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 Combat Sheet
- Devotion (Empyriel) Combat Sheet
- Eira Combat Sheet
- Lucian Lightsworn Combat Sheet
- Platinum Rose Combat Sheet
- Princess Aurora Combat Sheet
- Princess Luna
- Princess Luna Combat Sheet
- Princess Silvanus
- Princess Silvanus Combat Sheet
- Spitfire Flamestrike Combat Sheet
- Trixie Lulamoon Combat Sheet
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.
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
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.
Character Name - Devotion (Empyriel)
Race - Pegasus (Angel)
Class & Level - Paladin of the Sun (7)
Hit Points - 73
Armor Class - 18
Strength Score - +4 (3 base + 1 ASI)
Dexterity Score - +2 (0 base + 2 race)
Constitution Score - +2 (2 base)
Intelligence Score - +1 (1 base)
Charisma Score - +2 (2 base)
Proficiency Bonus - +3
Proficiencies - Charisma and Intelligence; All Weapons and Armour.
Strength Check/Save - +4
Dexterity Check/Save - +2
Constitution Check/Save - +2
Intelligence Check/Save - +1
Charisma Check/Save - +2
Racial Abilities- Flight. Being able to fly is what makes pegasi such dangerous creatures to face, especially if they have a bow and all you have is a sword. However, being in mid flight can also make them extremely vulnerable and a falling pegasus is one that rarely survives. There are are three altitudes of flight, with benefits as follows. It takes one round to climb one level, meaning it would take a pegasus (normally) 3 rounds to reach maximum height.
- Low Altitude. A pegasus who is flying at low altitude is the safest. When flying at a low altitude you are immune to melee weapons, but spells and ranged attacks have advantage to hit you due to how open you are in the air. Spells with a saving throw are not effected. Your own attacks are not effected in any way. If you are hit, you must make a Constitution Saving Throw equal to half the damage taken or fall. You take 1d6 points of damage for every 3 levels you possess after first, to a maximum of 7d6 at level 19. If falling damage reduces you to 0 HP, you cannot use the Flight ability being healed back up to full hit points by magical means.
- Medium Altitude. A pegasus who is flying at medium altitude is generally safe, but can possibly take far more damage when falling. When flying at a medium altitude you are immune to melee weapons, but spells and ranged attacks have a regular chance to hit you. Spells with a saving throw are not effected. Your own attacks are not effected in any way. If you are hit, you must make a Constitution Saving Throw equal to half the damage taken or fall. You take 1d6 points of damage for every 2 levels you possess after first, to a maximum of 10d6 at level 19. If falling damage reduces you to 0 HP, you cannot use the Flight ability being healed back up to full hit points by magical means.
- High Altitude. A pegasus who is flying at high altitude is generally untouchable, except by other flying creatures. They are immune to melee weapons, ranged weapons and spells with a hit chance. Spells with a saving throw are not effected (better hope nobody casts Hold Pony on you). While flying at such a height, all of your ranged attacks have disadvantage. If you are hit, you must make a Constitution Saving Throw equal to half the damage taken or fall. You take 1d6 points of damage for every level you possess, to a maximum of 20d6 at level 20. If falling damage reduces you to 0 HP, you cannot use the Flight ability being healed back up to full hit points by magical means.
- Gotta Go Fast. +2 Dexterity.
- Storm Blessed. You gain one Novice spell of your choice from the Storm Magic tree. You may cast this spell once between rests for free. In addition a pegasus has resistance to Lightning damage thanks to their natural affinity for cloud homes.
Custom AbilitiesRage of the Deadlands: While raging, Eira can add her proficiency bonus to Intelligence saving throws, and rolls with advantage.
Rampage: Each time Eira strikes an enemy, she gains a +2 bonus to her damage. This damage bonus can stack up to double her strength modifier. If she misses an attack against that opponent, her bonus resets. This bonus does not reset when switching between enemies, but does reset if she doesn't make a melee attack in one turn. Against undead, Rampage stacks twice as quickly.
Whoops...: When Eira rolls a 1, any ally fighting the same creature is in danger. Roll a die corresponding to the number of allies around, and then roll an attack against that allies armor class. This can critically hit. When using reckless attack, this ability can activate if Eira misses an attack and rolls a 1 on one of the dice.
Great Weapon AbilitiesGreat Weapon Master: You gain proficiency with all simple and martial two-handed weapons. In addition, your hours of practice have made you incredibly strong. If you roll a 1 or 2 on your damage dice with 2 handed weapons, you may re-roll.
Passive Ability - Cleaving Strikes: When you reduce an enemy to 0 HP, you may immediately make another attack against a nearby enemy. You may only make 1 additional attack per round. You may also make an additional attack when you critically hit an enemy, but cannot make 2 attacks with this ability in the same round.
Bonus Action Ability - Mortal Strike (2 Round CD): You have learned to cause grievous wounds on a target, which have trouble healing. When you hit with an attack, you can use your bonus action to apply the Mortal Strike debuff. This debuff "absorbs" the first 15 points of healing a target receives, rendering it useless. You may use this ability whenever you hit with an attack on your round.
- - Starting at level 5, you also deal an additional 1d10 damage with this attack. Starting at level 11, Mortal Strike now "absorbs" 30 points of healing. Starting at level 17, any enemy with this debuff active on them has a 2 lower AC.
Bonus Action Ability - Bloodlust (4 Round CD): You may choose to use this ability whenever you hit with an attack on your turn. Using your bonus action, you can choose to activate Bloodlust and regain hit points equal to the damage done on your attack.
- Starting at level 5, the attack chosen with this ability does an additional 1d6 damage which also causes healing. Starting at level 11, the chosen attack critically strikes on a 17-20. Starting at level 17, all of your attacks the round following this abilities activation deal an additional 1d4 damage and heal you an equal amount.
Reaction Ability - Power Attack: You may choose to put your entire weight into a round of attacks, granting increased damage at the cost of accuracy. When you do so, your attacks gain a -5 to-hit but gain +10 damage. You cannot pick and choose which attacks to use this with; you either Power Attack on all attacks in a round, or none.
Reaction Ability - Stagger: When you hit an enemy, you may choose to attempt to stagger them. If you do so, make a Strength Check (not save) against the enemies own Strength Check or Dexterity Check. On a success, the enemy loses 2 AC that round.
BarbarianAbilitiesRage (Bonus Action): Eira may fly into a rage during battle. Her rage lasts for 10 rounds. When raging, you deal +2 damage, which increases to +3 at level 9 and +4 at level 16. You may use this ability 2 times at level 1, 3 times at level 3, 4 times at level 6, 5 times at level 12, 6 times at level 17 and an unlimited amount at level 20.
- While raging, you have advantage on all strength checks.
- While raging, you take half damage from all bludgeoning, piercing and slashing attacks.
- While raging, your hoof strikes deal d12 damage.
- If you are able to use a magic school, it becomes unavailable while you are raging due to a lack of focus.
Bare-naked Barbarian: Eira's unarmoured AC is equal to 10 + Con + Dex.
Reckless Attack: Eira can choose to have advantage on all attacks, at the cost of all attacks against her having advantage.
Frenzy: Eira you can enter a bloodlusted frenzy whenever she rages. If she chooses to do so, she gain the ability to make one additional attack each round as a bonus action, her attacks score a critical hit on a roll of 19-20, and all attacks are made with advantage. However, when she is raging all attacks against her are made with advantage. At level 11, your attacks score a critical hit on a roll of 18-20.
Extra Attack (2): Eira may make one additional melee attack per round.
AttacksEira makes 2 attacks in a round.
Greataxe (To-Hit): +9 (+5 from Strength Score/+3 from Proficiency Bonus/+1 from Magic Weapon)
Greataxe (Damage): 2d6+6 (+8 with rage) (+5 from Strength Score/+1 from Magic Weapon)
Hoof (To-Hit): +8 (+5 from Strength Score/+3 from Proficiency Bonus)
Hoof (Damage): 1d12+5 (+7 with rage) (+5 from Strength Score)
Javelin (To-Hit): +8 (+5 from Strength score/+3 from Proficiency Bonus)
Javelin (Damage): 1d6+5 (+7 with rage) (+5 from Strength Score)
EquipmentEira currently possesses the following magical items:
+1 Greataxe
Eira currently possesses the following non-magical items:
3 Javelins- Flight. Being able to fly is what makes pegasi such dangerous creatures to face, especially if they have a bow and all you have is a sword. However, being in mid flight can also make them extremely vulnerable and a falling pegasus is one that rarely survives. There are are three altitudes of flight, with benefits as follows. It takes one round to climb one level, meaning it would take a pegasus (normally) 3 rounds to reach maximum height.
Character Name - Eira
Race - Earth Pony
Class & Level - Barbarian (5)
Hit Points - 66 (132 Rage)
Armor Class - 15
Strength Score - +5 (3 base + 1 racial + 1 ASI)
Dexterity Score - +2
Constitution Score - +3 (2 base + 1 racial)
Intelligence Score - +0
Charisma Score - +1
Proficiency Bonus - +3
Proficiencies - Strength and Constitution; Light Armor, Medium Armor, Light Shields, Simple Weapons and Martial Weapons.
