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Evaelynn "Leyaliz" Raine

6 Level (0/23000 XP for level-up) Badlands Scorpion rider Background Void Dragonborn Race / Species / Heritage True Neutral Alignment
Slumbering Dragon Collector
Level 6
Hit Dice: 6/6
1d12+4 Class 1

STR
18
+4
DEX
16
+3
CON
19
+4
INT
10
+0
WIS
14
+2
CHA
15
+2
96
Hit Points
+3
Initiative (DEX)
21
Armor Class (AC)
+3
Prof. Bonus
30/30
Speed (walk/run/fly)
15
Passive Perception
6 / 6
Tarot
Spellcasting ...
+9 Attack mod
CON Ability
+4 Abi Mod
17 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+5 Dexterity
+9 Constitution
+2 Intelligence
+7 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+7 Athletics STR
+5 Deception CHA
+0 History INT
+2 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
+7 Thieves Tools CON
+7 Lute CON
skills
+2 Medicine WIS
+0 Nature INT
+5 Perception WIS
+5 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Asi & Feats
Background : Mounted combat
Lvl 4: +2 Con & Mutant (Skeleton 2: Bonus action become immune to all damage for one turn one per long rest)

Tomb of Levistus
XGE
p57
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can't use it again until you finish a short or long rest.

Essence of a void fighter: Gain action surges of a fighter equal to my character lvl

("Memories that taught me to care." "Remebrance of Kindness"
Once per long rest, can cast Mass Cure Wounds & Greater Restoration. Your horns glow brighter, you gain temporary hit points equal to their level.

(hmm some Lucius related name, "Refleted Starlight" maybe idk)
You deal an extra 1d8 radiant damage on spell attacks.

Once per day, unleash Prismatic Spray (DC 18), centered on yourself. Roll a d6 whenever you cast a spell, and if you roll a 6, then you regain this feature.

Collectors Mind
Starting at 1st level, choose one 1st-level feature from any class (e.g., Lay on Hands from Paladin, Rage from Barbarian). This ability does scale with your collector level, instead of the class level. You can choose an addtional feature of another class that is equal to or lower level than your collector class at level 4, 8, 12, 16, and 19.

Whenever you level collector, you can choose to swap a chosen feature, with another.

Tarots
Also at 1st level, you gain a resource called Tarots as you level up in the Collector class, and you have an amount of Tarots equal to your collector level. You regain all expended Tarots when you complete a long rest.

At the start of your turn, you can choose to expend one Tarot. When you do so, you gain temporary access to a class feature from another class until the end of your next turn, provided that feature is not chosen from your Collector’s Mind feature. If the chosen feature has a duration, its effects only last until the end of your next turn, regardless of its usual duration. If the feature requires a resource to use such as metamagic, then you can choose to use the class resource if you have any or an addtional tarot (This does not count towards your once per turn). The feature must be one available to a class level equal to or lower than half your Collector level, rounded down. For example, if you are an 8th-level Collector, you can access features available to characters up to 4th level in any class.

Restrictions:
The chosen feature must include an action, bonus action, or reaction to use it (e.g., Rage, Second Wind, Divine Smite, Arcane Recovery, metamagic), not a passive ability (e.g., Unarmored Defense, Jack of All Trades).
You may use one Tarot per turn.

Jack of All Masteries
At 2nd level, Your vast understanding of various roles allows you to temporarily adopt expertise in a particular skill. At the end of each long rest, choose one skill proficiency you have. Your proficiency bonus is doubled for any ability check using this skill until your next long rest.

Adaptable Strategy
At 5th level, your ability to draw from a wide range of skills grants you the option to gain one of the following features. Choose one from the list below:

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Invocation Insight: You gain amount of Eldritch Invocations equal to your proficiency from the warlock class. You use your Constitution modifier as the spellcasting ability for any invocation effects that require it. Any level requirements use your Collectors level instead of warlocks.

Inspiration Reserve: You gain a pool of Inspiration Dice, which are d6s, equal to your proficiency bonus. As a bonus action, you can grant one of these Inspiration Dice to yourself or an ally within 60 feet who can hear you. Once used, an Inspiration Die is expended. The Inspiration Die pool resets after you complete a long rest.

You can change this choice after completing a long rest, selecting a new feature from this list.

