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Fandom MLP - Age of Exploration (Character Sheets)

Dreamweaver

One Thousand Club
(In this thread please post your character sheets, either your dice ones or your full character bio. Or both.)


  • Aurelia Nightsong
    General DetailsCharacter Name:

    Aurelia Sanguinaire Delacroix
    Race: Bat Lord
    Challenge Rating: 25
    Size: Large

    Hit Points: 380

    Armor Class: 23 (Natural Armor)

    Strength Score: +6
    Dexterity Score: +6
    Constitution Score: +6
    Intelligence Score: +5
    Charisma Score: +8

    Strength Check/Save: +14
    Dexterity Check/Save: +14
    Constitution Check/Save: +14
    Intelligence Check/Save: +13
    Charisma Check/Save: +16

    Condition Immunities: charmed, exhausted, frightened, paralyzed, petrified, poisoned.

    Damage Resistances: shadow; bludgeoning, piercing and slashing from +1 weapons.

    Damage Immunities: disease, necrotic, poison; bludgeoning, piercing and slashing from non-magical attacks.

    Senses: Blood-scent

    Skills: Aurelia adds +8 to all ability checks and saves.

    AbilitiesBlood Frenzy. Aurelia has advantage on attacks against targets below half health.

    Blood Scent. Aurelia is able to smell the blood of a living creature around her. Living creatures cannot benefit from invisibility or stealth against her.

    Enhanced Attacks. Aurelia's unarmed strike and vampiric touch attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage.

    Innate Spellcasting. Aurelia's spellcasting ability is Charisma (spell save DC 24), +16 to hit with spell attacks. She can innately cast the following spells:
    • - At-will: All Novice Necromancy/Shadow spells, Invisibility.
    • - 5/day each: Bestow Curse, Create Undead (Apprentice), Ray of Enfeeblement, Remove Curse.
    • - 3/day each: Create Undead (Expert), Descent Into Madness, Finger of Death.
    • - 1/day each: Create Undead (Master), Lunacy.
    Legendary Resistance (3/day). If Aurelia fails a savings throw, she may choose to succeed instead.

    Lord of the Dead. When casting the Create Undead spell, Aurelia may control up to 25 undead, with no limit on total challenge ratings. She also does not have to reassert her dominance over undead by casting Create Undead each day; they are permanently under her control.

    Magic Resistance. Aurelia has advantage on saving throws against spells and other magical effects.

    Marshal Undead. Undead creatures within 60 feet of Aurelia have advantage on saving throws against effects that turn undead.

    Misty Escape. When Aurelia drops to 0 hit points outside of her resting place, she transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn't in sunlight or running water. If she can't transform, she is destroyed. Once in her resting place, she reverts to her bat lord form. She is then forced to remain in its resting place until it regains at least 1 hit point. After spending 1 minute in her resting place with 0 hit points, she regains 1 hit point.

    Regeneration. Aurelia regains 40 hit points at the start of her turn. If she is in daylight, she instead regains 20 hit points.

    Shapechanger. Aurelia can use an action to polymorph into a nightwing bat, a Large cloud of mist, her pegasus form before becoming a bat lord, or back into her true form.

    While in bat form, Aurelia can't speak. Her statistics, other than her size, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies.

    While in mist form, Aurelia can't take any actions, speak or manipulate objects. She is weightless, has flight, can hover and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, she can do so without squeezing, and she can't pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.

    While in her pegasus form, she cannot use her Vampiric Touch, Bite, Soul Drain, Children of the Night actions or any of her legendary actions except Move and Unarmed Strike. While in pegasus form, Aurelia typically moves slower and refrains from using her innate spellcasting as to not attract attention to herself.

    Spider Climb. Aurelia can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Supernatural Reflexes (AoE). When Aurelia is subjected to a Dexterity saving throw and succeeds on her save, she takes no damage instead of half damage.

    Turn Immunity. Aurelia is immune to effects that turn undead.

    ActionsMulti-attack. Aurelia makes three melee attacks, only one of which can be a bite.

    Unarmed Strike (Pegasus or True Form Only). Melee Weapon Attack: +14 to hit, melee reach, one creature. Hit: 1d10 + 6 bludgeoning damage. Instead of dealing damage, Aurelia can grapple the target (escape DC 22).

    Vampiric Touch (True Form Only). Melee Spell Attack: +16 to hit, melee reach, one creature. Hit: 6d6 + 8 necrotic damage. Aurelia regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is grappled (escape DC 22). Aurelia can continue to use the Vampiric Touch action on a grappled creature once a turn without using an attack, but must roll to hit. A pony-type creature (same qualifications as Hold Pony) slain by this attack rises as a zombie after 1 hour under Aurelia's. Aurelia cannot use this action when she is in direct sunlight.

    Bite (Bat or True Form Only). Melee Weapon Attack: +14 to hit, melee reach, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 3d6 + 6 piercing damage plus 6d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Aurelia regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A pony-type creature slain in this way and then buried in the ground rises the following night as a vampire spawn under Aurelia's control.

    Soul Drain (True Form Only; 5/day). Ranged Spell Attack: +16 to hit, line of sight, one creature. Hit: 10d6 + 7 necrotic damage. The target makes a DC 24 Constitution saving throw or Aurelia regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. This reduction lasts until the target has slept for 8 hours. If the hit points gained restores Aurelia to her hit point maximum, she gains the excess as temporary hit points. A pony-type creature slain in this way and then buried in the ground rises the following night as a vampire spawn under the Aurelia's control. She cannot use this action in direct sunlight.