Strength Check/Save - +8
Dexterity Check/Save - +2
Constitution Check/Save - +6
Intelligence Check/Save - +0 (+3 rage/advantage)
Charisma Check/Save - +1
Total Talent Trees Known - 1
Talent Trees Known - Great Weapon Fighting
Racial Abilities+1 Strength and Constitution
War Stomp (Action/1 per short rest). Calling upon the power of the earth itself, earth ponies are able to stomp the ground hard enough to stun foes. All enemies who are currently attacking you must make a Constitution save equal to 8 + Your Strength + Your Proficiency Bonus, being stunned for 1 round on a failure.
Earth Blessed. Earthbind
Custom AbilitiesRage of the Deadlands: While raging, Eira can add her proficiency bonus to Intelligence saving throws, and rolls with advantage.
Rampage: Each time Eira strikes an enemy, she gains a +2 bonus to her damage. This damage bonus can stack up to double her strength modifier. If she misses an attack against that opponent, her bonus resets. This bonus does not reset when switching between enemies, but does reset if she doesn't make a melee attack in one turn. Against undead, Rampage stacks twice as quickly.
Whoops...: When Eira rolls a 1, any ally fighting the same creature is in danger. Roll a die corresponding to the number of allies around, and then roll an attack against that allies armor class. This can critically hit. When using reckless attack, this ability can activate if Eira misses an attack and rolls a 1 on one of the dice.
Great Weapon AbilitiesGreat Weapon Master: You gain proficiency with all simple and martial two-handed weapons. In addition, your hours of practice have made you incredibly strong. If you roll a 1 or 2 on your damage dice with 2 handed weapons, you may re-roll.
Passive Ability - Cleaving Strikes: When you reduce an enemy to 0 HP, you may immediately make another attack against a nearby enemy. You may only make 1 additional attack per round. You may also make an additional attack when you critically hit an enemy, but cannot make 2 attacks with this ability in the same round.
Bonus Action Ability - Mortal Strike (2 Round CD): You have learned to cause grievous wounds on a target, which have trouble healing. When you hit with an attack, you can use your bonus action to apply the Mortal Strike debuff. This debuff "absorbs" the first 15 points of healing a target receives, rendering it useless. You may use this ability whenever you hit with an attack on your round.
- - Starting at level 5, you also deal an additional 1d10 damage with this attack. Starting at level 11, Mortal Strike now "absorbs" 30 points of healing. Starting at level 17, any enemy with this debuff active on them has a 2 lower AC.
Bonus Action Ability - Bloodlust (4 Round CD): You may choose to use this ability whenever you hit with an attack on your turn. Using your bonus action, you can choose to activate Bloodlust and regain hit points equal to the damage done on your attack.
- Starting at level 5, the attack chosen with this ability does an additional 1d6 damage which also causes healing. Starting at level 11, the chosen attack critically strikes on a 17-20. Starting at level 17, all of your attacks the round following this abilities activation deal an additional 1d4 damage and heal you an equal amount.
Reaction Ability - Power Attack: You may choose to put your entire weight into a round of attacks, granting increased damage at the cost of accuracy. When you do so, your attacks gain a -5 to-hit but gain +10 damage. You cannot pick and choose which attacks to use this with; you either Power Attack on all attacks in a round, or none.
Reaction Ability - Stagger: When you hit an enemy, you may choose to attempt to stagger them. If you do so, make a Strength Check (not save) against the enemies own Strength Check or Dexterity Check. On a success, the enemy loses 2 AC that round.
BarbarianAbilitiesRage (Bonus Action): Eira may fly into a rage during battle. Her rage lasts for 10 rounds. When raging, you deal +2 damage, which increases to +3 at level 9 and +4 at level 16. You may use this ability 2 times at level 1, 3 times at level 3, 4 times at level 6, 5 times at level 12, 6 times at level 17 and an unlimited amount at level 20.
- While raging, you have advantage on all strength checks.
- While raging, you take half damage from all bludgeoning, piercing and slashing attacks.
- While raging, your hoof strikes deal d12 damage.
- If you are able to use a magic school, it becomes unavailable while you are raging due to a lack of focus.
Bare-naked Barbarian: Eira's unarmoured AC is equal to 10 + Con + Dex.
Reckless Attack: Eira can choose to have advantage on all attacks, at the cost of all attacks against her having advantage.
Frenzy: Eira you can enter a bloodlusted frenzy whenever she rages. If she chooses to do so, she gain the ability to make one additional attack each round as a bonus action, her attacks score a critical hit on a roll of 19-20, and all attacks are made with advantage. However, when she is raging all attacks against her are made with advantage. At level 11, your attacks score a critical hit on a roll of 18-20.
Extra Attack (2): Eira may make one additional melee attack per round.
AttacksEira makes 2 attacks in a round.
Greataxe (To-Hit): +9 (+5 from Strength Score/+3 from Proficiency Bonus/+1 from Magic Weapon)
Greataxe (Damage): 2d6+6 (+8 with rage) (+5 from Strength Score/+1 from Magic Weapon)
Hoof (To-Hit): +8 (+5 from Strength Score/+3 from Proficiency Bonus)
Hoof (Damage): 1d12+5 (+7 with rage) (+5 from Strength Score)
Javelin (To-Hit): +8 (+5 from Strength score/+3 from Proficiency Bonus)
Javelin (Damage): 1d6+5 (+7 with rage) (+5 from Strength Score)
EquipmentEira currently possesses the following magical items:
+1 Greataxe
Eira currently possesses the following non-magical items:
3 Javelins
Lucian Lightsworn
General DetailsCharacter Name: Lucian Lightsworn
Race: Solar
Challenge Rating: 23... ish
Hit Points: 550
Armor Class: 21 (Natural Armor)
Strength Score: +9
Dexterity Score: +6
Constitution Score: +8
Intelligence Score: +8
Charisma Score: +10
Strength Save: +16
Dexterity Save: +13
Constitution Save: +15
Intelligence Save: +15
Charisma Save: +17
Condition Immunities: charmed, exhausted, frightened, poisoned.
Damage Resistances: radiant; bludgeoning, piercing and slashing from +1 weapons.
Damage Immunities: disease, necrotic, poison; bludgeoning, piercing and slashing from non-magical attacks.
Senses: truesight
Skills: perception +15
EquipmentDevotion: This +3 greatsword is Lucian's main offensive weapon, and a powerful tool in combat. It has the following properties:
- - This weapon has a +3 to hit and damage rolls.
- - This weapon deals an additional 2d10 radiant damage to Fiends and Undead.
- - This weapon critically strikes on a 19-20 and critically strikes Fiends and Undead on an 18-20.
- - Devotion is a sentient weapon with a Charisma and Intelligence bonus of +4.
- - If a non-good creature attempts to attune to Devotion, they must make a DC 15 Charisma savings throw. On a successful save, the wielder takes 3d6 psychic damage and is safe for the day. On a failed save they are dominated by the sword until it finds a better wielder.
- - While attuned to Devotion, you are immune to Disease.
- - While attuned to Devotion, you can use an action to cast Conjure Celestial from it. After you cast the spell, roll a d6. On a roll of 1–5, you can’t cast it again until the next dawn.
- - Crown of Stars: Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
- If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
- - Crown of Stars: Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
- - Devotion can be destroyed by being impaled in a Solar's corpse for a year and a day.
Divine Awareness: Lucian knows if he hears a lie.
Innate Spellcasting: Lucian's spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells:
- - At-will: Bless, Invisibility (self only)
- - 3/day each: Divine Word, Fire Storm, Heal
- - 1/day each: Commune, Holy Aura
Magic Resistance: Lucian has advantage on saving throws against spells and other magical effects.
Wings of Flame: Each creature around Lucian takes 3d6 fire damage at the start of their turn, as well as 3d6 fire damage when they strike him with a melee attack.
ActionsMulti-attack: Lucian makes two Devotion attacks, or one Slaying Longbow attack.
Devotion: Melee Weapon Attack: +19 to hit, 4d6+12 slashing damage plus 6d10 radiant damage, critical strike on a 19-20. Fiends or Undead take an additional 2d10 radiant damage, and are critically hit on a 18-20.
Slaying Longbow: Ranged Weapon Attack: +16 to hit, 2d8+9 piercing damage plus 6d10 radiant damage. If the target has 100 or fewer hit points, it must make a DC 17 Constitution save or die. Lucian can choose to drop the target to 1 HP instead.
Healing Touch (4/Day). Lucian touches another creature or himself. The target magically regains 8d10+6 hit points and is freed from any curse, disease, poison, blindness, or deafness.
Shockwave (Recharge 5-6). Lucian slams Devotion into the ground, causing all creatures around him to make DC 23 dexterity saves. On a failed save, they take 8d6+12 bludgeoning damage and are knocked prone and stunned until the end of Lucian's next turn. On a successful save they take half damage and are not knocked prone or stunned.
Archangels Wrath (Recharge 6). Lucian lowers his head and lets a blast of pure divine energy erupt from his horn. Enemies must make a DC 23 dexterity save, taking 20d8 damage on a failed save or half as much on a success.
Legendary ActionsLucian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lucianregains spent legendary actions at the start of its turn.
Regenerate. Lucian regenerates 20 hit points.
Teleport (self only). Lucian magically teleports, along with any equipment it is wearing or carrying, to a destination of his choosing on any plane.
