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Cain Fullheart

13 Level (0/140000 XP for level-up) Bishop of Madness Background Fallen Aasimar Race / Species / Heritage Lawful Evil Alignment
Augmenter of Souls/Blood Enchanter
Level 13
Hit Dice: 13/13
1d6+2 Class 1

STR
20
+5
DEX
14
+2
CON
14
+2
INT
22
+6
WIS
20
+5
CHA
11
+0
127
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+11 Attack mod
INT Ability
+6 Abi Mod
19 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+5 Strength
+2 Dexterity
+2 Constitution
+11 Intelligence
+10 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+16 Arcana INT
+5 Athletics STR
+0 Deception CHA
+6 History INT
+10 Insight WIS
+0 Intimidation CHA
+11 Investigation INT
skills
+15 Medicine WIS
+6 Nature INT
+15 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Angels Thesis +11 STR 1d12+5 Slashing
Scythe of Destruction +10 STR 10+5 Slashing
Attacks

Spell Book

Archmages's Enlightenment: Attain unparalled master over magic. Gain a 9th-level Spell Slot and the Ability to Counterspell at Will.
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Cosmic Rebirth: Transcend mortality. Upon death, your consciousness merges with the cosmos, allowing you to be reborn in a new body of your choosing, retaining all your memories and abilities.
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Celestial Resistance
You have resistance to necrotic damage and radiant damage.
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Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
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Necrotic Shroud
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
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Observant x 2
Quick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +10 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
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Archmage Curriculum
You have taken the basics of magic classes within the university. As the archmage has taught your class himself, you understand the concept of magic more than most of your age.

You gain expertise in the arcana skill, and checks with it are always at advantage.
You can pick another class spell-list (Cleric, Druid, Ranger, Warlock, Sorceror, Wizard) and treat them as your own class spell-list (This does NOT give spell slots).
Skill Prof – Investigation
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Cain gains the following however you cannot make faith checks unless it is to Judeth now and you cannot die without Judeths permission;

Soul of Crimson
Cain's crimson eyes are shifted and has a hint of madness. You gain True Seeing out to 60 feet (as per the True Seeing spell, but without requiring concentration). You can see through illusions, invisibility, shapechangers, and into the Ethereal Plane.

Judeth’s power shields those Cain has sworn to protect—his family and Miniko. They are immune to all forms of madness, charm or frightened effects from any source, and any attempt to alter their minds is automatically resisted. You can designated up to 5 creatures for this effect.

Your eyes blaze with a chaotic, red light, and your very presence becomes unsettling. As a bonus action once per long rest, you can unleash the latent madness within yourself. For the next minute, you gains the following benefits:
-Advantage on all Wisdom saving throws.
-Resistance to psychic damage.
-As a reaction, any creature that makes a melee attack against you must make a Wisdom saving throw against your spell save DC or suffer from a random Short-term Madness effect for 1 minute. The creature can repeat the save at the end of each turn, and upon a success they are immune to this effect for 24 hours.
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Neural Puppeteer
You must spend 1 uninterrupted hour touching a willing creature or a corpse with an intact nervous system to create a connection. If the process is interrupted, it fails, your Constitution score drops to 1, and you must start over. Once the connection is complete, you gain one of the following benefits based on the target:

Once connected, you can control the creature as if under the effects of the Dominate Person spell, but without requiring concentration.

Once connected, you animate and control the corpse for up to 8 hours, as if using the Animate Dead spell. However you use your Intelligence modifier for any attack rolls, ability checks, or saving throws the corpse makes.

You can only maintain control over one target (living or corpse) at a time. After the connection ends, you suffer one level of exhaustion due to the strain of maintaining the link.
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Apprentice Doctor
You have trained in the fundamentals of medical care, allowing you to act swiftly in life-or-death situations. You gain the following benefits:

You gain proficiency in the Medicine skill. If you already have proficiency, you instead gain expertise, doubling your proficiency bonus for Medicine checks.

When you use an action to stabilize a creature with a Medicine check, you can instead attempt to restore them to consciousness. If you succeed on a DC 10 Medicine check, the creature regains 1 hit point instead of being stabilized.
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Nether Scroll of Azumar

When you succeed on the check, you gain the following benefits:
Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can't use this scroll to increase your Intelligence again.
You gain advantage on saving throws against spells and other magical effects.
When you gain the scroll's benefits, a stone golem magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.
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Item Augmentation
Starting at 1st level, you know the construction of items and how they function. You gain the ability to augment a non-magical item.

When you take a short or long rest, you can choose a number of non-magical items equal to your Intelligence or Wisdom modifier (Minimum of 1) to augment. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence or Wisdom modifier (minimum of one object). If you try to exceed your maximum, the oldest augment immediately ends, and then the new augment applies. The item must be non-magical and cannot be removed from the creature or structure once it has been augmented otherwise it loses its augmentation. Augmentation requires 1 hour of uninterrupted work.