    Blind Spot (1/day). Aurelia causes a magical darkness to blot out the sun in a 2000 ft. radius.

    Charm. Aurelia targets one pony-type creature she can see. If the target can see her, the target must succeed on a DC 25 Charisma saving throw against this magic or be charmed by her. The charmed target regards her as a trusted friend to be heeded and protected. Although the target isn't under the Aurelia's control, it takes the her requests or actions in the most favorable way it can, and it is a willing target for her bite attack. Each time Aurelia or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Aurelia is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect

    Children of the Night (3/Day). Aurelia magically calls 4d6 giant bats or rats, provided that the sun isn't up. While outdoors, Aurelia can call 3d6 dire wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Aurelia and obeying her spoken commands. The beasts remain for 1 hour, until the Aurelia dies, or until she dismisses them as a bonus action.

    Reactions 1/RoundSupernatural Reflexes. When Aurelia is targeted by an attack, she can add 5 to her AC against that attack.

    Legendary ActionsAurelia can take 3 legendary actions, choosing from the options below. Aurelia regains spent legendary actions at the start of its turn.

    Move. Aurelia moves without provoking Attacks of Opportunity this round. She can move into the air to fly with this ability. Each use of this legendary action allows her to ascend by 1 Flight level.
    Vampiric Touch or Unarmed Strike. Aurelia makes one Vampiric Touch attack or one unarmed strike.
    Bite (Costs 2 Actions). Aurelia makes one bite attack.
    Cast a Spell (Costs 2 Actions). Aurelia casts a spell from her Innate Spellcasting feature, expending a use of that spell as normal.
    Absorb Life (Costs 3 Actions). Up to 10 non-undead creatures around Aurelia must make a DC 23 Constitution saving throw. On a failed save, creatures take 10d6 necrotic damage and have their hit point maximum reduced by that amount until the greater restoration spell or similar magic is cast on them. On success, creatures take half damage and do not have their hit point maximum reduced. Aurelia regains the amount of necrotic damage dealt as hit points. If the amount of hit points Aurelia gains restores her to her hit point maximum, she gains the excess as temporary hit points. A pony-type creature slain in this way becomes a wraith under Aurelia's control. Aurelia cannot use this action when she is in direct sunlight.

    Lair and Lair ActionsAurelia's Lair
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    Aurelia resides in a castle deep within Hollow Shades. To outsides, this castle appears haunted and is best avoided. However, to the bat ponies of Hollow Shades, this castle is a sign of power and friendship. Bat ponies are always able to enter the premises, but unwanted guests are quickly met by swarms of undead.

    When encountered in her lair, Aurelia has a Challenge Rating of 28.

    Lair Actions
    At the beginning of her round, Aurelia can choose one of the following abilities to use. These abilities can be used against any creature in her lairs range, which extends through all of her castle and 1 mile in the surrounding area.

    Ancient Knowledge. Aurelia rolls a 1d100. On a 1-20, nothing happens. On a 21-70, she regains one Apprentice spell slot. On a 70-90, she regains one Expert spell slot. On a 91-100, she regains one Master spell slot.
    Final Stand of the Shattered Souls. Aurelia summons the spirits of those who have passed away in her lair grounds. These spirits assail one target of her choice, who must make a DC 21 Constitution saving throw. They take 15d6 damage on a failed save, or half as much on a successful one.
    Friends of the Night. Aurelia summons 1d4 dire wolves to assist her in battle. These wolves appear immediately, but no more than four may be active at once.

    Regional Effects
    The area surrounding Aurelia's lair is warped by her unnatural presence, and has the following effects.

    - There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
    - Plants within 700 feet of the lair wither, and their stems and branches become twisted and thorny.
    - Shadows cast within 700 feet of the lair seem abnormally gaunt and sometimes move as though alive.
    - A creeping fog clings to the ground within 700 feet of the Aurelia’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
    - All entities not allied with the Aurelia suffer a -1 to perception checks while inside the lair due to a dark miasma that clouds the air.

 
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  • Name
    Gunnolf

    Title(s)
    Luna's pet wolf

    Species
    Great Wolf

    Gender
    Male

    Age
    36 Years

    Appearance
    Gunnolf is a massive wolf, roughly the size of a small house in total stature. He is well-muscled from living in the Everfree. His teeth are pearly white like his coat, his eyes claws soot black, and his eyes bright pink. He's an albino (obviously).

    Backstory
    The legends of the Everfree Forest and many of its corrupt inhabitants date back farther than most would ever care to remember. All kinds of terrible and horrific creatures in a vast range of sizes and shapes make their home in the dark depths of the forest. However, just like every dark spot has its monsters, it also has its beautiful and sometimes amazing spots and creatures. Gunnolf is probably one of few of these types of beasts, heralding from some of the deepest reaches of the Everfree Forest. He is sometimes referred to as the 'Ghost Wolf' by ponies due to his pristine white fur and his seeming ability to be there one moment and disappear when you look again, without sound or feeling of anything. He is by no means the most powerful creature in the Everfree Forest, however, he is still quite mighty in his own right. The Everfree Forest is sometimes, though rarely, a magnificent and magical place, bring forth beautiful creatures occasionally.

    Special Powers
    —Due to the nature of the Everfree Forest, he is resistant to magic. It takes greater magical power than what it normally takes to hurt him.

    —Also because of the Everfree Forest and its perilous dangers, Gunnolf's hide is extremely tough, being a little more difficult to damage with your average weaponry. It can be difficult to pierce with arrows and weapons.

    —Gunnolf is gigantic; his paw alone is the size of Princess Luna. This means that you should really stay out from under his paws, lest you be crushed.