Attack (Costs 2 Actions). Lucian makes two Devotion attacks or one Slaying Longbow attack.
Blinding Gaze (Costs 2 Actions). Lucian targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 17 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Searing Burst (Costs 3 Actions). Lucian emits magical, divine energy. Each creature of his choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (8d10) fire damage plus 14 (8d10) radiant damage on a failed save, or half as much damage on a successful one.
Spells KnownBless: Up to three creatures (not including Lucian) add a d4 to attack rolls and saving throws.
Invisibility (self only): Lucian may take the hide action at any time and has advantage on attack rolls. Attack rolls against him have disadvantage. Invisibility ends when he attacks.
Divine Word (bonus action): You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
- - 50 hit points or fewer: deafened for 1 minute
- - 40 hit points or fewer: deafened and blinded for 10 minutes
- - 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
- - 20 hit points or fewer: killed instantly
Fire Storm: Six creatures take 7d10 fire damage. Dexterity save DC 25 for half.
Heal: Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
Commune: Talk to deity (Celestia).
Holy Aura: Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Platinum Rose
General DetailsCharacter Name: Figure it out
Race: Unicorn
Class & Level: Fighter (4) - Archetype of the Gunslinger
Hit Points: 41
Armor Class (10 + Dex + Cha): 17
Grit: 3/3
Strength Score: +0 (Base 0)
Dexterity Score: +4 (Base 3 + 1 Extra)
Constitution Score: +2 (Base 2)
Intelligence Score: +2 (Base 1 + 1 Unicorn)
Charisma Score: +3 (Base 2 + 1 Unicorn)
Proficiencies: All Armor, All Shields, All Weapons.
Proficiency Bonus: +2
Strength Save: +0
Dexterity Save: +6
Constitution Save: +4
Intelligence Save: +2
Charisma Save: +3
Total Talent Trees Known - 1
Talent Trees Known - Ranged
Racial Abilities
+1 Charisma/Intelligence
Tempest Spell (1/Short Rest)
Unique Ability (1): Fan the Hammer - When Rose kills an enemy, she may immediately make one revolver attack against another enemy. This can happen multiple times in a round.
Unique Ability (2): Blaze of Glory - When Rose is reduced to 0 HP in a round, she instead drops to 1 HP and becomes invulnerable. During her next action she is affected by an Action Surge, even if she had none remaining and this takes none off her daily total of Action Surges. This may only happen once per day.
Unique Detriment: War Trauma - When Rose first comes into contact with griffons during a battle, she must make a DC 16 Charisma saving throw or become frightened. While frightened she runs away, and if she cannot run then she attacks with disadvantage. She may make another save each round, ending the effect on a success. This can only happen once per combat.
EquipmentRevolver, +1: This revolver was specially made for Rose by Starstreak and Princess Luna, and is the first of its kind in that it is inherently magical. She gains a +1 to damage and hit when using this weapon.
Short Sword: This is a basic non-magical short sword that Rose relies on in close quarters combat.
SkillsRanged Abilities
Passive Ability: You gain proficiency with all simple and martial ranged weapons. In addition, your hours of practice have made your aim remarkable. You gain a +2 to-hit with ranged weapons.
Tier 1 - Marksman: You have learned how to craft heavier ammunition, leading to a more damaging shot. When you select this ability, your ranged attacks add 1/2 of your intelligence modifier (rounded up) to their regular damage modifier.
Tier 2 - Trick Shot (2 Round CD): You have learned to make shots that seem almost impossible. When you hit an enemy with an ranged attack, you may use your bonus action to cause your projectile to bounce off one target and hit another, bouncing up to 2 times and dealing damage to all. You make an attack roll against each enemy. You cannot hit one opponent twice with this ability.
- At level 5, this ability deals an additional 1d4 damage. At level 11, it bounces 3 times instead of twice. At level 17, it deals 2d4 damage and bounces 4 times.
- At level 5, the arrows both have advantage if striking the same target. At level 11, they deal an additional 1d8 damage each. At level 17, if both arrows are aimed at the same target they critically hit on an 18-20.
Reaction - Errant Shot: You have learned to change the course of an arrows trajectory through magic. When you make an attack roll and miss, you may roll again against a different creature. If you are only fighting the one creature, you cannot use this ability.
Mastery Maneuver: Slayer's Shot (1/day - Must be a Barbarian, Bard, Dread Knight, Fighter, Monk, Paladin or Rogue)
Slayer's Shot is the mightiest ability that a ranger can call upon. When you use this ability, you must immediately designate what type of creature it will hit. Upon naming the type of creature, an arrow associated with that creature (such as one in the shape of a dragon's tooth, if you named dragon's your enemy) appears hovering in front of you.
You may then make one attack with the arrow. On a hit, the designated target must make a Constitution Save equal to 12 + your dexterity + your proficiency bonus. On a failed save they take 10 points of damage for every 2 levels you possess, or half as much on a success.
Fighter AbilitiesSecond Wind (Bonus Action - 2d6+1): Starting at 1st level, you can call upon inner reserves of strength to heal yourself in the midst of combat. By using a bonus action, you can heal yourself for 2d6 + your fighter level. You can use this once per short rest.
Weapon Specialization (Ranged Weapons): When using ranged weapons, Rose gains a +2 damage bonus and a +1 to hit
Action Surge (1/Short Rest): Starting at 2nd level, you may channel your inner strength to act more quickly in combat. One per short rest, you may double your attacks in a round.
Martial Archetype: Rose has selected the Archetype of the Gunslinger and has access to the following abilities;
- - Firearm Specialist: Beginning when you select this Archetype at 3rd level, you may reload firearms as a bonus action. When you misfire a firearm, you may attempt to fix it as a bonus action and use your Charisma instead of Intelligence when doing so. Finally, your AC while wearing no armor is equal to 10 + your dexterity + your charisma.
- - Adept Marksman: When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
- - Trick Shots. Rose knows the Disarming Shot and Violent Shottrick shots, detailed at the end of her character sheet.
- - Rose learns an additional trick shot of her choice at 7th, 10th, 15th, and 18th level. Each time she learns a new trick shot, she can also replace one trick shots she knows with a different one.
- - Grit. Rose gains a number of grit points equal to her Charisma modifier (minimum of 1). She regain 1 expended grit point each time she rolls a 20 on the d20 roll for an attack with a firearm, or deals a killing blow with a firearm to a creature. She regains all expended grit points after a short or long rest.
- - Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows: Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
- - Trick Shots. Rose knows the Disarming Shot and Violent Shottrick shots, detailed at the end of her character sheet.
+1 Revolver: 1d10 piercing damage, reload 6 & misfire 1
Blunderbuss: 2d8 piercing damage, reload 1 & misfire 2
+1 Revolver (To-Hit): +10 (+4 from Dexterity Score/+2 Proficiency Bonus/+1 from Weapon Specialization/+1 from Magic Weapon/+2 from Ranged Tree)
+1 Revolver (Damage): 1d10+8 (+4 from Dexterity Score/+2 from Weapon Specialization/+1 from Magic Weapon/+1 Intelligence Bonus)
Revolver (To-Hit): +9 (+4 from Dexterity Score/+2 Proficiency Bonus/+1 from Weapon Specialization/+2 from Ranged Tree)
Revolver (Damage): 1d10+7 (+4 from Dexterity Score/+2 from Weapon Specialization/+1 Intelligence Bonus)
Blunderbuss (To-Hit): +9 (+4 from Dexterity Score/+2 Proficiency Bonus /+1 from Weapon Specialization/+2 from Ranged Tree)
Blunderbuss (Damage): 2d8+7 (+4 from Dexterity Score/+2 from Weapon Specialization/+1 Intelligence Bonus)
Longbow (To-Hit): +9 (+4 from Dexterity Score/+2 Proficiency Bonus /+1 from Weapon Specialization/+2 from Ranged Tree)
Longbow (Damage): 1d10+7 (+4 from Dexterity Score/+2 from Weapon Specialization/+1 Intelligence Bonus)
Short Sword (To-Hit): +5 (+3 from Dexterity Score/+2 Proficiency Bonus)
Short Sword (Damage): 1d8+3 (+3 from Dexterity Score)
Trick ShotsDisarming Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Violent Shot: When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
[/sh]General Details[/sh]
Character Name: Aurora
Race: Greater Alicorn
Challenge Rating (Adult): 50/35
Chosen: Dawn Sunspot, Amethyst Aura, Emerald Azalea, Astral Specter, Trixie Lulamoon and Starlight Glimmer.
Arcanist: Twilight Sparkle
Hit Points (Adult): 810 ( (45) x (6) + (45) x (12) )
Armor Class: 34 (Mage Armor)
Strength Score: +15 (Base 10 + 5 Epic Bonus)
Dexterity Score: +16 (Base 11 + 5 Epic Bonus)
Constitution Score: +17 (Base 12 + 5 Epic Bonus)
Intelligence Score: +20 (Base 15 + 5 Epic Bonus)
Charisma Score: +18 (Base 13 + 5 Epic Bonus)
Proficiency Bonus: +10
Epic Bonus: +5 (add to AC, attacks, damage, ability scores)
Proficiencies: No Armor, No Weapons, All Ability Checks
Strength Check: +25
Dexterity Check: +26
Constitution Check: +27
Intelligence Check: +30
Charisma Check: +28
Racial AbilitiesAs a Greater Alicorn, Aurora has access to all of the following abilities.
