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Diona Megami Crow

20 Level (0/355000 XP for level-up) Noble (Retainers) Background Celestial Race / Species / Heritage Chaotic Good Alignment
Divine Soul Sorcerer
Level 20
Hit Dice: 20/20
1d6+3 Class 1

STR
16
+3
DEX
16
+3
CON
16
+3
INT
30
+10
WIS
30
+10
CHA
30
+10
120
Hit Points
+3
Initiative (DEX)
19
Armor Class (AC)
+6
Prof. Bonus
240
Speed (walk/run/fly)
26
Passive Perception
20 / 20
Sorcery Points
3 / 3
Lucky Points
Spellcasting ...
+16 Attack mod
CHA Ability
+10 Abi Mod
24 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+3 Strength
+3 Dexterity
+3 Constitution
+16 Intelligence
+16 Wisdom
+16 Charisma
saving throws
+3 Acrobatics DEX
+10 Animal Handling WIS
+22 Arcana INT
+3 Athletics STR
+22 Deception CHA
+10 History INT
+22 Insight WIS
+22 Intimidation CHA
+22 Investigation INT
skills
+10 Medicine WIS
+10 Nature INT
+22 Perception WIS
+10 Performance CHA
+10 Persuasion CHA
+10 Religion INT
+3 Sleight of Hand DEX
+15 Stealth DEX
+10 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Eldritch Blast +10 CHA 1d10+10 Force
 Spell, Ranged
Chill Touch +10 CHA 4d8+10 Necrotic
 Ranged, Spell
Kiss of Death +10 CHA 10d10+10 Necrotic
 Melee, Spell, if the enemy is downed from this spell they die.
Vampiric Touch +10 CHA 9d6+10 Necrotic
 Melee, Spell, Heal half damage dealth
Black Gun +3 DEX 4d6+3+3 Piercing
 Finesse, light, ranged
Attacks

Spell Book

Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.
Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.


Divine Magic
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.


Empowered Healing
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.


Otherworldly Wings
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.


Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.


Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 10000, Gold: 1000, Platinum: 100 Money
Vampiric Touch
Eldritch Blast
Kiss of death
Chill touch
Inflict Wounds
Bane
Power Word Pain
Teleport
Power Word Eradicate
Time Ravage
Prismatic Wall
Power Word Heal
Telepathy
Divination
Spellcasting
All-Tongue
Light armor proficiency
Gun wielding proficiency
Martial Weapon proficiency

Languages & Proficiencies
I am a quick learner.
I am curious.

Personality Traits
I seek to find a way to avenge my predecessors.

Ideals
I must protect the realm of my predecessors.

Bonds
I am very cruel to others and myself.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Homebrew

Black Gun

Firearm

Legendary

A black gun capable of piercing through the multiple plains of existence able to ignore any protection be it that of Fate, Spatial, Temporal and other planes of existence.

Type Damage Damage Range
Martial Ranged 4d6 / 2d4 Force 120/240 ft.

Cost: 100 pp
Weight: 6 lbs

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Homebrew

God

ability score increase: All of your ability scores start with a +10.
age: Celestials are immortal and do not age. They can, however, make themselves look younger or older.
alignment: Neutral
Size: Medium
speed: Your base walking speed is 240 feet. You are not affected by difficult terrain, and you can fly at the same speed.
Languages: All-tongue
race features:
Celestial's weapon. You may hold any type of weapon using one or two hands, regardless of if that weapon has the heavy or two-handed traits. You may also alter anything about the weapon, including, but not limited to, damage, magic abilities, and attack bonus.   Truesight. You have truesight out to an unlimited range.   Shapechanger. You know True Polymorph and Shapechange and can cast them both at will.   Reshape. You may reshape the land around you in a 20 mile radius around you however you like.   Personal plane. As a Celestial you have a personal plane you can shape a modify at your will. You cannot die here, can control everything that happens here, and no magic or creatures can enter without your permission. You can choose where to appear from if you exit this plane.
All gods look different. Some look like humanoids, while others are dragons. Ultimately, how you look is up to you.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

Homebrew

Black Gun

Firearm

Legendary

A black gun capable of piercing through the multiple plains of existence able to ignore any protection be it that of Fate, Spatial, Temporal and other planes of existence.

Type Damage Damage Range
Martial Ranged 4d6 / 2d4 Force 120/240 ft.

Cost: 100 pp
Weight: 6 lbs


Created by

Viena_Crow.

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