    Skills
    —Extremely good at hunting prey, tracking, and otherwise detecting others. Not even your petty magic can fool his nose.

    —Pretty good at scavenging the good parts of stuff. However, it usually ends up with him grabbing anything that is shiny if it is just pony crap.

    —Understands pony speech perfectly, and can even speak the language telepathically, if rarely. 'Rare' as in he simply doesn't have many to actually talk to.
 

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  • General Details

    Character Name - Starlight Glimmer

    Race - Unicorn

    Gender: Female

    Age: 39

    Appearance: 593064

    Class & Level - Wizard (20)

    Talents Trees -


    Hit Points - 160 (8+(19x8))

    Armor Class - 15+2=17

    Proficiency Bonus - +6

    Proficiency (Equipment) - Light Armor and Simple Weapons.


    Ability Stats


    Strength Score - +0

    Dexterity Score - +2

    Constitution Score - +4

    Intelligence Score - +6

    Charisma Score - +2


    Ability Checks


    Strength Check - +0

    Dexterity Check - +2

    Constitution Check - +10 (+4 from Constitution Score/+6 from Proficiency Bonus due to Wizard class)

    Intelligence Check - +13 (+6 from Intelligence Score/+6 from Proficiency Bonus due to Wizard class/+1 Hardened Mind)

    Charisma Check - +2


    Abilities


    Racial Abilities -

    • Arcane Knowledge. You gain 1 spell from any spell school of your choice. It must be a spell costing 1-2 points, and you can use it once between rests for free. In addition, all unicorns know the corresponding cantrip to their chosen spells school.
    • Naturally Skilled. Starlight has advantage on Intelligence checks.
    • Smart and Hot. +1 Charisma and +1 Intelligence.

    Custom Abilities -

    Cutie Un-marking: Once per long rest, Starlight can take the cutie mark of a single target. This ability only works on beings with a cutie mark. She would both roll a spell attack roll, and the target would have to pass a Con save. If the attack hits and the save fails, that enemy then loses proficiency bonus on everything it's applied to. The effect ends when Starlight returns their cutie mark, the target is reduced to 0 hp, or Starlight is reduced to 0 hp.

    Red Mist: Starlight's magic is tied to her emotions. When she, or Trixie, are reduced to 50% of their max HP, starlight's magic is boosted in raw power. While Starlight is emitting Red Mist from her horn, all of her spells that deal damage do an extra 1D8 Damage, and all saves against her spells are rolled with disadvantage. This ability is automatically activated the moment either Starlight or Trixie drop below half health and lasts for 1D6 rounds. This ability can only be used once per day.



    Combat Stats-


    Cantrips- dice damage + Int


    Arcane Blast (To-hit): +12 (+6 from Intelligence Score/+6 from Proficiency Bonus)
    Arcane Blast (Damage): 4D12+8 (+6 from Intelligence Score/+2 from Robe of the Archmagi)

    Balance (To-hit): +13
    Balance (Damage): 4D10+8 (+6 from Intelligence Score/+2 from Robe of the Archmagi)

    Arctic Gale (To-hit): +13
    Arctic Gale (Damage): 4D8+8 (+6 from Intelligence Score/+2 from Robe of the Archmagi) + Reduces the targets AC by 1; stacking up to 3 times.

    Storm Bolt (To-hit): +13
    Storm Bolt (Damage): 4D8+8 (+6 from Intelligence Score/+2 from Robe of the Archmagi) (+4D6 to other enemy)



    Spells Known -


    Cantrips:

    Arcane Blast (Unique Spell - Attack Action): You have learned to harness the powers of the arcane into powerful blasts. You may make an attack roll against the target, dealing 1d12 on a successful hit.

    At level 5 your Arcane Blast deals 2d12 magic damage, at level 11 it deals 3d12 magic damage and at level 17 it deals 4d12 magic damage.

    Balance (Unique Spell - Attack Action): You have learned to harness the powers of Nature into powerful blasts. You may make an attack roll, dealing 1d10 nature damage on a successful hit. If this spell critically hits, all allies regain health equal to the damage dealt.

    At level 5, Balance deals 2d10 nature damage, at level 11 it deals 3d10 nature damage and at level 4d10 nature damage.

    Arctic Gale (Unique Spell - Attack Action): You have learned to harness the powers of Frost into powerful blasts. Your basic attack every round deals 1d8 frost damage and, on a hit, reduces the targets AC by 1; stacking up to 3 times.

    At level 5, Arctic Gale deals 2d8 frost damage, at level 11 it deals 3d8 frost damage and at level 17 it deals 4d8 frost damage.

    Storm Bolt (Unique Spell - Attack Action): You have learned to harness the powers of electricity into powerful blasts. You may make an attack roll against the target that deals 1d8 lightning damage. On a successful hit, lightning arcs from the target to one other nearby enemy for each attack the target makes. This lightning deals 1d6 damage.

    At level 5, Storm Bolt deals 2d8 (2d6) lightning damage, at level 11 it deals 3d8 (3d6) lightning damage and at level 17 it deals 4d8 (4d6) lightning damage.


    Signature Spells, Mastery Spells & Arcane Knowledge (Once per short rest):


    Starlight's Motor Mouth (Attack Action): One creature that you can see must make an Intelligence save. On a failed save that creature begins to spout gibberish non-stop, becoming unable to take actions, bonus actions or reactions in the process. The target can make a new save every round, or whenever it suffers damage.