Half Damage: bludgeoning, piercing, and slashing from a +4 or lesser magical weapon.
Damage Immunities: bludgeoning, piercing, and slashing that is +2 magical or less, all forms of magic.
Condition Immunities: charmed, deafened, frightened, petrified, poisoned, exhaustion.
Arcaneborne: Any attack that Aurora makes adds 8d8 arcane damage.
Discorporation: When Aurora is killed by any weapon besides a +5 legendary weapon, she disperses into leaves and is reborn within the Weave in 2D10+4 weeks. If she is killed by an artifact, the Weave becomes unstable and magic gains new and horrifying properties.
Divine Might: As a divine being, Auroras attacks are innately magical and bypass most creatures defenses. Her attacks and effects ignore the resistances and immunities of creatures CR 23 and below. Her attacks and effects targeting creatures of CR 24-33 ignore resistances and treat immunities as resistance.
Goddess of Magic: Aurora has a constant Epic Mage Armor spell around herself, granting her an AC of 34. Furthermore she can control all magic as she sees fit. If she decides that magic no longer works for an individual, then it no longer works. This ability does not work on magical items, nor on the Light or Shadow trees as they are not arcane in nature. In addition, Aurora has access to all magic besides the Light and Shadow trees, and her effects for spells are doubled.
Legendary Resistance (5/Day): If Aurora fails an ability check, she can choose to succeed instead.
Magic Weapons: Aurora's weapon and natural attacks are treated as +5 magical weapons.
Regeneration: Aurora regains 45 hit points at the start of her turn.
EquipmentStaff of the Weave. This potent artifact draws directly from the weave. While wielding it, Aurora may cast any non-light and non-shadow spell as a free action once per turn.
ActionsMulti-attack: Aurora makes two attacks each round. These can be casting a spell from any of the aforementioned schools, or using her Weave Ray for any of its desired effects.
- In addition, Aurora can choose to use a recharge ability in place of her attacks.
- Prismatic Ray. +30 to hit,
Reactions (1/round)
Legendary Actions
Aliases: Nightsong
Titles: Goddess of the Moon, Co-ruler of Equestria, Princess of the Night, The Night Mother, Blade of Equestria, The Nightmare, The Lunar Deity.
Species: Natural Alicorn
Gender: Female
Age: 6000+
Appearance: A dark blue coat with an ethereal mane which looks like the night sky itself, complete with stars floating around in her mane. She stands considerably taller than all other ponies except for her sister Celestia.
Special powers (specialization at a certain magic, etc.): As the Goddess of the Night, Luna has absolute dominion over the darker sides of magic and the night itself. She is unrivaled in the arts of necromancy and cold based battle magics, as well as illusions and conjuration spells. She is highly specialized in every other type of magic. The only exceptions to this are fire, healing and light based magic, which she cannot harness to any useful degree.
In addition to her other magical prowess, she has access to Lunar Magic which no other creature is able to harness. She can call upon moonlight to blind and weaken enemies, envelop large areas in total darkness, cause hallucinations and waking nightmares among the living, and can even call down the stars themselves to aid her in a wide variety of attacks.
Luna is also able to go invisible at will and move without emitting any sound. Her innate form of invisibility has some limits in combat. She is also capable of creating limited amounts of life, such as the Ursa Minor and other Constellation Creatures.
Physical traits: As one of two natural alicorns, beings made up entirely of magic, Luna has a number of unique physical traits. The first and most obvious trait is immortality. She does not need to sleep, eat, or breath, and does not age under any circumstances. Her magically enhanced body is also far more resistant to injury compared to normal, with regular weapons having little to no effect on her. Any damage done is quickly regenerated, including the regeneration of limbs if she is hurt so severely.
Her physical strength is also enhanced by her magical lineage. Luna has been shown strong enough to trade blows with a fully grown dragon, and kick down castle gates.
Skills (technician, etc.): Luna's extremely long and rough life have allowed her to perfect a large number of skills, most notably related to warfare. She is a skilled blacksmith and enchanter, being responsible for making her own armor and some of her own weapons. She is also trained in the art of nearly all weapons except for modern firearms. She excels in the combat style of dual wielding, as well as archery and shield and spear combat. She is also a brilliant strategist and military leader, and is responsible for running half of Equestria's military.
She's also quite good with a variety of musical instruments... And many other things. She's had a long time to study.
Equipment
Suns Heart - This ring is Princess Luna's most prized possession. The ring is made of some kind of silver alloy, the likes of which isn't quite known. On the inside of the band is written 'Semper tua usque in sempiternum meum' which translates to 'Forever Yours, Forever Mine' in Ancient Equestrian. The ring has a square ruby inset into it, with a spark from the sun itself inside the ruby which acts as the sparks vessel. Around the ruby are six small diamonds.
Princess Luna
General DetailsCharacter Name: Luna Nightsong
Race: Greater Alicorn (suck it, lesser Alicorns.)
Challenge Rating: 40
Hit Points: 1,242 ( (54) x (13) + (54) x (10) )
Regeneration: 50
Healing Pool: 300 HP
Armor Class: 30/34 (Base 10 + 20 Dex/Base 10 + 20 Dex + 4 Shield)
Strength Score: +15 (Base 10 + 5 Epic Bonus)
Dexterity Score: +20 (Base 15 + 5 Epic Bonus)
Constitution Score: +18 (Base 13 + 5 Epic Bonus)
Intelligence Score: +17 (Base 12 + 5 Epic Bonus)
Charisma Score: +20 (Base 15 + 5 Epic Bonus)
Spell Save DC: 38
Proficiency Bonus: +10
Epic Bonus: +5 (add to AC, attacks, damage, ability scores)
Proficiencies: Light Armor, Medium Armor, Light/Heavy Shields, Simple Weapons, Martial Weapons, All Ability Checks
Strength Check: +25
Dexterity Check: +30 (advantage, enemies disadvantage for stealth checks)
Constitution Check: +28
Intelligence Check: +27
Charisma Check: +30 (advantage)
Racial AbilitiesAs a Greater Alicorn, Luna has access to all of the following abilities.
Half Damage: bludgeoning, piercing, and slashing from a +4 or lesser magical weapons, arcane magic.
Damage Immunities: bludgeoning, piercing, and slashing that is +2 magical or less, shadow and frost magic.
Condition Immunities: charmed, deafened, frightened, petrified, poisoned, exhaustion.
Discorporation: When Luna is killed by any weapon besides a +5 artifact, she disperses into untouchable black smoke and is reborn within the Tree of Harmony in 2d10+4 weeks.
Divine Might: As a divine being, Luna's attacks are innately magical and bypass most creatures defenses. Her attacks and effects ignore the resistances and immunities of creatures CR 25 and below. Her attacks and effects targeting creatures of CR 26-35 ignore resistances and treat immunities as resistance.
Divine Reflexes: If Luna succeeds on an ability check against an area of effect, she may immediately move outside the area, suffering no damage, conditions, etc. from the effect.
Goddess of the Night: Luna projects an aura of intense fear and foreboding against anybody who is her enemy. These enemies gain a -5 to attack rolls and a -10 to damage rolls. In addition, any enemy who begins their round within 200 feet of her takes 50 shadow damage. Furthermore, Luna can go invisible at will, giving herself advantage on stealth rolls. She can also disperse into a cloud of smoke and does not require a roll to stay hidden, though she has to make a roll for stealth when she reappears.
Legendary Resistance (5/Day): If Luna fails an ability check, she can choose to succeed instead.
Limited Magic Immunity: Luna is immune to Frost and Shadow attacks. These attacks heal her for the amount of damage dealt. She also takes half damage from Arcane attacks.
Magical Weakness: Luna takes 25% more damage from Fire and Radiant based spells. Healing magic does not hurt her. Fire damage is normal while wearing her Wedding Band.
Magic Weapons: Luna's weapon and natural attacks are treated as +5 magical weapons.
Martial Artist: Luna is a master of hoof-to-hoof combat. She can use her dexterity for hit and damage with her hooves and cesti, and deals 7d8 damage with her hooves and cesti.
Nightmares: At the start of each round in combat, roll a d100. On a 95-100, refer to the Nightmare Moon section of this character sheet.
Regeneration: Luna regains 50 hit points at the start of her turn.
Shadowborne: Any attack that Luna makes adds 5d8 frost and 5d8 shadow damage.
Warriors Madness: Luna is short tempered and has been known to go overboard when the throes of battle overcome her. Whenever she is struck by an enemy or strikes an enemy, she gains +1 to her rage meter. She may spend 5 points from this rage pool to enrage for 1 round. While enraged she deals an additional +30 damage and may make 1 extra hoof attack.
Weapon Master: Luna has been in thousands of battles and has adopted her own personal fighting style. She critically strikes on an 18-20 with all melee attacks. Luna also makes 2 reactions per round, rather than the regular 1.
EquipmentNights Wrath: This legendary artifact was created for Luna by Harmony herself. It appears as a plain silver pole, which masks its true identity as the most dangerous weapon on the planet. As a free action Luna can morph the pole into any weapon shape she desires, although the most common of her choices are as follows:
- Twin Scimitars: Luna can cause the pole to morph into a pair of scimitars, which are her primary weapons. These scimitars have a base damage of 27d8. Additionally, these scimitars are enchanted to be faster than normal and allow Luna to make an additional attack per round.
