchantment)


The Anger of Ice Eyes (Not in inventory)
The Anger of Ice Eyes
Helmet - Major Rare (3,000 gp) - Attunement - The visage of this helm is that of a raging manticore. Whenever you take the dash action, you can fly during the movement, but must end any movement on the ground. If you can already fly, your fly speed is increased by 20 feet instead. Whenever you defeat an enemy, you can make a melee weapon attack as a bonus action. If you have the Charger feat, and if you hit with the attack from the bonus action of the feat, you can make a second melee weapon attack as part of that bonus action.


Imperial Dagger
Imperial Dagger
All those that participated but had their banner dissolve from the fickle nature of gods receive gifted gear from the benevolence of the previous emperor.

Those that participated receive a +1 weapon and a +1 piece of armor or shield of thier choice. As it is blessed by the emperor, they do not require an attunement slots but cannot be used by any other character.


Imperial Full Plate (Equipped)
Imperial Full Plate
All those that participated but had their banner dissolve from the fickle nature of gods receive gifted gear from the benevolence of the previous emperor.

Those that participated receive a +1 weapon and a +1 piece of armor or shield of thier choice. As it is blessed by the emperor, they do not require an attunement slots but cannot be used by any other character.


Cracked Sanity (Attuned)
Cracked Sanity
secret (:


Mantle of the Last Hearth (Attuned)
Mantle of the Last Hearth
Mantle - Major Rare (2,450gp) - Attunement
While attuned to and wearing this mantle, you gain the following abilities and features:
• You gain a +2 bonus to your Charisma score, and gain resistance to Acid damage.
• Rekindle the Flame: You gain advantage on death saving throws, and while dying, you heal for an additional 1d6 hit points whenever you would be healed.
[base material, adornment]


Clarté d’Or
Clarté d’Or
Crafted by Ariadne Haywood
Facial Cosmetic (Wondrous) - Very Rare (4200gp, 42 days) - Attunement: Spellcasting feature

A small, fancy bottle, such as one might find in a noblewoman's cosmetics kit, and an accompanying brush. The contents of the bottle are to be applied to the lit areas of the face, around the cheekbones, nose, and forehead. The foundation itself is coloruless, but glitters and shimmers in the light like a constellation. You can almost stare into it and past it, like you're actually staring into endless space through someone's face. Something might stare back.

Applying this makeup takes 10 minutes, and can also be done at the end of a short or long rest. While you are wearing this makeup, you gain a +2 bonus to Charisma (Deception, Intimidation, Performace and Persuasion) checks if your face is uncovered, and visible.

You gain a pool of 3 dice, which are d4s. A die is expended when you use it. You regain all of your expended die when you re-apply makeup from this item at the end of a long rest.

You can use these dice for the following abilities:


Dissonance. When you cast a spell of 1st level or higher, you can roll one of your d4s. You can change the damage type of the spell to cold for a number of rounds equal to the result of your roll. If you expend another d4 on a spell which damage type you’ve already changed, you can change it from cold to psychic, but you fall under the effects of the Confusion spell for the same duration.

Mindsap. You focus your gaze upon a target within 60 feet of you that you can see (and that can see you). The maquillage upon your face seems to trail and shift with a life of its own. The target must make a Wisdom saving throw against your spell save DC, or find themselves partially drained, their mind wracked with pain. Roll one of your d4s. For the next 1d4+1 rounds, the first time each turn the affected target takes any fire damage, the target takes an extra 2d4 fire damage. If the target is immune to fire damage, it takes 2d4 psychic damage instead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target, and it cannot be affected in this way again for 24 hours. This ability has no effect on undead, constructs, or targets that are immune to being charmed.

[Base Material, Enhancement]


Revengeant
Revengeant
Being crafted by Ariadne Haywood
+1 Shield - Very Rare (4600 gp, 46 days) - Attunement

This shield always appears to be covered in a thick layer of ash. Pushing away the ash with your finger reveals a shiny black metal which jolts to the touch. When the shield is struck, it sparks and ignites the ash coating, burning in a cursed fire through which the souls damned for Wrath sing vengeance against the living.

From Hell's Heart: When you are hit with a weapon attack, you can have your shield explode with energy (no action required). When you do, a creature within 5 feet of you must make a DC 14 Dexterity saving throw. On a failure, the target is sent flying 10 feet back, landing prone. On a success, the target is pushed 10 feet but does not land prone. You can use this ability three times and regain all expended uses when you finish a long rest.