    Starlight's Maximize and Minimize (Attack Action - Concentration/10 Rounds): You cause a creature that you can see to grow or shrink in size. If a target is unwilling it must make a Charisma save.
    • - A target who is enlarged has all of its dimensions doubled, and its weight multiplied by 8. It has advantage on strength checks and strength saving throws, and deals an extra 1d4 damage with all physical attacks.
    • - A target who is shrunken has all of its dimensions halved, and its weight reduced to 1/8 of normal. It has disadvantage on strength checks and strength saving throws, and deals 1d4 less damage with all physical attacks.
    Frozen Soul (Attack Action - Concentration/10 Rounds): The caster chooses one creature that can see. That creature must make a Charisma saving throw, or have its emotions twisted. On a failed save the creature regards enemies as friends, and friends as enemies. Creatures charmed in this way do everything they can to kill their former allies and must usually be stopped through death.

    Greater Restoration (Attack Action): A flood of natural magic flows through one creature of your choice, immediately ending one of the following effects of your choice on the target; the charmed condition, the petrified condition, one curse, any reduction to one ability score, or one effect which reduces a targets maximum hit points.

    Bless (Bonus Action): The caster gives an ally one of the following benefits, which lasts for 10 rounds. No more than one of these blessings may be on an ally at any time.
    Blessing of Might - One ally that you can see gains a +1 to-hit and +2 to damage with melee weapons for the spells duration. At level 10 this bonus damage becomes +3 and at level 20 it becomes +4.
    Blessing of Wisdom - One ally that you can see gains a +1 to-hit and +2 damage with basic spells for the spells duration. At level 10 this bonus damage becomes +3 and at level 20 it becomes +4.
    Blessing of Health - One ally that you can see gains 5 temporary hit points for the duration of the spell. At levels 3, 5 and 7 this increases by 5 hit points.
    Blessing of Protection - One ally that you can see gains a +1 AC for the spells duration. At level 10 this bonus armor class becomes +2 and at level 20 it becomes +3.


    Novice Spells (8 Spell Slots):

    Aurora's Arcane Armor (Free Action - Lasts 10 Rounds): A spell which was created by Aurora many years ago and has quickly become the most common defensive spell among arcane spell casters. This spell creates a field of energy just above the casters skin, which serves as armor. While this armor is active, your base armor class becomes 13 + dexterity.

    Arcane Missiles (Attack Action): You summon three missiles of arcane energy and assail your foes with them. Each of these missiles does 1d4+1 force damage. These missiles automatically hit and you can split them between any number of enemies. You gain an additional missile for every 2 caster levels beyond first, to a maximum of 7 missiles at level 9.

    Blink (Reaction - Concentration 4 Rounds): Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

    While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

    Cauterize (Bonus Action): You call upon your fire magic to seal your flesh, reducing bleeding and allowing you to stay alive a little longer. The base healing of this ability is 1d4 + your spellcasting ability modifier. At level 3, 5, 7, 9 and 11 this increases by 1d4.

    Scorch (Bonus Action): You let out a quick burst of fire to singe an opponent. Make a spell attack roll against them, dealing 1d4 damage on a successful hit. This damage increases by 1d4 at levels 4, 7, 10 and 13.

    Icy Grasp (Action): As a part of casting this spell, make a melee spell attack against a target of your choice in melee range. On a successful hit the target takes 1d12 cold damage and is unable to take reactions on its next turn. At levels 4, 8 and 12 this damage increases by 1d12. At level 5, the target must make a Constitution saving throw when touched, or be unable to take reactions for 1d4 rounds.

    Ice Chain (Action): As a part of casting this spell, you summon a 25 foot length of chain made out of crystalline ice. The chain is considered a +1 magical weapon. For the next 1 minute on your turn as an action, you can target one creature that you can see within 25 feet. The chains deal 2d8 cold damage on hit and uses your spell-casting attribute for the hit and damage, rather than strength or dexterity.

    You can also choose to grapple a target with the chain and drag them towards you. The target must make a Strength saving throw against your spell save DC. On a success, the target is unmoved. On failure, a creature of size large or smaller is moved into your melee range.

    At levels 5, 11 and 17 the damage of this spell increases by 1d8.

    Night Armor (Action): You create an icy barrier around yourself which covers you and your gear. When you cast this spell you gain 5 temporary hit points. If an enemy hits you while you have these temporary hit points, they take 5 cold damage. At levels 4, 8, 12, 16 and 20 the hit points and damage of this spell increase by 5.

    Earthbind (Attack Action - Concentration/10 Rounds): The caster chooses one flying creature that they can see. Magical vines burst from the ground and encircle the target, attempting to drag them to the ground. The target must make a Strength saving throw, or immediately be pulled to the ground. They suffer no damage from this.

    Faerie Fire (Attack Action - Concentration/10 Rounds): The caster calls upon the fey spirits to encircle three enemies of your choice. These enemies must make Dexterity saving throws; on a success, the spell ends. On a failure the enemies are outlined in a harmless purple fire. While outlined in this way, enemies cannot be invisible and all attack rolls against them are made with advantage.

    Regrowth (Attack Action): You nourish the targeted creature with wild magic, urging its natural healing processes to speed up. Each round, the target regains 1d4+their constitution modifier in hit points. At level 9 this becomes 2d4 base healing.