- Cesti: Luna can cause the pole to morph around her hooves, taking the form of a pair of simple steel cesti. These cesti have a base damage of 27d8. Additionally, when Luna strikes a creature with these cesti they must succeed on a DC 28 Constitution Check or be stunned for one round.
- Scythe: Luna can cause the pole to morph into a scythe. This scythe has a base damage of 54d6. Additionally, when Luna strikes a creature with the scythe she regains 20 hit points. Any creature slain by the scythe heals Luna for an amount equal to their maximum hit point value.
- Bow: Luna can cause the pole to morph into a bow. This bow creates magical arrows as its string is drawn, and unleashes them without even a twang of sound. These arrows deal 27d8 base damage on a hit, in addition to rendering the target blind if they fail a DC 28 intelligence check.
- Spear and Shield: Luna can cause the pole to morph into a spear and shield. While wielding the shield, Luna gains a +4 AC and takes half damage on failed dexterity checks. The spear has a base damage of 27d8. In addition, the spear can be wielded in 1 of 4 ways, which Luna may mix and match during an attack sequence:
- Thrust: The spear inflicts 5 points of cumulative bleed damage when a creature is struck by a thrust attack. This means that after 4 hits, an enemy will bleed for 20 damage in a round. Any healing spell reduces this by 5 points, as does regeneration.
- Slash: The spear reduces a targets AC by 2 as it rends armor from their body or chills their veins to reduce movement speed. This can stack up to 3 times.
- Sweep: The spear knocks a target prone, with no save. Any follow-up attack against the enemy has advantage, and they may freely stand on their next turn.
- Throw: The spear pins a target to the wall. They must make a DC 38 Strength Check or be restrained. While restrained the enemy cannot move and all attacks have advantage against it. On each of its turns it may attempt a DC 23 Strength Check to remove the spear.
Night's Embrace: Luna wears a set of +5 leather armor. This armor is pitch black, and shifts in color to suit whatever deepness of shade the wearer is currently in. This armor is enchanted to give enemies disadvantage when detecting her presence.
ActionsMulti-attack: Luna may make any one of the following attacks in a round:
- Three Night's Wrath attacks or Shadowfall attacks. 4 attacks with scimitars.
- 1 Dance of Death attack.
- 1 Cruel Moon attack.
Nights Wrath (Scythe): Melee Weapon Attack: +30 to hit, 54d6+20 slashing damage plus (5d8) frost and (5d8) shadow damage. In addition Luna regains 20 hit points when she strikes an enemy with the scythe, and any enemy slain by the scythe heals Luna for an amount equal to their maximum hit points.
Nights Wrath (Cesti): Melee Weapon Attack: +30 to hit, 27d8+20 bludgeoning damage plus (5d8) frost and (5d8) shadow damage. In addition, any enemy struck by the cesti must make a DC 38 Constitution Check or be stunned for one round. The stun wears off at the start of their turn.
Nights Wrath (Bow): Melee Weapon Attack: +30 to hit, 27d8+20 piercing damage plus (5d8) frost and (5d8) shadow damage. In addition any enemy hit by an arrow must make a DC 28 Intelligence Check or be blinded for 1 minute.
Nights Wrath (Spear and Shield): Melee Weapon Attack: +30 to hit, 27d8+20 slashing damage plus (5d8) frost and (5d8) shadow damage. In addition Luna gains a +4 armor class while wielding the shield, and may make a variety of different attacks with the spear.
- Thrust: The spear inflicts 5 points of cumulative bleed damage when a creature is struck by a thrust attack. This means that after 4 hits, an enemy will bleed for 20 damage in a round. Any healing spell reduces this by 5 points, as does regeneration.
- Slash: The spear reduces a targets AC by 2 as it rends armor from their body or chills their veins to reduce movement speed. This can stack up to 3 times.
- Sweep: The spear knocks a target prone, with no save. Any follow-up attack against the enemy has advantage, and they may freely stand on their next turn.
- Throw: The spear pins a target to the wall. They must make a DC 38 Strength Check or be restrained. While restrained the enemy cannot move and all attacks have advantage against it. On each of its turns it may attempt a DC 23 Strength Check to remove the spear.
Shadowfall: Ranged Spell Attack: +30 to hit, 1000 ft range, 40d10+20 frost/shadow damage. Critically strikes on a 20.
Dance of Death: Luna may make a single Night's Wrath, Scimitar or Hoof attack on any enemy nearby.
Sanity Taken (Recharge 3): Luna calls upon her darkest powers and lets the unholy might of her birthright flow forth. Each creature within 500 feet of her must make a DC38 charisma check, or take 10d8 damage on a failed save and half as much on a successful one. This is a mind altering spell, which plays on a characters greatest fears. On the second use of this ability, this deals 20d8 damage or half as much on a successful save as the madness begins to take an even stronger hold on the character. On the third use of this ability it deals 30d8 damage and stuns each target who fails their save for 2 rounds as the insanity paralyzes their thoughts and leaves them temporarily comatose.
Cruel Moon (Recharge 5-6): Luna teleports to a target within 200 feet of her and makes two Nights Wrath, Hoof, Dawnreaper or Eclipse attacks. She then teleports to another target and makes two more attacks, repeating this until she has made a total of 8 attacks. She may target the same creature a maximum of two times with this ability.
Star Swarm (Recharge 5-6): Luna summons a swarm of stars to assail enemies within 200 feet of her. Each creature within 200 feet takes 40d8 damage. These stars hit automatically.
Bonus Actions (1/round)Arcane Augments: Luna can spend her bonus action to enchant one of her attacks to deal an additional 50 Arcane, Frost or Shadow damage.
Divine Reckoning: Luna can spend her bonus action to empower one of her attacks with darkness for the round. When she hits with a weapon attack she can smite the target, causing 14d8 shadow damage rather than 8d8.
Shroud of Darkness: Luna can spend her bonus action to turn herself invisible. While invisible she gains a +2 to her armor class.
Reactions (2/round)Counterspell: When Luna is targeted by a spell, not counting AoEs, she can attempt to fizzle the spell before it leaves the casters horn. To do so, she makes a charisma check countered by the targets spell-casting ability check. If she wins the contest, the spell doesn't take effect.
Magical Reflexes: When Luna is hit by an attack, she can respond by using any attack, melee or ranged, on any target within 1000 feet of her.
Parry: Luna can attempt to parry one melee attack that was made against her. To do so, she adds 5 to her AC against any attack of her choosing.
Legendary ActionsLuna has 5 legendary action points to spend, choosing from the actions below. Only 1 legendary action can be taken at a time, and only on her turn. Luna regains 2 legendary action points per round.
Attack: Luna makes one Nights Wrath, Dawnreaper, Eclipse or Ray of Destruction attack.
Regenerate: Luna regenerates 50 hit points.
Icy Tomb (Costs 2 Actions): Luna entombs one target that she can see in a casket of ice. The target must make a DC 38 strength check, or be trapped inside. The target takes 8d10 damage if it becomes trapped, and an additional 8d10 damage at the start of each of its rounds. The target can attempt a new strength check at the start of each of its rounds.
Full Attack (Costs 4 Actions): Luna uses multi-attack.
Recharged (Costs 5 Actions): Luna recharges either Cruel Moon, Sanity Taken or Star Swarm and uses them immediately.
Sister AbilitiesCheap Shot: Luna is at her strongest when she has some other idiot to take the hits for her. As long as Luna and Celestia are attacking the same target, all of Luna's attacks deal an additional 6d6 damage.
Enraged Sorrow: Luna flies into a rage if she witnesses Celestia be critically struck. Add 5 to her rage meter each time Celestia is critically struck.
No Escape: Luna may teleport exactly to Celestia's location without error, no matter where she is in the multiverse. In addition, Luna always knows Celestia's emotional state, whether she's in danger, and what she's thinking. These things can be blocked if Celestia decides not to share them.
Sacrifice: Luna may give up any number of hit points at any time, and give them to Celestia. However, these hit points are not heal-able with magic and only disappear after a full days rest.
Ultimate Duet (1/Round): At any point during a fight when Celestia is damaged by an attack, Luna may teleport in front of the attack and take the damage instead. She may only do this on one attack per round.
WIP
Princess Silvanus
General DetailsCharacter Name: Silvanus Last Name Pending
Race: Intermediate Deity
Challenge Rating: 30
Hit Points: 960 ( (40) x (12) + (40) x (12) )
Armor Class: 29 (Base 10 + 8 Con + 11 Dex)
Strength Score: +15 (Base 12 + 3 Epic Bonus)
Dexterity Score: +11 (Base 8 + 3 Epic Bonus)
Constitution Score: +15 (Base 12 + 3 Epic Bonus)
Intelligence Score: +13 (Base 10 + 3 Epic Bonus)
Charisma Score: +13 (Base 10 + 3 Epic Bonus)
Proficiency Bonus: +9
Epic Bonus: +3 (add to AC, attacks, damage, ability scores)
Proficiencies: No Armor, Light Shields, Simple Weapons, Strength and Constitution Ability Checks.
Strength Check: +24 (advantage)
Dexterity Check: +20
Constitution Check: +24 (advantage)
Intelligence Check: +22
Charisma Check: +22
Racial AbilitiesAs an Intermediate Alicorn, Silvanus has access to all of the following abilities.