Invocations:
Tough
Alert
Skilled: perception, survival, investigation

Collectors Mind:
Debt Repayment
As a bonus action, as long as you are holding gold you can make that gold disappear into a separate plane of existence and cannot get the gold back. Depending on how much gold you have deposited over time will give certain effects, the following being:
625gp - +1 AC
1,250gp - +1 to weapon and spell attacks
2,500gp - +1 to spell save DC
5,000gp - +1 Pact Magic Spell Slot
10,000gp - Gain another bard level 3 subclass feature (5e subclass only).
20,000gp - +10 Max Hit Points
40,000gp - You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. You can change the spell on a long rest
80,000gp - You gain 2 Skill Proficiencies
160,000gp - You gain one Saving Throw Proficiency of your choice.
320,000gp - You gain one magic item of your choice that lacks the Artifact or Legendary properties.
640,000gp - Your CHA and DEX scores increase by 4 and your cap raises to 24.
1,280,000gp - You gain a single use of the Wish spell, you do not suffer the negative effects of wishing for an effect that isn’t a 8th level spell or lower.

625gp - +1 AC
1,250gp - +1 to weapon and spell attacks
2,500gp - +1 to spell save DC
5,000gp - +1 Pact Magic Spell Slot
10,000gp - Gain another bard level 3 subclass feature (5e subclass only).
20,000gp - +10 Max Hit Points


Level 3: Dazzling Footwork
PHB'24 p64
While you aren't wearing armor or wielding a Shield, you gain the following benefits.

Dance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing.

Unarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.

Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.

Unsettling Words
TCE p29
3rd-level College of Eloquence feature

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Enduring Performance
When you successfully make a martial check against a creature, you can choose to copy one of its features and store it and use it as if it was part of you. The creature will be unable to use the copied feature, and they lose it from themselves if it is a physical thing. You can choose to copy the following:
A racial feature
An ability
A legendary action
A resistance or immunity
A condition immunity

Once you have chosen a feature to copy, you cannot use this ability again until your next long rest. The copied feature will last until your next use of this feature, after which it will be stored into your channel divinity feature for the purpose of your level 2 feature.

Unshackled Form
As a reaction when you take damage, you can become incorporeal until the end of your next turn. You gain resistance to all damage except force, and you can move through objects and creatures without penalty. You can use this once per long rest, and regain a use when you are critically hit.

Features & Traits
Eternal Blue Rose Ring
Wearing this ring makes you immune to any effect that would take you from the mortal plane
-----------------------------------------------------------------
118213 Gold
True-Ice Shards (Dagger) (Attuned) Icy Veil; As an action, you can coat the dagger in an aura of frost for 1 minute. During this time, the dagger deals an additional 3d6 cold damage on a hit, and any creature that hits you with a melee attack takes 1d8 cold damage. You can use this feature once per long rest.


Ioun Stone of Strength (Attuned) When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Strength. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

Bloodshed Greatsword (Attuned) The hilt of this sword bears a carnelian engraved with the blood rune.

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.

Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.
If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.

Once the rune has been invoked, it can't be invoked again until the next dawn.

Javelin of Lightning
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Holy Avenger Shotgun
Weapon, legendary (requires attunement by a paladin)
Modern, martial weapon, ranged weapon, firearm
2d8 Piercing
Ammunition (30/90 ft.; Firearm Bullet), reload (2 shots), Two‑Handed
Mastery: Push
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.

While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.

Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips
----------------
Guidance
Resistance
Moment To Think

Lvl 1 spells
------------------------
Armor of Agathys
Bless
Divine Smite
Hellish Rebuke
Hunter's Mark
Witch Bolt

2nd lvl spells
--------------------
Find Steed
Hold Person
Gentle Repose

3rd lvl spells
-------------------------
Beacon of Hope
Mass Healing Word
Spellcasting
armor proficiencies: Light, Medium Armour
weapon proficiencies: Simple and Martial weapons
tools: Choose one Musical Instruments, & thieves' tools

Languages & Proficiencies
Carsus would lean forward, his fingers placed beneath his chin, and a smile. "The ring you're asking about, It belonged to someone of great malice and ambition, the woman who once carried it wasn't just any mortal. She was an entity whose goal was to end the cycle of reincarnation and tear the Faewild asunder of course."

He gestures toward the ring, "That blue rose inscribed upon it? It wasn't always a ring. It was once a living flower from the a country of the mortal plane, plucked and transformed by her will. The rose was her key though a tether she twisted to connect herself to the mortal plane, severing ties with the other realms, like the Faewild and any divine cycles that interfered with her plans. Her aim was simple: to destroy the chaotic rebirth of souls, and with it, the eternal existence of the Faewild and Shadowfell."

Carsus leans back with a sigh, as he pats his raven "As long as you're bound to that ring, you're tied to the mortal realm. It locks you here, unable to traverse the realms freely. It was her way of anchoring herself, of ensuring no one could follow her beyond the mortal plane."

[Eternal Blue Rose - A rose made and created as a means to connect to the mortal realm. Created by Helios, the Unborn; She swapped the rose for a void rose. Allowing them to open the abyss once and for all.]

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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