To augment an item, you must have a set of artisan's tools in your hands. If you are augmenting another creature's equipment then they must be willing and present during the process.

Choose one of the following augmentations for each item;

Crystallise: The item becomes unnaturally hard and diamond-like, if the item was armour then it grants +1 to AC, or if the item was a shield or another piece of equipment then it grants +1 to saving throws.

Magnetic: The item becomes magnetic, it becomes attracted to other items with the same augment, if the item is attached to another magnetic item then it undergoes the spell effect of an Immovable Object. If the Item was a weapon then it gains a +1 to attack rolls as it attempts to attach to the target.

Spell Conduit: The item becomes a conduit of magic, if a spell of 3rd level or lower is casted within 10ft (That doesn’t come from this item) of the item then roll a d6. On a 6, the spell is absorbed into the item and it loses this augmentation. If this augment is on an arcane focus, then you can choose to cast a spell without a spell slot once per short rest.

Utility Enhancement: The item gains a unique utility feature, tailored to its nature. For example, a backpack could gain an extra-dimensional pocket, a rope could become stronger and self-tying, or a set of lockpicks could grant expertise in Thieves' Tools checks.
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Enchanting Replication
At 2nd level, you possess the ability to replicate a magical item that possesses at least one feature or trait (including bonuses such as +1, +2, or +3, which are considered traits). To perform this replication, you must spend one hour in direct contact with the chosen magical item. You can replicate a magical item a number of times equal to your proficiency modifier at a time; if you try to exceed your maximum, the oldest replicated item is immediately destroyed.

Upon completion of the replication process, you gain an identical copy of the magical item. If the item requires any saving throw DCs or relies on a spellcasting modifier, you use your own respective values instead of those associated with the original item. You must attune to the item in order to use it, and if another creature tries to attune to the replicated item the item is destroyed.

It is important to note that you cannot replicate magical items that are tied to a specific class, grant an Ability Score Increase (ASI), or have specific requirements which must be met in order to wield or attune to them. You cannot replicate Artifacts.
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Items Insight
Starting at 3rd level, you gain the ability to replicate artefacts and other items that cannot be duplicated through your Enchanting Replication feature. For example, items that give ASIs and/or class restricted. When you use this feature, you can create a temporary copy of such an item. The replicated item remains in existence for a duration of hours equal to your Intelligence or Wisdom modifier (whichever is higher). Once the duration ends, the replicated item disappears.

It's important to note that any charges or effects that would normally reset or recharge the uses of the original item do not affect the replicated item. The replicated item retains its initial state and does not regain charges or reset its effects.

Furthermore, when using your Enchanting Replication feature on an item, you have the option to identify the item as part of the effect. Prior to replicating the item, you can choose to gain deeper insights into its nature. This extended identification process provides you with more detailed information about the item than a typical identification would yield. In addition to the usual identification details, you also acquire knowledge about the item's history, lore, and gain insights into the last individual who attuned to it, provided the item is attunable.
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Augmenter of Blood
Blood Transfiguration
At 3rd level, you unlock the ancient art of Blood Transfiguration, allowing you to manifest weapons forged from your own life force. As an action, you can expend hit dice, up to a maximum of three, to summon a blood martial weapon of your choice, and you gain proficiency in the martial weapon. The quality of the weapon is enhanced based on the number of hit dice expended: +1 for one hit die, +2 for two hit dice, and +3 for three hit dice. This blood weapon lasts for 8 hours or until you dismiss it as a bonus action.

Once per turn, whenever you successfully hit a creature with a blood weapon attack, you can choose to expend a hit die or a spell slot. The target takes additional necrotic damage equal to the result of the hit die roll or the spell slot level, multiplied with d4s. For example, if you expend a hit die and roll a 4 on a d6 hit die, the target takes 4d4 additional necrotic damage.
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Blood Infusion
At 3rd level, you gain the ability to infuse your life force into magical items through the ancient practice of Blood Infusion. As an action, you can touch a non-artifact, non-sentient magical item and expend 1 to 3 hit dice. The item becomes attuned to you and gain a property based on the amount of hit dice expended:

One Hit Die: The item gains a faint, pulsating heartbeat. You can roll on the Minor Beneficial Properties table and gain that feature until the infusion ends.

Two Hit Dice: The item's heartbeat intensifies, and its magical properties grow stronger. You can roll twice on the Minor Beneficial Properties table and gain that feature until the infusion ends.

Three Hit Dice: The item loudly thrums with two heartbeats. You can roll once on the Major Beneficial Properties table and gain that feature until the infusion ends.

This infusion lasts for an Enchanter Level amount of hours or until you use this feature again. The item retains its new properties until the infusion ends. Additionally, when you expend a hit dice to summon a blood weapon using your Blood Transfiguration feature, you can choose to transfer the blood weapon's magical properties and proficiency with the weapon to the Blood Infused item instead. The item must be within 5 feet of you for this transfer to occur.
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Soul Infusion
At 3rd level, you gain the ability to apply an additional effect onto a magic item of your choice. As an action, you can perform an Arcane Infusion ritual on a magic item you are holding or wearing, infusing it with additional magical properties.