Half Damage: bludgeoning, piercing, and slashing.
Damage Immunities: bludgeoning, piercing, and slashing that is +2 magical or less, fire and nature magic.
Condition Immunities: charmed, deafened, frightened, petrified, poisoned, exhaustion.
Discorporation: When Silvanus is killed by any weapon besides a +5 weapon, she disperses into leaves and is reborn within the Tree of Life in 2d10+4 weeks.
Divine Might: As a divine being, Silvanus' attacks are innately magical and bypass most creatures defenses. Her attacks and effects ignore the resistances and immunities of creatures CR 20 and below. Her attacks and effects targeting creatures of CR 21-30 ignore resistances and treat immunities as resistance.
Goddess of Earth and Fire: Silvanus has advantage on all Strength and Constitution checks and saving throws. Silvanus adds half her constitution modifier (rounded up) to her AC, and has a permanent -5 to hit with attacks and a +25 to damage with melee attacks. Silvanus can grapple a target of any size.
Innate Spellcasting: Silvanus has access to all of the following spell trees: Fire and Nature. She may cast Novice spells an unlimited amount, Apprentice spells five times a day, Expert spells four times a day and Master spells twice a day.
Legendary Resistance (4/Day): If Silvanus fails an ability check, she can choose to succeed instead.
Limited Magic Immunity: Silvanus is immune to Fire and Nature attacks. These attacks heal her for the amount of damage dealt.
Magic Weapons: Silvanus' weapon and natural attacks are treated as +3 magical weapons.
Regeneration: Silvanus regains 40 hit points at the start of her turn.
EquipmentHarmonic Enforcer: This +5 greatclub, made of a branch of the Tree of Harmony, is Silvanus' most prized possession. This two handed weapon has a base damage of 4d12. When Silvanus critically strikes with this weapon, all of the damage is maximized.
ActionsMulti-attack: Silvanus makes three attacks each round, which can be any combination of Harmonic Enforcer and Strength of Earth.
- In addition, Silvanus can choose to use Call of the Wild in place of one of her attack actions.
- - The target is stunned for one round.
- - The target is knocked prone.
- - The target is pushed back 5 feet for every point they failed their save by. They take 1d6 extra bludgeoning damage for every 10 feet they are pushed back.
- - The target drops a weapon they are holding.
- - The target takes an additional 2d8 bludgeoning damage.
Strength of Earth: Melee Weapon Attack: +19 to hit, 4d12+40 bludgeoning damage. If Silvanus hits with one of these attacks in a round, she grapples the opponent. If she hits with two, the opponent if then restrained. While restained in that manner, Silvanus can continue to beat them or choose to throw them instead.
- - Silvanus can throw a gargantuan object 200 feet, a huge object 400 feet, a large object 800 feet and a medium or smaller object 1,200 feet.
- - A target thrown by Silvanus takes bludgeoning damage depending on its size. A target can make a DC 28 Dexterity saving throw to reduce the damage by half. The damages are as follows:
- - Gargantuan. The target takes 10d6 bludgeoning damage.
- - Huge. The target takes 20d6 bludgeoning damage.
- - Large. The target takes 25d6 bludgeoning damage.
- - Medium or smaller. The target takes 30d6 bludgeoning damage.
- - If a target is thrown at another target, the other target must make a DC 28 Dexterity saving throw or take equal damage and be knocked prone.
Bite. +19 to hit, 6d6+40 piercing damage.
Call of the Wild (1/Short Rest). Silvanus can summon groups of Beasts, Elementals, Fey and Plants. She cannot summon creatures that have an experience point total of more than 9200 or an adjusted experience total of more than 18400.
Cataclysm (Recharge 5-6). Silvanus's body erupts with flames and the land around her begins to melt. All creatures in the area must make DC 28 Dexterity saving throws, taking 26d8 fire damage on a failed save or half as much on a success. In addition for the next 4 rounds, Silvanus' body stays erupted with flames, dealing 6d6 fire damage with each of her attacks as well as 6d6 fire damage when an opponent hits her. After these 4 rounds are over, this ability begins recharging.
Bonus Actions (1/round)Nom. Silvanus makes one bite attack against an enemy she is in melee range of.
Volcanic Eruption. Silvanus causes the ground underneath her opponent to crack apart and spew with lava. The target must make a DC 28 Dexterity saving throw or fall prone and take 10d8 fire damage. They continue to burn for 10d4 fire damage each round, until they spend an action to shake the lava off. On a successful saving throw they don't fall prone, take half damage, and do not continue to burn.
Reactions (1/round)Adaptation. When Silvanus is struck by an attack, she can choose to take half from the attack as her body shifts to absorb the blow.
Nature's Retribution. If Silvanus is missed by an attack, she can choose to strike the target with Harmonic Enforcer.
Legendary ActionsSilvanus has 4 legendary action points to spend, choosing from the actions below. Only 1 legendary action can be taken at a time, and only on her turn. Silvanus regains 1 legendary action point per round.
Attack (Costs 1 Point). Silvanus makes one Harmonic Enforcer
Regenerate (Costs 1 Point). Silvanus regenerates 40 hit points.
Aspect of Nature (Costs 2 Points). Silvanus gains a +5 bonus to one stat of her choice, which lasts for one round.
Spell Casting (Costs 1-4 Points). Silvanus casts a spell.
Character Name - Seriously?
Race - Pegasi
Class & Level - Wild Magic Sorcerer (7)
Hit Points - 51
Armor Class - 17 (13 Base Arcane Armor + 4 Dex)
Spell Slots - 6/1
Sorcery Points - 5/5
Spell Save DC - 15
Spells Known - 12
Strength Score - +0 (Base 0)
Dexterity Score - +4 (2 base + 2 racial)
Constitution Score - +2 (2 base)
Intelligence Score - +1 (1 base)
Charisma Score - +4 (3 base + 1 ASI)
Proficiency Bonus - +3
Proficiencies - Light Armor and Simple Weapons from Sorcerer Class. Charisma Checks and Constitution from Sorcerer Class.
Strength Save - +0
Dexterity Save - +4
Constitution Save - +5 (2 + 3 proficiency)
Intelligence Save - +1
Charisma Save - +7 (4 + 3 proficiency)
Custom AbilitiesGot Your Back, Rainbow! Spitfire can choose to either give Rainbow a boost to her defences, or a boost to her offence. For a defence, Spitfire surrounds Rainbow with a small shield of fire which gives her resistance to cold damage, and deals 1d4 damage to any melee attacker. This damage increases to 2d4 at level 11, and 3d4 at level 17. For offence Spitfire can cause flames to engulf Rainbow's hooves, letting her deal an additional 1d6 fire damage on an attack. This increases to 2d6 at level 15.
Playing With Fire. If Spitfire loses consciousness, the entity inside of her begins to be released and deals damage to all creatures in the area. This damage is equal to Spitfire's Incinerate cantrip. In addition, she rolls on the Wild Magic table on a roll of 1-4, rather than a 1.
Wrath of the Firelord. The entity living inside of Spitfire gives her a boost when using spells that do fire damage. Whenever Spitfire rolls damage dice for a fire spell, she may re-roll any 1s or 2s on the dice. She may only do this once per dice. Spitfire also has resistance to fire damage.
Racial Abilities- - +2 Dexterity
- - Flight. Being able to fly is what makes pegasi such dangerous creatures to face, especially if they have a bow and all you have is a sword. However, being in mid flight can also make them extremely vulnerable and a falling pegasus is one that rarely survives. There are are three altitudes of flight, with benefits as follows. It takes one round to climb one level, meaning it would take a pegasus (normally) 3 rounds to reach maximum height.
- - Low Altitude. A pegasus who is flying at low altitude is the safest. When flying at a low altitude you are immune to melee weapons, but spells and ranged attacks have advantage to hit you due to how open you are in the air. Spells with a saving throw are not effected. Your own attacks are not effected in any way. If you are hit, you must make a Constitution Saving Throw equal to half the damage taken or fall. You take 1d6 points of damage for every 3 levels you possess after first, to a maximum of 7d6 at level 19. If falling damage reduces you to 0 HP, you cannot use the Flight ability being healed back up to full hit points by magical means.
- - Medium Altitude. A pegasus who is flying at medium altitude is generally safe, but can possibly take far more damage when falling. When flying at a medium altitude you are immune to melee weapons, but spells and ranged attacks have a regular chance to hit you. Spells with a saving throw are not effected. Your own attacks are not effected in any way. If you are hit, you must make a Constitution Saving Throw equal to half the damage taken or fall. You take 1d6 points of damage for every 2 levels you possess after first, to a maximum of 10d6 at level 19. If falling damage reduces you to 0 HP, you cannot use the Flight ability being healed back up to full hit points by magical means.
- - High Altitude. A pegasus who is flying at high altitude is generally untouchable, except by other flying creatures. They are immune to melee weapons, ranged weapons and spells with a hit chance. Spells with a saving throw are not effected (better hope nobody casts Hold Pony on you). While flying at such a height, all of your ranged attacks have disadvantage. If you are hit, you must make a Constitution Saving Throw equal to half the damage taken or fall. You take 1d6 points of damage for every level you possess, to a maximum of 20d6 at level 20. If falling damage reduces you to 0 HP, you cannot use the Flight ability being healed back up to full hit points by magical means.