    Silva's Augmented Abilities (Attack Action - Concentration/10 Rounds): Choose one creature that you can see. That creature gains one of the following benefits, of your choice;
    • - Bat Ponies Splendor: The target gains advantage on Charisma saving throws and ability checks, and adds double their charisma bonus to any charisma ability check.
    • - Buffalo's Endurance: The target gains advantage on Constitution saving throws and ability checks, as well as gaining an additional 2d6 additional hit points.
    • - Earth Ponies Strength: The target gains advantage on Strength saving throws and ability checks, and adds double their strength bonus to any strength ability check.
    • - Griffon's Ferocity: The target deals an additional 1d4 damage with any natural attacks.
    • - Hippogriff's Hybridism: The target gains a swimming speed equal to their regular movement speed, and can breath underwater.
    • - Pegasus' Grace: The target gains advantage on Dexterity saving throws and ability checks, and cannot be knocked prone or restrained.
    • - Unicorns Cunning: The target gains advantage on Intelligence saving throws and ability checks, and adds double their intelligence bonus to any intelligence ability check.
    Parting Gift of the Fallen Puppet (Reaction): The moment a creature falls to 0hp or dies within line of sight from you, you may use your reaction to cause the creature to perform a single weapon-attack against a target of your choice before it returns to being unconscious or dead.

    Vampiric Touch (Attack Action - Concentration/10 Rounds): An aura of sickly red magic surrounds your hoof as you reach out to touch a creature. Make a melee spell attack against one foe in your melee range. On a hit, the target takes 1d6 necrotic damage and you regain hit points equal to half the necrotic damage done. You may make this attack on each of your turns as an action as long as you keep concentrating on the spell. At levels 3, 5 and 7 the necrotic damage increases by 1d6.

    Apprentice Spells (4 Spell Slots):


    Arcane Explosion (Attack Action): You unleash a devastating eruption of arcane energy from your body, damaging all enemies within melee range. This spell deals 2d6+6 force damage, and also pushes those creatures out of melee range. Those enemies fly back 4d6 feet, and must make a reflex save. They take bludgeoning damage equal to the distance moved on a failed save, or half as much on a success. At levels 7 and 11 this spell deals an additional 1d6 force damage.

    Hold Pony (Attack Action - Concentration/10 Rounds): Choose a pony-type creature (including things like griffons, hippogriffs) that you can see within range. The target must succeed on an Intelligence saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. Melee attacks against paralyzed targets automatically critical hit, and are made with advantage. At level 13, you may target a second creature when casting this spell.

    Mirror Image (Attack Action): You create 3 replicas of yourself which launch illusionary attacks at enemies. These attacks deal no damage, but the enemy cannot tell which image you are, and therefore they may hit a duplicate instead. The duplicate is destroyed when hit. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    Twisted Fate (Reaction): When you cast this spell, roll 1d20. When an ally or an enemy that you can see makes an attack roll, ability check or saving throw, you may substitute the number rolled with their dice roll. Using this in the same turn is a free action, but replacing a dice roll any other time costs a reaction.

    Frozen Heart (Attack Action): The caster freezes the hearts of their enemies to glacial tombs where the flame of friendship cannot survive. All hostile creatures in an area no longer count as allies for the purpose of their spells and abilities together. Each effected creature may attempt to end this effect on itself by using an Action to make a charisma saving throw at the start of it's turn.

    Feign Death (Attack Action - Duration/1 Hour): You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

    For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and it cannot move. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

    Life Transference (Attack Action): You sacrifice some of your health to mend another creature. Deal 4d8 necrotic damage to yourself, and heal another creature for double the amount taken.


    Expert Spells (3 Spells Slots):


    Arcane Missile Barrage (Attack Action): You unleash a devestating barrage of fifteen arcane missiles at your enemy. These missiles can strike the same target, or different targets. Each missile does 1d4+1 damage. At caster levels 13, 15, 17, 19 and 20 you gain an additional missile.

    Hold Monster (Attack Action): Choose any creature that you can see within range. The target must succeed on an Intelligence saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. Melee attacks against paralyzed targets automatically critical hit, and are made with advantage.

    Earthquake (Attack Action - Concentration/10 Rounds): You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centred on that point and shakes creatures and structures in contact with the ground in that area.

    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw as fissures open up below them. These fissures are 1d10x10 feet deep. On a failed save, the target falls into the fissure, and takes 1d6 damage for every 10 feet deep the fissure is.

    Disintegrate (Attack Action): You point at a creature within range and a ray of intense heat springs forth at the creature. The target must make a Dexterity Saving Throw. On a failed save they take 10d6+40 fire damage. Reducing a creature to 0 hit points with this spell leaves behind a pile of fine gray dust. At levels 13, 15 and 17 this damage increases by 3d6. On a successful save they take no damage.


    Master Spells (1 Spell Slot):

    Wish (Attack Action): Wish is one of the mightiest spells that an Arcane Magic user can cast, and also one of the strongest spells in existence. By simply speaking aloud, you can alter the very foundations of reality.

    The basic use of this spell, is to replicate other spells. Wish may be used to copy any spell from any other tree, with no chance of failure. The spell is cast as if you had cast it, causing it to follow the individual spells rules for damage/healing per level.

    Wish cannot copy other Master Spells.

    Wish has other uses as well. However, doing anything besides copying the effect of a spell causes great stress to the casters body. When you use Wish to do anything other than copy a spell, you take 1d10 necrotic damage for every 2 levels you possess. This damage cannot be reduced in any way. In addition there is a 25% chance that you can never cast Wish again.

    You can create one of the following effects of your choice:
    • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them.
    • You grant up to ten creatures that you can see resistance to a damage type you choose. This damage resistance lasts all day.
    • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
    • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
    You may also ask the GM for something not listed here. The GM has full control over what your wish causes, and whether or not the spell even takes effect. Word your wish as precisely as possible to increase the chances of it working. Be very careful what you wish for; an example of this could be wishing that "Your enemy was dead." and then being transported to the future, to a time where the villain has died of old age.

