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Foren The Worldbreaker Azurith

5 Level (0/14000 XP for level-up) Background Aasimar Goliath Race / Species / Heritage CG Alignment
Sourcerer
Level 4
Hit Dice: 4/4
1d8+4 Class 1
fighter
Level 1
Hit Dice: 1/1
1d10+4 Class 3

STR
16
+3
DEX
17
+3
CON
18
+4
INT
17
+3
WIS
15
+2
CHA
20
+5
60
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
17 / 17
Sorcery points
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+3 Dexterity
+7 Constitution
+3 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+6 Arcana INT
+6 Athletics STR
+8 Deception CHA
+3 History INT
+5 Insight WIS
+8 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hydra's havoc(Vanhelsing) +8 DEX 1d8/1d10+3 piercing
 loading reloading(20) single fire range 80/320
Hydras Havoc(Ram) +6 DEX 1d8+3 piercing
 reloading loading 8/320 ranged
Hydras Havoc(Ram melee) +6 STR 1d10+3 bludgeoning
 simple
Dagger +6 DEX 1d4+3
Dagger +6 DEX 1d4+3
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt +8 1 action 120 feet 1 action 1d10
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Message +8 1 action 120 feet 1 action
 Notes:You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Mold Earth +8 1 action 30 feet 1 action
 Notes:You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Frostbite +5 1 action 60 feet 1 action 1d6
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Infestation +8 1 action 30 feet 1 action 2d6
 Notes:You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Level 1 Spells 5 slots

NAME AB CAST RNG DUR DMG CMP #
Inflict Wounds +8 1 action Touch Instantaneous 3D10 VS
 Notes:Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Ray of Sickness +8 1 action 60 feet Instantaneous 2D8 VS
 Notes:A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
Shield +8 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Self 1 hour
 Notes:An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
False Life +8 1 action Self Concentration, up to 1 minute 1d4+4
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Fire Bolt +8 1 action 120 feet 1 action 1d10 +
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Frostbite +5 1 action 60 feet 1 action 1d6 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Infestation +8 1 action 30 feet 1 action 2d6 +
 Notes:You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Level 2 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Inflict Wounds +8 1 action Touch Instantaneous 3D10 + VS
 Notes:Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Ray of Sickness +8 1 action 60 feet Instantaneous 2D8 + VS
 Notes:A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
Darkness +8 1 action 60 feet Concentration, up to 10 minutes VM
 Notes:Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Ray of Enfeeblement +8 1 action 60 feet Concentration, up to 1 minute VS
 Notes:A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Dragon's Breath +8 1 bonus action Touch Concentration, up to 1 minute 3d6
 Notes:You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
False Life +8 1 action Self Concentration, up to 1 minute 1d4+4 +
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Flaming Sphere +8 1 action 60 feet Up to 1 minute 2d6
 Notes:A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Misty Step +8 1 bonus action Self Instantaneous
 Notes:Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Fire Bolt +8 1 action 120 feet 1 action 1d10 +
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Frostbite +5 1 action 60 feet 1 action 1d6 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Infestation +8 1 action 30 feet 1 action 2d6 +
 Notes:You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Inflict Wounds +8 1 action Touch Instantaneous 3D10 + VS
 Notes:Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Ray of Sickness +8 1 action 60 feet Instantaneous 2D8 + VS
 Notes:A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
Dragon's Breath +8 1 bonus action Touch Concentration, up to 1 minute 3d6 +
 Notes:You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
False Life +8 1 action Self Concentration, up to 1 minute 1d4+4 +
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Flaming Sphere +8 1 action 60 feet Up to 1 minute 2d6 +
 Notes:A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Fire Bolt +8 1 action 120 feet 1 action 1d10 +
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Frostbite +5 1 action 60 feet 1 action 1d6 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Infestation +8 1 action 30 feet 1 action 2d6 +
 Notes:You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Inflict Wounds +8 1 action Touch Instantaneous 3D10 + VS
 Notes:Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Ray of Sickness +8 1 action 60 feet Instantaneous 2D8 + VS
 Notes:A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
Dragon's Breath +8 1 bonus action Touch Concentration, up to 1 minute 3d6 +
 Notes:You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
False Life +8 1 action Self Concentration, up to 1 minute 1d4+4 +
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Flaming Sphere +8 1 action 60 feet Up to 1 minute 2d6 +
 Notes:A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Fire Bolt +8 1 action 120 feet 1 action 1d10 +
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Frostbite +5 1 action 60 feet 1 action 1d6 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Infestation +8 1 action 30 feet 1 action 2d6 +
 Notes:You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Inflict Wounds +8 1 action Touch Instantaneous 3D10 + VS
 Notes:Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Ray of Sickness +8 1 action 60 feet Instantaneous 2D8 + VS
 Notes:A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
Dragon's Breath +8 1 bonus action Touch Concentration, up to 1 minute 3d6 +
 Notes:You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
False Life +8 1 action Self Concentration, up to 1 minute 1d4+4 +
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Flaming Sphere +8 1 action 60 feet Up to 1 minute 2d6 +
 Notes:A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Fire Bolt +8 1 action 120 feet 1 action 1d10 +
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Frostbite +5 1 action 60 feet 1 action 1d6 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Infestation +8 1 action 30 feet 1 action 2d6 +
 Notes:You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Racial traits:
Darkvision:
"You can see clearly in darkness up to 60ft with Darkvision, but only in shades of gray."