- - Storm Blessed (1/SR). Spitfire can cast Gathering Storms innately.
Spell List - 10 KnownCantripsIncinerate (Unique Spell - Attack Action): You have learned to harness the power of Fire into powerful blasts. You may make an attack roll against the target, dealing 1d10 fire damage on a success. Two nearby enemies take 1d4 damage if you hit.
At level 5, Incinerate deals 2d10 (2d4) fire damage, at level 11 it deals 3d10 (3d4) fire damage and at level 17 it deals 4d10 (4d4) fire damage.
CantripsStorm 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.
Spells- Novice Arcane Spells
- Novice Fire Spells
- Novice Nature Spells
- Novice Shadow Spells
- Apprentice Light Spells
- Apprentice Necromancy Spells
- Apprentice Storm Spells
Aurora's Arcane Armor (Attack Action - Lasts 8 Hours): 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.
Not Today, Bitch (Reaction): You target one creature that you can see who is casting a spell. If the spell is Novice level, the spell automatically fails. You may cast this spell with an Apprentice level slot to beat Apprentice spells, Expert slot to beat Expert spells, and a Master slot to beat Master spells. If you try to use a lower level spell slot to cancel a higher level spell, both you and that creature must make an ability check with your relevant spell-casting attribute. You roll with disadvantage. If you beat your targets ability check, you cancel their spell. If you don't beat them, nothing happens.
Ashes (Attack Action): You cause ashes to cling to a target of your choice that you can see. The target must make a Dexterity saving throw, or take 4d6 fire damage. On each round thereafter they take extra damage, which reduces overtime as the ashes wear off. On the first round they take 1d6 fire damage, and the ashes wear off. At level 5, they take 2d6 fire damage the first round and 1d6 fire damage the second round, then the ashes wear off. At level 11 they take 3d6 fire damage the first round, 2d6 fire damage the second round, 1d6 fire damage the third round, then the ashes wear off. WARNING: This spell may cause the target to start calling themselves the Ghost of Sparta and go on a deity murdering spree.
Burning Hooves (Attack Action): You let out a burst of flame in front of you, targeting up to 4 enemies. Those enemies must make Dexterity saving throws, taking 3d6 fire damage on a failed save or half as much on a success. At levels 3, 5 and 7 this damage increases by 1d6.
Shield of Fire (Reaction - Concentration/10 Rounds): You surround yourself in a shield of fire which, while offering no real protection of its own, works to burn enemies who hit you in melee. This shield deals 1d8 fire damage to anybody who hits you. At level 5, this shield also gives you resistance to cold damage.
Summon Fiend (Attak Action - Concentration/10 Rounds): You summon one creature from Hell, either a demon or a devil, which appears in a spot that you choose. The Fiend must be of a Challenge Rating equal to 1 or less. Ask your DM for a list of creatures. When this spell ends, or the Fiend drops to 0 HP, it disappears in a cloud of ash and returns to Hell.
The Fiend acts on your turn. Each round you may give the Fiend a command as a free action, such as 'attack that creature'. If the Fiend receives no command, it simply attacks any creatures in its melee range which have attacked it.
Each round, the Fiend may make a Charisma saving throw against your Spell Save DC. This saving throw is rolled by the DM. On a successful save the Fiend breaks free of your control for that round, and becomes controlled by the DM. While under the DM's control the Fiend attacks the closest non-fiends to the best of its ability. If it succeeds on this save two rounds in a row, your control of the Fiend is permanently lost. A Fiend who is no longer under control stays around for 1d6 rounds, before dissipating into ash.
When you cast this spell with an Apprentice spell slot, you can summon Fiends up to CR 5. When you cast this spell with an Expert spell slot, you can summon Fiends up to CR 7. When you cast this spell with a Master spell slot, you can summon Fiends up to CR 10.
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.
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.
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.
TO THE MOOOOON! (Attack Action - Concentration/10 Rounds): The caster chooses one enemy within range. That enemy must make a Charisma saving throw, or be immediately sent to the moon! While on the moon the enemy can cast spells, meaning they might be able to return. This spell protects the target from the effects of space.
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.
Lightning Bolt (Attack Action): You summon a massive bolt of lightning from the sky to strike one opponent that you can see. The target must make a Dexterity saving throw, taking 8d10 lightning damage on a failed save or half as much on a successful one. At levels 7 and 11, this spell deals 1d10 more damage.
Sorcerer AbilitiesAbsorb Elements (Reaction). Beginning at 1st level, you are able to mold some of your latent magical energy into a potent shield against the elements. Whenever you are struck by elemental damage, you can spend 2 spell points to give yourself resistance to that damage for the triggering attack, and the rest of the round. You must be wearing no armor or light armor for this to work.
Sorcery Points (Bonus Action). Beginning at 1st level, you have a reservoir of magical energy that you can use for a variety of effects. You have 1 Sorcery Point for each level in the Sorcerer class. The following abilities can be used with Sorcery Points;
- Empowered Spell. By spending 2 Sorcery Points, you can re-roll a number of damage dice from any spell equal to your charisma modifier.
- Echoed Spell. By spending Sorcery Points, you can cause a spell to strike a second target. The spell must be able to originally target only 1 creature. Novice spells cost 1 point, Apprentice spells cost 3 points, Expert spells cost 6 points and Master spells cost 9 points.
- Extend Spell. By spending 1 Sorcery Point, you can double the duration of a spell.
- Heightened Spell. When you cast a spell that forces a target to make a saving throw, you can spend 3 Sorcery Points to give the target disadvantage on the spell saving throws.
- Quickened Spell. By spending 2 Sorcery Points, you can cast a cantrip this round as a bonus action.
- Subtle Spell. When you cast a spell, you may spend 1 Sorcery Point to make the spell both silent and invisible. Nobody knows a fireball was cast until it erupts in their ranks.
Spellcasting (Full Caster). Beginning at 1st level, you are able to harness the power of your bloodline. As a Sorcerer you can learn spells from all schools, but may not learn any spell which heals a target.
- - At 1st level you gain 6 spells of your choice from any trees, except for the ones forbidden above. You gain 1 additional spell for every level beyond 1st.
- - At 1st level you gain a cantrip of your choice. You gain another cantrip at levels 5 and 11.
- - The calculation for your Spell Save DC is: 8 + Charisma Modifier + Proficiency Bonus.
Enhanced Spells. Beginning at 2nd level, you have learned to produce spells with less effort than other spellcasters are capable of. Choose two spells Novice spells that you know; when applying Sorcery Points to these spells, you use one less Sorcery Point to a minimum of one. You may change your selected spells daily.
Sorcerous Origin. Beginning at 3rd level, you have learned how to control the innate powers of your bloodline to grant you some sort of bonus. Choose one of the bloodlines outlined below. Your chosen bloodline will grant you additional abilities at levels 3, 7, 13 and 17.
Potent Cantrip. Beginning at level 5, you have learned to cast your basic attacks with even greater power. Whenever you miss with a cantrip or a creature makes their save against your cantrip, you still do half of the cantrips damage to the target.
Wild MagicWild Magic Surge. Starting when you choose this origin at 3rd level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell costing 1 spell point or more, roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn. If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
When rolling on a Wild Magic Table, roll a d6. On a 1-3, roll on the first table. On a 4-6, roll on the second. The tables can be found here:
Always roll a d100 for the effect.
This table is not meant for this canon, it is meant for D&D. With that being said, you will see many spells in there not in the canon. Please tell me if you get a roll that doesn't translate to the canon, and I will fix it up quickly for you.
Tides of Chaos. Beginning at 7th level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you lose this ability until you cast a spell of Novice rank or higher; at which time you roll on the Wild Magic table automatically and regain the use of this ability.
AttacksIncinerate. +8 to hit, 2d10 fire damage to main target + 2d4 to two secondary targets.
Storm Bolt. +8 to hit, 2d8 lightning damage + 2d6 to the enemies nearest ally whenever they attack.
Normal Dagger. +7 to hit, 1d6+4 damage.
Storm Shield (1/short rest). Chosen Pegasus spell.
EquipmentSpitfire currently possesses the following magical items:
Skyblinder Staff. This staff gives Spitfire a +1 bonus to spell attack rolls. In addition when a flying creature, she can use her reaction to emit a flash of light from the staff. The target must make a DC 16 Constitution Saving Throw or be stunned until the end of their next turn
Spitfire currently possesses the following non-magical items:
Dagger - Is definitely a dagger, yep.
Character Name: Trixie Lulamoon (the Great and Powerful)
Race: Unicorn
Class & Level: Alicorn Bloodline Sorcerer (20)
Hit Points: 195/195
Armour Class: 14 (11 base light armor + 3 dex)
Spells Known: 25
Sorcery Points: 20/20
Spells Per Day: 8/4/2/1
Strength Score: +1
Dexterity Score: +3 (2 base + 1 ASI)
Constitution Score: +5 (2 base + 3 ASI)
Intelligence Score: +1 (0 base + 1 racial)
Charisma Score: +5 (3 base + 1 racial + 1 ASI)
Proficiency Bonus: +6
Proficiencies: Light Armour and Simple Weapons from Sorcerer Class. Charisma Checks and Constitution Checks from Sorcerer Class.