    Imprisonment (Attack Action - Duration/Until Dispelled): Choose one creature that you can see. The target must succeed on an Intelligence saving throw, or be effected by this spell. If a creature succeeds on their save, they are immune to this spell if you ever cast it again. By casting this spell, you use the power of the earth to restrain a creature in one of the following ways that you see fit;
    • - Burial. You imprison the target far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. A creature is awake and aware while trapped in this way.
    • - Chained. Heavy iron chains root the target to the ground. The target is restrained and cannot move or be moved until the spell ends.
    • - Gemstone Prison. You hold forth a gemstone, and suck the entire creature into it. The creature is awake and aware while inside of the gemstone, and can see and hear things outside of the gemstone. Nothing except the caster can see the creature inside of the gemstone.
    • - Hedge Prison. The target is transported into a demiplane, in the shape of a massive hedge labyrinth. The demiplane is warded against teleporation and planar travel.
    • - Slumber. The target falls asleep and cannot be awoken.
      • - Ending the Spell. During the casting of the spell, in any of its versions, you must specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.


    Class Abilities (Wizard)-

    Spell Save DC: 22 (8 + 6 Intelligence + 6 Proficiency + 2 Robe of the Archmagi)

    • Arcane Recovery: Starting at 1st level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day as an action, 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 at a value of:
      • Novice: 2
      • Apprentice: 4
      • Expert: 6
      • You may not restore Master spells this way.
      • You may not regain less than a single Novice spell slot.
    • Shield (Reaction): Starting at 1st level, you have learned how to conjure a quick defensive shield. By using your reaction you can consume a Novice spell slot to raise your AC by 4 that round. You must be wearing no armor or light armor for this to work.
    • Spellcasting (Full Caster): Starting at 1st level, you are able to alter reality through manipulation of the Weave; the force of magic which surrounds all things.
      • As a Wizard you can learn spells of all types, but cannot learn any spell which heals a target.
      • At 1st level you gain 6 spells of your choice from the listed schools. You gain 2 additional spells per level.
      • At 1st level you gain two cantrips of your choice. You gain another cantrip at levels 5 and 11.
      • The calculation for your Spell Save DC is: 8 + Intelligence Modifier + Proficiency Bonus.
    • Additional Spells: Starting at 2nd level, you add two more spells to your repertoire.
    • Arcane Tradition: Starting at 3rd level, you choose a school of magic to specialize in. Your chosen school will give you bonus abilities at levels 3, 7, 13 and 17.
    • Protective Barrier: Beginning when you select this school at 3rd level, you gain the ability to take the residual energy of your spells and turn it into a shield for yourself. This shield can have a maximum number of hit points equal to your Wizard level + your Intelligence modifier. Whenever you expend a spell slot, your shield gains hit points depending on the slot used. The hit points are as follows, and your shield begins the day at no hit points.
      • Novice Slot: 3 hit points
      • Apprentice Slot: 6 hit points
      • Expert Slot: 12 hit points
    • Master Slot: 18 hit points
    • Quick Study: Starting at 5th level, at the beginning of each new day you may exchange two spells that you know for two others.
    • Flexible Casting: Beginning at 7th level, you have become so skilled at manipulating the base energy of magic that you are able to learn and forget spells on a whim. Once per day you can forget a spell you know and learn another.
    • Additional Spells: Starting at level 9, you add another two spells to your repertoire.
    • Spell Resistance: Starting at 11th level, you gain Advantage on saving throws against Spells. In addition, when you activate Shield, you gain resistance against Spell Damage until the start of your next turn.
    • Fabric of Creation: Beginning at 13th level, you have learned how to alter a spell to take on a different form. A number of times per day equal to your Intelligence Modifier x 2, you can take a spell and change its damage type. You may change it to any damage type except for Light.
    • Spell Mastery: Starting at 15th level, you have mastered the more basic spells. Choose two Novice spells that you know; you may cast these spells without using a spell slot.
    • Improved Wish: Beginning at 17th level, you learn the Wish mastery spell if you didn't already know it. When using the Wish spell your chance of failure when producing a non-standard effect is reduced by an additional 10% and the DM is more gentle on you if you do fail. In addition, you cannot lose access to Wish by casting it.
    • Signature Spells: Starting at 20th level, you have mastered even the more advanced spells. Choose two spells that you know which are Expert level and below. You may cast these spells each once per short rest without expending any spell slots.


    Equipment:

    Armor -

    Robe of the Archmagi:

    • Armor Class is 15 + your Dexterity modifier.

    • You have advantage on Saving Throws against spell and other magical Effects.

    • Your spell save DC and spell Attack bonus each increase by 2.


    Other -

    Gem of Brightness:
    This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects:

    • The first Command Word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a Bonus Action to repeat the Command Word or until you use another function of the gem.

    • The second Command Word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    • The third Command Word expends 5 Charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command Word.

    When all of the gem's Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

    Bag of Holding:
    This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

    If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

    Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

    Ring of Water Walking:
    While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

    Dimensional Shackles:
    You can use an action to place these shackles on an Incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane Manacles, the shackles prevent a creature bound by them from using any method of extradimensional Movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.

    You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles.

    Chime of Opening:
    This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

    The chime can be used ten times. After the tenth time it cracks and becomes useless.

    Marvelous Pigments:
    Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional Objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

    Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate Objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

    When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of Objects you create.

    Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

    If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.



