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- Character Name: Prince Raja
- Player Name: NPC
- Class/Level: Sorcerer 17
- Race: Royal Hybrid
- Alignment: Chaotic Good
- Background: Noble
- --- Ability Scores ---
- Scores: Modifier Saving Throws
- Strength ........ 14 ... (+2) ........ [ ]
- Dexterity ....... 15 ... (+2) ........ [ ]
- Constitution .... 19 ... (+4) ........ [X]
- Wisdom .......... 10 ... (+0) ........ [ ]
- Intelligence .... 14 ... (+2) ........ [ ]
- Charisma ........ 20 ... (+5) ........ [X]
- --- Statistics ---
- Resistances: Lightning, Thunder
- Base Speed ...... 30 ft
- Armor Class ..... (AC) 14 (natural armour, 17 with Mage Armour)
- Initiative ...... +2 (Dex modifier)
- Hit Points ...... 175
- Hit Dice ........ 17d6
- Hit Dice Total .. 17
- Death saves:
- Successes: [ ] [ ] [ ]
- Failures: [ ] [ ] [ ]
- Passive Wisdom (Perception) 00
- --- Skills ---
- Modifier Skill (Ability Mod) Proficiency?
- [+2] ... Acrobatics (Dex) ........... [ ]
- [+5] ... Animal Handling (Cha) ...... [ ]
- [+2] ... Arcana (Int) ............... [X]
- [+2] ... Athletics (Str) ............ [ ]
- [+5] ... Deception (Cha) ............ [ ]
- [+2] ... History (Int) .............. [X]
- [+0] ... Insight (Wis) .............. [X]
- [+5] ... Intimidation (Cha) ......... [X]
- [+2] ... Investigation (Int) ........ [ ]
- [+0] ... Medicine (Wis) ............. [ ]
- [+2] ... Nature (Int) ............... [ ]
- [+0] ... Perception (Wis) ........... [X]
- [+5] ... Performance (Cha) .......... [ ]
- [+5] ... Persuasion (Cha) ........... [X]
- [+2] ... Religion (Int) ............. [ ]
- [+2] ... Sleight of Hand (Dex) ...... [ ]
- [+2] ... Stealth (Dex) .............. [ ]
- [+0] ... Survival (Wis) ............. [ ]
- --- Equipment and Attacks ---
- Weapon name: Atk Bonus: Damage/Type:
- [Claw] ............ [+5] ......... [1d10 + 5 Slashing]
- --- Features and Traits ---
- Draconic Heritage (Lightning)
- You show dragonlike traits. Horns or scales are common traits. Choose one of Fire, Cold, Acid, Poison, or Lightning. You have resistance to damage of type.
- Darkvision
- Your eyes are well adapted to dim conditions. They could be catlike, elven, or even demonic. 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.
- Tempestuous Magic
- At 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
- Heart of the Storm
- At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
- Storm Guide
- At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius sphere around you. The wind blows in that direction until the end of your next turn. This feature does not alter the speed of the wind.
- Storm's Fury
- Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
- Metamagic:
- Distant Spell
- When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
- 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.
- Twinned Spell
- When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
- --- Languages and Proficiencies ---
- Languages: Common, Draconic, Elven
- --- Spells ---
- Sorcery Points: 17
- Spellcasting Ability: Charisma
- Spell save DC: 19
- Spell attack bonus: +11
- Cantrips:
- -Shocking Grasp
- -Thunderclap
- -Blade Ward
- -Lightning Lure
- -True Strike
- -Gust
- Spell level 1:
- -Thunderwave
- -Mage Armour
- -Feather Fall
- -Charm Person
- Spell level 2:
- -Gust of Wind
- -Shatter
- -Warding Wind
- Spell level 3:
- -Lightning Bolt
- -Thunder Step
- -Slow
- Spell level 4:
- -Storm Sphere
- -Sickening Radiance
- -Ice Storm
- Spell level 5:
- -Immolation
- -Cloudkill
- Spell level 6:
- -Chain Lightning
- Spell level 7:
- -Crown of Stars
- Spell level 8:
- -Power Word Stun
- Spell level 9:
- -Gate
- ----
- Raja will open combat by casting Mage Armour, then pepper opponents with ranged damage. If struck with a particularly damaging attack, he will Gate in an Avatar of Thuben.
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