Celestial Resistance:
"You have resistance to necrotic damage and radiant damage."

Stone's Endurance:
"Occasionally shrug off injury by rolling a d12 + Con mod to reduce damage taken with your reaction. Can only use once before resting."

Powerful Build:
"Count as one size larger when determining carrying capacity and weight you can push, drag, or lift."

Mountain Born:
"Resistant to cold damage. Acclimated to high altitude, including elevations above 20,000 feet."

Radiant Consumption:
Starting at 3rd level, you can use your action to unleash divine energy, causing bright light in a 10-ft radius and dim light for another 10 ft. You and creatures within 10 ft take radiant damage equal to half your level at the end of each of your turns. Once per turn, you can deal extra radiant damage to a target when you deal damage to it with an attack or spell. Can be used once per long rest.

Necrotic Consumption:
Starting at 3rd level, you can use your action to unleash necrotic energy, causing darkness in a 10-ft radius and dim light for another 10 ft. You and creatures within 10 ft take necrotic damage equal to half your level at the end of each of your turns. Once per turn, you can deal extra necrotic damage to a target when you deal damage to it with an attack or spell. Can be used once per long rest.

Dark Gift: Touch of Death

Death Touch: Make an unarmed strike as an action, dealing an additional 1d10 necrotic damage on a hit. Damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

Inescapable Death: Ignore a target's resistance to necrotic damage when you deal it with an attack roll.

Withering Contact: Grappling a creature or being grappled by one deals 1d10 necrotic damage to the creature at the start of your turn.

Sorcerer Traits:

Entropic Touch (1st level): Send a Tiny or smaller non-magical object you touch into the Void. Concentration keeps the item there, permanently destroying it after an hour. If you lose concentration, the item reappears nearby. Can be used once without Sorcery Points, but requires a long rest to use again unless you spend 3 Sorcery Points. Can target larger objects at higher levels.

Arcane Regeneration
"At 3rd level, after a short rest, you can regain expended Sorcery Points equal to your sorcerer level. You must finish a long rest before using this feature again."


Fighter Skills:

Fighting Style:
Bonus action to regain hit points = 1d10 + fighter level. Can't use again until short or long rest.

Melee Marksman:
When a hostile creature is within 5 feet of you, you can still make ranged weapon attacks against creatures within 5 feet without disadvantage. You can use your bonus action to make a melee attack against a creature within 5 feet using your ranged weapon. On hit, you deal 1d4 + your Strength modifier bludgeoning damage.

Feats:
War Caster
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Features & Traits
Hydra's Havok
Vanhelsing head
Ram Head
2 daggers
Explorer's Pack
studded leather
painters supplies
pendant

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages:
Primordial, Celestial, Giant, Common, Draconic
Armour: Light
Weapons: Daggers, darts, light crossbows,
slings, and quarterstaffs.
Tools: Painter's Supplies

Languages & Proficiencies
Curious: Foren is interested in the world around him and constantly exploring his surroundings.
Protective: Despite his young age, Foren may already display a protective instinct towards his father and anyone else he cares about.
Impatient: As a child, Foren may not have much patience and may become easily frustrated when he can't have or do what he wants.
Headstrong: Foren may have a strong will and be determined to do things his way, even if it goes against the wishes of others.
Mysterious: Due to his prophesied role as a powerful and potentially dangerous child, Foren may have an air of mystery about him, causing others to be cautious around him.

Personality Traits
Freedom: Foren believes that people should be free to live their lives as they choose, and that restrictions and limitations placed upon them by authority figures are often unjust and oppressive.
Compassion: Foren is always willing to help those in need, especially those who are downtrodden or oppressed. He believes that everyone deserves compassion and kindness, no matter their background or circumstances.
Non-conformity: Foren has a rebellious streak and doesn't like to be told what to do or how to live his life. He values individuality and uniqueness and sees conformity as a stifling force.
Justice: Foren believes in fighting against tyranny and injustice, especially when it comes to those in positions of power abusing their authority. He's not afraid to take risks to ensure that the oppressed get the justice they deserve.
Adventure: Foren is always eager to explore new places and take risks. He finds comfort in the unknown and loves the thrill of discovery, whether it be a new land, a new people, or a new idea.

Ideals
His father, Devren, who has always protected him and who he looks up to as a hero.
The memory of his mother, Lirien, who he loved dearly and wishes to honor in his actions.
His tribe, despite their suspicion and fear towards him, Foren still cares for his people and wants to prove that he is not a threat to them.
His own power, which he is both fascinated and frightened by, and seeks to understand and control.

Bonds
Impulsiveness: Foren may act without thinking things through, especially if he feels that someone he cares about is in danger.
Overconfidence: Due to his immense power, Foren may be overconfident in his abilities and underestimate his opponents.

Recklessness: Foren may take unnecessary risks, even if it puts himself and those around him in danger.

Vengefulness: If someone wrongs him or his loved ones, Foren may become obsessed with seeking revenge, which can cloud his judgment.

Naivety: Despite his power, Foren may be naive and easily influenced by those he trusts, which could lead him down a dangerous path.

Insecurity: Foren may struggle with feelings of insecurity due to his dark powers and the fear that he may one day lose control and cause harm to those around him.

Flaws


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