 

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  • Name: Avedon
    Race: Bat Lord
    Class
    : Paladin - Oath of the Moon
    Lvl
    : 20
    HP: 235
    AC: 23

    Strength 4
    Dexterity 2
    Constitution 4
    Intelligence 0 (+4)
    Charisma 5

    Attacks (x2)
    (Melee +13 / Spells +11)

    Holy Avenger: 1d10 + 1d8 shadow + 7 (+2d10 radiant to Fiends and Undead)

    Mind Blast: Enemy must make DC:21 Intelligence save or take 4d10 + 1d8 shadow damage.

    Vampiric Bite: (+14 to hit) 3d6 piercing + 1d8 shadow + 6d6 necrotic damage + 5
    Creature must be willing or be grappled by the vampire, incapacitated, or restrained.
    The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Avedon regains hit points equal to that amount.

    Dark Smite x10: 5d8 shadow damage

    Actions
    Lay on Hooves (125/125)
    Starting at 1st level, you've learned how to heal with just a touch of your hooves. You have a pool of healing each day equal to your Paladin level + your Charisma modifier x 2. You may use your action to touch an ally and restore any number of hit points from your pool. Healing 10 or more hit points also cures all diseases and poisons currently affecting the target.

    You may expend 20 hit points from your Lay on Hooves pool to cleanse up to 2 allies of your choice of a magical effect.

    Bonus
    Divine Sense x6
    Starting at 1st level, you can sense the presence of any Celestial, Fiend or Undead around you. While sensing them in this way, all of your attacks against the creatures have advantage.

    Reactions

    Passive

    Divine Health
    You are immune to all diseases.

    Aura of Protection
    Allies gain +5 to their saving throws and are immune to fear and diseases.


    Items
    Stone of Good Luck : +1 to Ability Checks and Saving throws
    Headband of Intellect: Your intelligence is set at 4
    Adamantine Armor: Immune to Critical Hits

    Cloak of Displacement: All attacks on you have disadvantage until the first time you take damage each turn.

    Shield +3

    Holy Avenger: +3 Weapon. Deals an extra 2d10 radiant damage to Fiends and Undead. You and allies within 30 feet gain advantage on saving throws against spells and other magical effects.

 
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  • Midnight Sonata

    Level
    • 7

    Race
    • Shadow Bat Pony

    Class
    • Rogue

    Subclass
    • Arcane Trickster

    Racial Bonus
    • Gotta Go Fast, While Remaining Hot -
      • +1 Dexterity
      • +1 Charisma
    • Shadow Blessed -
      • You gain one Novice spell of your choice from the Shadow Magic tree. You may cast this spell once between rests for free.

    Class Bonus
    • As a Rogue you have access to Light Armor, Simple Weapons and Finesse Martial Weapons.
    • As a Rogue you add your Proficiency Bonus to Dexterity and Intelligence ability checks.
    • As a Rogue you gain 8 + your Constitution modifier in hit points at first level, and 5 + your Constitution at all other levels.
    • Sneak Attack - Level 1
    • Anatomist - Level 1
    • Uncanny Dodge - Level 5
    • Evasion - Level 9
    • Stroke of Luck - Level 11
    • Improved Evasion - Level 15
    • Mastermind - Level 20


    Subclass Bonus
    • Arcane Arts - Level 3
    • Magical Ambush - Level 7
    • Use Magic Device - Level 13
    • Spell Thief - Level 17

    Ability Scores
    • Strength -
      • +1
    • Dexterity* -
      • +4
    • Constitution -
      • +0
    • Intelligence* -
      • +2
    • Wisdom -
      • +1
    • Charisma -
      • +4
    • HP -
      • 44
    • AC -
      • 15

    Proficiency Bonus
    • +3

    Spells
    • Shadow Magic
      • Cantrip -
        • Mind Blast (Unique Spell - Attack Action) - You have learned to harness the powers of Shadow into powerful blasts. You can force the target to make an Intelligence Saving Throw, dealing 1d10 on a failed save and giving the target disadvantage when attacking you. At level 5 this spell does 2d10 shadow damage, at level 11 it does 3d10 shadow damage and at level 17 it does 4d10 shadow damage.
      • Novice -
        • Cause Fear (Attack Action - Concentration/10 Rounds) - Choose one creature you can see within range, who is not an undead or construct. They must make a Charisma saving throw. On a failed save the target becomes distinctly aware of its own mortality, and gains the Frightened condition. It may attempt another saving throw at the end of each of its turns, ending the effect on a success.
        • Disguise Self (Attack Action - Concentration/1 Hour): You cloak yourself in shadow, which them morphs your features into that of another creature. You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use an action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence check against your spell save DC.
        • Light's Go Out (Attack Action - Concentration/10 Rounds): The caster chooses one enemy that they can see, and forces them to make a Constitution saving throw. On a failed save the enemy is blinded for the duration.
        • Luna's Favor (Bonus Action - Concentration/10 Rounds [Racial Bonus - Shadow Blessing]) - The caster prays to Luna for aid, and receives a minor enchantment to their weapons in return. For the duration of this spell, your melee attacks deal an additional 1d4 shadow damage. At level 11, this becomes 2d4 shadow damage.
        • Shadow Assassin (Attack Action - Concentration/10 Rounds): The caster causes one targets shadow to take on a life of its own. On the turn that this spell is cast and as a bonus action on each turn after, the caster can have the shadow attack the target. Make a spell attack against the target. On a hit the shadow does 1d6 shadow damage, plus your spellcasting ability modifier. At level 5, 9 and 13 the base damage increases by 1d6.
      • Apprentice -
        • Twilight's Want-It-Need-It (Attack Action) - By tapping into a creature's innermost desires, you are able to turn those desires into an unhealthy longing. Choose one creature that you can see and have it make a Wisdom saving throw, and also choose another creature or object as the desire. On a failed save the target becomes obsessed with the object, using all of its movement to go towards the object and using all of its actions to tend to the object. A creature is allowed a new save every round, or when it takes damage from the object of its affection.
    Half Caster
    Level Novice Apprentice Intermediate
    1 2 0 0
    2 2 0 0
    3 3 0 0
    4 3 0 0
    5 4 1 0
    6 4 1 0
    7 5 2 0
    8 5 2 0
    9 6 3 1
    10 6 3 1
    11 6 4 2
    12 6 4 2
    13 6 4 3
    14 6 4 3
    15 6 4 4
    16 6 4 4
    17 6 4 4
    18 6 4 4
    19 6 4 4
    20 6 4 4