For Hate's Sake: This shield holds 2 charges. You can use a bonus action to consume a charge to gain advantage on attack rolls against the last enemy creature that dealt damage to you; the creature also has disadvantage on saving throws against any spell you hard cast that would deal damage to it. Once the creature fails a saving throw you force it to make or is hit by an attack you make on it, the ability ends. The shield regains all expended charges after finishing a long rest.

My Last Breath: When you are reduced to one or fewer hitpoints, you can erupt with lightning (no action required). Each creature of your choice in a 30-foot radius of you must make a DC 15 Dexterity saving throw. A target takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can use this ability once before finishing a short rest.

[Base Material, Adornment, Enchantment, Spell Invocation x2]


Grifter's Guile
Grifter’s Guile
Being crafted by Áin Stáldans
Wondrous (Tooth Cap) - Rare (1320gp, 14 days to craft)

Carved from the tooth of a werewolf fang and infused with madness, this tooth cap fits perfectly onto one's canine, sharp and fierce.

Insightful Lying. When you make a Charisma (Deception) check you can add +3 to the roll. You can use this ability after you roll but before you know the outcome. This ability has three charges, with all uses refreshing at midnight.

Selfish Trickery. Whenever you would grant advantage on Dexterity (Stealth) checks to an ally, you can instead use your reaction to grant that advantage to yourself. You can use this ability three times per day, with all uses refreshing at midnight.

[Base Material, Enchantment, Spell Invocation x3, Special Crafter]


4 crafting tokens

43600gp
300gp diamond dust
117 crafting tokens

Torch
Component Pouch | 2
Lyre | 2
3x Dagger | 2
Cook's Utensils | 8
3x Scroll of Shield | 3
Scroll of Flame Blade | 1
Scroll of Absorb Elements | 1
Scroll of Dispel Magic | 1
3x Potion of Healing | 6
2x Antitoxin | 0
3x Greater Healing Potion | 6
3x Superior Healing Potion | 6
Traveler's Clothes
1x Candle
3x Potion of Invisibility
1x Oil of Etherealness
Disguise Kit
Forgery Kit
5 Potions of Invulnerability
1 Potion of Water Breathing
2 Bottled Breath


BANDOLIERS (same potions/scrolls as from inventory)
Equipped:
Potion 1: 1 Potion of Greater Healing, 1 Potion of Invulnerability, 1 Superior Healing Potion
Scroll 1: 1 Scroll of Flame Blade, 1 Scroll of Absorb Elements, 1 Scroll of Dispel Magic

Reserve:
Potion 2: 1x Potion of Invisibility, 1x Potion of Bottled Breath, 1x Potion of Superior Healing
Potion 3:

Equipment
Ever Eye
Faction
Specialist
Stat Array

Half-Elf (Wood Elf Descent)

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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.
Fleet of Foot. Your base walking speed increases to 35 feet.
Languages. You can speak, read, and write Common, Elvish, and Wicked (Abyssal).


Orde (In Plain Sight)

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Ordeans are all born with the ability to debate and convey their points in the most efficient manner possible. You gain a +1 to Charisma.
Ordeans are exposed to many different doctrines. You gain Skill Prof – Religion

You choose a warlock cantrip. (Eldritch Blast) You may cast it at character level.

Skill Prof – Deception



Dark Pact

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Attribute Cap Increase (Any Ability Score +2 (Charisma This boosts the maximum of an ability score but not the score itself.)
Tool Proficiencies – Artisan's Tools – (Your Choice) (Cook's Utensils)
Blessing of Lorita

The character gains a +2 to Damage rolls for 3 rounds. Activating this ability is a free action at the start of the turn. The character can use this ability again after a long rest.


The Ever Eye

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Cackling Mad - Faction members are immune to insanity and confusion. Gain proficiency with Wisdom saving throws.
The Eye - An eye of the faction members choice has a spiraling pupil, marking them as a member. This can be hidden at will, unless in the direct presence of a powerful holy symbol of the White Pantheon or Wondox.
Attribute Cap Increase - +2 Intelligence; This boosts the maximum of an ability score but not the score itself.
Tool Proficiencies - Disguise Kit, Forgery Kit.


Sorcerer

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Sorcerous Origin

Draconic (Red)

Dragon Ancestor

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your Proficiency bonus is doubled if it applies to the check.

Draconic Resilience

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

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Font of Magic

10 sorcery points.

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.

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

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

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.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Ability Score Improvement

Charisma +2

Elemental Adept (Fire)

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry (Fire), you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.



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.


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Statblock Type

Verum Character Sheet

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