Strength Save: +1
Dexterity Save: +3
Constitution Save: +11 (5 base + 6 proficiency)
Intelligence Save: +1
Charisma Save: +11 (5 base + 6 proficiency)
Racial Abilities
+1 Intelligence and Charisma
Advantage on Charisma checks.
Chosen Spell: Not Today, Bitch
Spell List - 25 Known
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, Nature's Wrath deals 2d10 nature damage, at level 11 it deals 3d10 nature damage and at level 4d10 nature damage.
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. On a failed save the target is stricken with disadvantage on their next attack.
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.
Radiance (Unique Spell - Attack Action). You have learned to harness the power of the Light into powerful blasts and heals. You may make an attack roll against an enemy that deals 1d10 radiant damage on a hit. When critically hitting Fiends or Undead with his ability, you deal 4x damage rather than the regular 2x damage.
At level 5, Radiance does 2d10 radiant damage, at level 11 is does 3d10 radiant damage and at level 17 it does 4d10 radiant damage.
Novice SpellsAurora's Arcane Armor (Attack Action - Lasts 8 Hours). 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.
Blink (Reaction - Concentration/10 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.
Not Today, Bitch (Reaction). You target one creature that you can see who is casting a spell. If the spell is Novice level, the spell automatically fails. You may cast this spell with an Apprentice level slot to beat Apprentice spells, Expert slot to beat Expert spells, and a Master slot to beat Master spells. If you try to use a lower level spell slot to cancel a higher level spell, both you and that creature must make an ability check with your relevant spell-casting attribute. You roll with disadvantage. If you beat your targets ability check, you cancel their spell. If you don't beat them, nothing happens.
Apprentice SpellsHold 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.
Expert SpellsHold 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.
Mind Blank (Attack Action - Duration/1 Day). Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Trixie's Arcane Inadequacy (Attack Action - 10 round duration). Once upon a time, Trixie tried to make herself all powerful and accidentally nerfed herself instead. Using a refined version of the spell, you may target one spell-caster that you can see. They must make an Intelligence saving throw. On a failed save, every time that they go to cast any spell, they must roll a 1d6. On a 1-2, that spell fizzles. On a 3-6, the spell goes off normally but the caster takes 3d10 force damage from magical backlash. They may make another another saving throw at the beginning of each of their turns.
Master SpellsWish (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.
Novice SpellsCauterize (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.
Summon Fiend (Attack Action - Concentration/10 Rounds). You summon one creature from Hell, either a demon or a devil, which appears in a spot that you choose. The Fiend must be of a Challenge Rating equal to 1 or less. Ask your DM for a list of creatures. When this spell ends, or the Fiend drops to 0 HP, it disappears in a cloud of ash and returns to Hell.
The Fiend acts on your turn. Each round you may give the Fiend a command as a free action, such as 'attack that creature'. If the Fiend receives no command, it simply attacks any creatures in its melee range which have attacked it.
Each round, the Fiend may make a Charisma saving throw against your Spell Save DC. This saving throw is rolled by the DM. On a successful save the Fiend breaks free of your control for that round, and becomes controlled by the DM. While under the DM's control the Fiend attacks the closest non-fiends to the best of its ability. If it succeeds on this save two rounds in a row, your control of the Fiend is permanently lost. A Fiend who is no longer under control stays around for 1d6 rounds, before dissipating into ash.
When you cast this spell with an Apprentice spell slot, you can summon Fiends up to CR 5. When you cast this spell with an Expert spell slot, you can summon Fiends up to CR 7. When you cast this spell with a Master spell slot, you can summon Fiends up to CR 10.
Apprentice SpellsFireball (Attack Action). You create a small bead of fire, which you then lob at a group of enemies. The small bead then explodes with a low roar into a massive ball of flame momentarily, before vanishing and leaving charred corpses in its wake. This spell deals 8d6 fire damage, and an additional 1d6 fire damage at levels 7, 9, 11 and 13. This attack can hit up to 6 enemies of your choosing, who must make Dexterity Checks. On a successful check they take half damage.
Trixie's Astonishing Accident (Attack Action). Once upon a time, Trixie tried to make fireworks happen with magic and ended up accidentally lighting a house on fire. Whoops. When you cast this spell, you create two magical fireworks which then shoot towards enemies of your choosing. Each enemy must make a Dexterity saving throw, taking 1d12 fire damage on a failed save or half as much on a successful one. Each enemy must also make a Constitution saving throw or be blinded for 1 round. While blinded a creature has disadvantage on attack rolls, and attack rolls against it have advantage. A creature only rolls for the blinded condition once, no matter how many fireworks hit it. At levels 7, 11 and 15 you gain one more firework.
Expert SpellsDisintegrate (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.
Pyroblast (Attack Action). You summon a massive fiery boulder and launch it at the enemy target. You must roll to hit with this attack. On a hit, pyroblast deals 4d10 bludgeoning damage and 4d10 fire damage, and the target must make a Constitution Saving Throw. On a successful save they are knocked prone, on a failed saving throw they are knocked prone and stunned. At levels 13, 15 and 17 the damage of pyroblast increases by 1d10 in each category.
Master SpellsAtomic Blast (Full Round Action). By tapping directly into the Plane of Fire for an extended period of time, you are able to draw that raw energy into yourself. This process takes six seconds, after which time you release the energy outward. Once you begin casting this spell, moving or taking any other actions, bonus actions or reactions before the casting is finished interrupts the casting. Make a single ranged spell attack roll, and use this roll to attack up to 10 creatures near yourself, ignoring advantage/disadvantage. Every creature that is hit takes 15d12 fire damage, as well as (3 x your spellcasting ability modifier)d10 force damage. On a miss, targets takes half damage. The sphere spreads around corners, damages objects in the area, and ignites flammable objects that aren't being worn or carried.
Casting this spell puts a large strain on your body. Once the spell is finished, make a CON save against your own spell save DC. On a fail, you fall prone and are paralyzed. You can repeat the saving throw at the beginning of each of your turns to recover early (the DC decreases by 1 for every failure, including the initial one).
Novice SpellsNight 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 in melee 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.
Novice SpellsCure Wounds (Attack Action). The caster harnesses the power of the Sun to heal an injured ally. Choose one ally within melee range and lay your hooves upon them, insteantly healing 1d8+your spellcasting modifier. At level 5 this spells base healing becomes 2d8. At level 11 this spells base healing becomes 3d8.
Lesser Restoration (Attack Action). The caster touches a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed or poisoned.
Expert SpellsHeal (Attack Action). You gather all of the radiant energy inside of your body that you can handle and unleash it in a wave of light over 1 target of your choice. That target regains 70 hit points. This spell also ends blindness, deafness and any diseases the target is suffering from.
Greater Restoration (Attack Action). This spell is shared with the Nature school of magic. A flood of holy or 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.
Master SpellsFriendship Never Dies! (Casting Time - 1 Hour). You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
This spell can also heal all status effects if used on a living creature, including undoing petrification, bringing a creature out of a coma, ect.
Mass Heal (Attack action). You make a prayer to Celestia which cuts through all other prayers and seeps right into her mind. In response, a flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Sorcerer AbilitiesSorcery Points: Starting at level 1, you have a reservoir of magical energy that you can use for a variety of effects. You have 1 Sorcery Point for each level in the Sorcerer class. 10 Sorcery Points recharge after a Short Rest. The following abilities can be used with Sorcery Points.
- Empowered Spell - By spending 2 Sorcery Points, you can re-roll a number of dice from any spell equal to your charisma modifier.
- Echoed Spell - By spending Sorcery Points equal to the charge cost of a spell (1 point for a basic attack), you can cause a spell to strike a second target. The spell must be able to originally target only 1 creature.
- Flexible Casting - By spending 4 Sorcery Points, you can grant yourself 2 spell points. You can only use 4 Sorcery Points this way per round.
- Quickened Spell - By spending 2 Sorcery Points, you can cast a second basic attack this round.
- Draconic Bloodline - You gain a +2 AC.
Overwhelming Power: Beginning at level 9, you have learned how to throw even greater power into your spells. You may apply your Charisma Modifier to all spell damage, including basic attacks.
Sorcerous Regeneration: Beginning at level 11, when you critically strike with a basic spell you regain 1 Spell Point.
Overchannel: Beginning at level 15, you can increase the power of your spells. When you cast a spell, you may add an extra 3d10 damage to the spell. The first time you use this, nothing happens. The next time you use it, you take 2d12 necrotic damage. Each additional time adds 1d12 damage.
AttacksCantrip - +11 to hit.
Normal Dagger - +7 to hit, 1d6+2 damage.
EquipmentTrixie currently possesses the following magical items:
Pearl of Power - Trixie may use this pearl to regain 4 spell points. This pearl may only be used once per day.
Wand of Lightning Bolts - This wand has 7 charges, and regains 1d6+1 charges daily. For 1 charge you may cast the Lightning Bolt spell (as per the Storm Magic tree) at 8th level. That lightning bolt does 8d6 damage. You may spend 1 additional charge to add 1d6 damage, up to 14d6.
Wand of the Warmage - This wand gives Trixie a +1 bonus to hit with spell attacks.
Trixie currently possesses the following non-magical items:
Dagger - Is definitely a dagger, yep.
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