    Skills
    • Sneak Attack - Starting at level 1, you have learned how to strike a foes weak point. Once on each of your turns, you can deal an additional 1d6 damage to an enemy when landing an attack.
      • This bonus increases by 1d6 at level 3, and every two levels afterwards.
      • This is bonus dice damage, so it gets doubled on a critical hit.
      • To sneak attack you need to be using a finesse or a ranged weapon.
    • Anatomist - Starting at level 1, you have learned how to use your knowledge of anatomy to make every strike count. Whenever you deal damage with your Sneak Attack class feature, you may add your Intelligence Modifier to the total damage done. At level 15 you may add double your Intelligence Modifier.
    • Cunning Action - Starting at level 2, you have mastered the art of being once step ahead of your opponents. As a bonus action on your turn you may take the Disengage action in combat, without giving up any attacks.
    • Arcane Arts - When you choose this subclass at 3rd level, you gain a number of magical secrets.
      • Spells Known - You gain four Novice spells of your choice from the Arcane, Necromancy or Shadow trees. You gain one additional spell for every two levels beyond 3rd. You also gain one cantrip of your choice from any of the three listed trees, and gain another cantrip at level 11.
      • Spells Per Day - You follow the half-caster chart (at the beginning of the magic section) for spells per day.
      • Mage Hoof - You gain the use of a spectral hoof (of hand) with which you can use freely to attempt pickpockets and disarm traps from a safe range of 30 feet.
      • Spell Save DC - The DC for your spell saves is 8 + your charisma modifier + your proficiency bonus.
    • Uncanny Dodge - Starting at level 5, once per turn when an attack hits you, you can reduce the damage by 1/2.
    • Magical Ambush - Starting at 7th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
    • Evasion - Starting at level 9, your superpony (or griffon, or dragon, or whatever) reflexes allow you to dodge the impossible. When an AoE attack calls for a Dexterity saving throw and you succeed on the check, you take no damage instead of half damage.
    • Stroke of Luck - Starting at level 11, you've learned how to alter the strands of fate to best suit you. When an attack hits you, you can treat the damage as absolute minimum. Alternatively, when an attack hits an ally you can change it into a miss. You can use this ability once per day.
    • Use Magic Device - Starting at 13th level, you gain the ability to use all manner of magical artifacts. When using a magic item you ignore all race, class and level requirements.
    • Improved Evasion - Starting at level 15, your superpony reflexes have reached their highest pinnacle! When you are subjected to a Dexterity saving throw, you take half damage on a failed save instead of full damage.
    • Spell Thief - At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.
    • Mastermind - Starting at level 20, you have come into your full power as a legendary rogue. As long as you are not unconscious, no attacks against you can have advantage. In addition, if one of your attacks misses an enemy that you can see, you can turn it into a hit instead. Alternatively you can treat any ability check as a 20. You may use this ability once per rest.
    Access To
    • Light Armor
    • Simple Weapons
    • Finesse Martial Weapons

    Equipment
    • Armor -
      • Padded Armor
    • Weapons -
      • Dagger - Simple Weapon, 1d6 Piercing, Finesse
      • Celtic Long Knife, la téne - Martial Weapon, 1d8 Piercing, 1d6 Slashing, Finesse
      • Throwing Dagger x5 - Simple Weapon, 1d6 Piercing, Thrown
      • Dagger +1 - Simple Weapon, 1D8 Piercing, Finesse
    • Items -
      • Backpack
      • Travler’s Cloths
      • Thieves’ Tools
      • Rations x 7
      • Waterskin
      • Bag of Ball Bearings (Bag contains 1000 Balls)
      • Hooded Lantern
      • Flask of Oil x 2
      • Cloak
      • Locked Wooden Box Content - Cloak of Elvenkind (Family Heirloom)
      • Wooden Box Key
      • Practise Daggers
      • Padded Hoofs
      • Bag of Small Blue Dragon Scales
    Backstory

    Midnight Sonata grew up as the son of a tailor. In his early years he enjoyed life, then the Nobles of the town increased the Taxes to unreasonable levels. Soon Midnight’s family was unable to pay the Taxes without moving into the slums of the Town. The Slums were known for their criminals and murderers. There is where Midnight learned to be a Rogue, or as he ended up preferring to call it, where he learned to become a “Treasure Hunter”. When he grew up, he left home in search of Treasure and Money to send home to his family. When he encounters Nobles he makes it clear that he does not like them due to past bad experiences but he will give them a chance.

    Liked -
    • Family
    • Friends
    • Hometown
    • Having enough money to get by
    • Giving everyone a chance unless it is obviously not possible
    • Helping out where he can
    • Exploring

    Hates -
    • The Nobles of his hometown
    • Unreasonable taxes
    • Having his trust betrayed
    • Not being able to give someone a chance
    • Nobles that are like his hometown Nobles/Leaders
    • Being poor
    • Being called a thief
 
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