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- Name: Falx Serai
- Class/level: Lvl 5 Storm Sorcerer
- Race: Fallen Aasamir
- 2 inspiration dice
- Languages: Common/Celestial
- Resistance: Radiant DMG
- Stats
- Max HP: 35
- Armorclass: 11
- Sorcery Points: 5
- Speed: 30ft
- Size: Medium
- Height: 5'8
- Weight: 150lbs
- Proficiency Bonus: +3
- Strength: 10 (+0)
- Dexterity: 13 (+1)
- Constitution: 14 (+2)
- Wisdom: 17 (+3)
- Intelligence: 13 (+1)
- Charisma: 20 (+5)
- Arcana
- Deception
- Persuasion
- Perception
- Stealth
- Spell Save: 15
- Equipment:
- Component Pouch
- 550 Gold
- Unicorn Horn
- Abilities:
- Fogcloud - 20 ft radius fogcloud sphere concentration
- Lvl 1
- Thunderwave - 300ft sound constitutional check or take 2d8 damage and pushed 15 ft away. Unsecured objects pushed 10 ft. Successful constitution takes 1/2 damage and not pushed.
- Lvl 2
- Gust of Wind - 60 ft line 10 ft wide strength check or knockback 15 ft, takes 1 turn to move 2 ft towards me and extinguishes all unprotected flames and 50% chance to extinguish protected flames. Bonus action per turn to move direction of line.
- Levitate - Levitate something up 20 ft for a max of 10 minutes and then it gently falls down (500lbs
- Lvl 0
- Acid Spray - 2d6 dex check and can hit targets within 5 ft of eachother 60 ft range
- Lvl 0
- Sacred Flame - 2d8, range of 60 ft
- Lvl 0
- Poison Spray - 2d12damage if failed constitution check
- Lvl 0
- Minor Illusion - exactly what it sounds like
- Lvl 0
- Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit,the target takes 2d8 lightning damage, and it can’t take reactions until the start of its next turn.
- The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Lvl 1
- Disguise self - Change into something of similar physique for 1 hour.
- Lvl 1
- Comprehend Language - understand any heard language for 1 hour
- Lvl 1
- Catapult - Launch an object up to 90 ft. If it hits a creature, 3d8 bludgeoning damage.
- Lvl 1
- Ray of Sickness - 60 ft ranged attack 3d8 poison damage constitution check failed then poison until next turn
- Lvl 2
- Alter Self - Greater Disguise
- Lvl 2
- Crown of Madness - Mind control concentration 1 minute duration
- Lvl 2
- Misty step - teleport up to 30 ft into an unoccupied spot. Bonus Action
- Lvl 3
- Lightning Bolt - A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
- The lightning ignites flammable objects in the area that aren't being worn or carried.
- At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
- Lvl 3
- Melf's Minute Meteors
- You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
- At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
- Lvl 3
- Sleet Storm
- Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
- The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
- If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
- Lvl 3
- Call lightning
- A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point of air where the cloud could appear (for example in a room that can’t accommodate the cloud).
- When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
- If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage is increased by 1d10.
- At higher levels the damage increases by 1d10 for each slot level above 3rd.
- Lvl 0
- Light
- Healing hands
- As an action you can touch a creature and cause it to regaina number of hit points equal to your level. Once you use this trait you can't use it again until you finish a long rest
- Necrotic shroud
- Startnig at the 3rd level, you can use your action to unleash the divine energy within yourself. casuing your eyes to turn into pools of darkness and two sekeletal ghstly flightless wings to sprout from your back.
- The instant you transform other creatures within 10 feet of you must each succeed on a charisma saving throw (DC 8+Prof bonus+ Charisma mod) or become frightened of you until the end of your next turn
- Lasts 1 minute
- During it, once on each of your turns. You can deal extra necrotic damage to one target when you deal damge via attack or spell. This exra necrotic damage is equal to your level.
- Once every Long Rest
- Tempestuous Magic
- At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.
- Unseen Servant
- This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
- Friends
- For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
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