To perform the Arcane Infusion ritual, you must spend a certain amount of time and consume the necessary components based on the rarity of the magic item. The required time and components are as follows:

Common: 1 hour of ritual preparation and 50gp.
Uncommon: 2 hours of ritual preparation and 100gp.
Rare: 4 hours of ritual preparation and 500gp.
Very Rare: 8 hours of ritual preparation and 1,000gp.

During the ritual, you can choose an additional effect from a list provided by the DM or you can think of an effect that could be approved by the DM. The additional effect can enhance the item's existing abilities, grant new abilities, or modify its properties.

Once the Arcane Infusion ritual is complete, the magic item gains the chosen additional effect. However, be cautious, as this infusion is a delicate process and can only be performed once per long rest. The effect remains infused into that item permanently but you can only use this feature once per item.
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Tool Expert
Starting at 5th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. You can use your proficiency bonus when attempting to use an Artisan's Tools with which you are not proficient (You cannot double your proficiency with this feature). However, the tool must still be appropriate for the task at hand.
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Blood Syphon
Starting at 6th level, when you successfully deal necrotic damage with your Blood Transfiguration feature, you regain hit points equal to half the necrotic damage dealt.
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Chosen Affliction
When you use your Blood Infusion feature, you can choose the specific result on the Minor/Major Beneficial Properties table, rather than rolling randomly. However, in doing so, you must also accept a twisted burden, drawing randomly from the Major/Minor Detrimental Properties table (Depending on whether you choose Major/Minor). The detriment cannot be removed anyway short of a wish spell or until the infusion ends.
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Awakening of the Slumbering Soul
Starting at 6th level, you possess the ability to awaken items to possess a spirit. By expending a spell slot up to 5th level, you can bring these items to life, causing them to ascend and create an Item Spirit within the item, the appearance and statistics of the spirit is as indicated below:

Dormant Spirit (2nd level) - Summon Beast
Awakened Spirit (3rd level) - Summon Fey, Summon Shadowspawn, Summon Undead, or lower options but upcasted
Exalted Spirit (4th level) - Summon Aberration, Summon Construct, Summon Elemental, or lower options but upcasted
Released Spirit (5th level) - Summon Celestial, Summon Draconic Spirit, or lower options but upcasted

The item gains the following property and if you use this feature again you can replace the summon spell but the spirit will be the same despite its appearance and statistical change;

"Once per short rest, while you hold the item, you can choose to use your action to cast [Selected spell], the spellcasting uses the Enchanters, losing the item as it turns into the spirit weapon until the spell ends, after which it returns back to the user. At the cost of taking twice the spell level in damage (Cannot be reduced), the item can absorb your vitality and becomes more physical as you do not need to concentrate on the summon spell if you do decide to reduce your hit points."

A creature can only summon an item spirit one at a time. Additionally, once at least one item has been used to summon an item spirit, other items cannot summon an item spirit until a short or long rest.

Additionally, in the case of sentient and item spirits, regardless of your alignment, class, or race, the item will maintain a neutral opinion towards you. You can attune to the sentient item regardless of attunement restrictions as long as the sentient item sees you positively.
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Ethereal Nexus(1)
Starting at 7th level, your connection to the mystical energies of the Ethereal plane allows you to attune to a greater number of magical items. You gain an additional attunement slot, you cannot use this additional attunement slot for any item except for your Enchanting Replication item.

This increases to two additional attunements at 13th level and three additional attunements at 17th level.
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Blood Infusion Mastery:
Starting at 10th level, your proficiency in infusing magical items with your blood improves. When you use the Blood Infusion feature, you can now expend up to 4 hit dice, further amplifying the potential of the infused item. Additionally, the duration of the infusion now extends to a number of days equal to your Enchanter level.

Four Hit Dice: The item no longer has a heartbeat, instead it feels… alive. You can roll twice on the Major Beneficial Properties table and gain that feature until the infusion ends, you cannot use Chosen Affliction on this feature.
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Soul of Limbus Manifestation
At 10th level, you have honed your mastery of magic to such an extent that you can summon forth magic items from limbus itself. Through the feature "Arcane Manifestation," you gain the ability to temporarily summon magic items to aid you in your endeavours.

As an action, you can expend a spell slot to summon a magic item of your choice that is within the player handbook. The item must be of rarity that is relevant to the spell slot expended, and you must be proficient in any required skills or attributes to use the item effectively. The summoned item materialises in your hand or at your feet, ready for your use. The required spell slot levels for each rarity are as follows:

Uncommon (3rd level or higher)
Rare (5th level or higher)
Very Rare (7th level or higher)

The summoned magic item persists for a duration equal to an amount of hours equal to your Wisdom or Intelligence modifier (Uses the higher of the two) or until you dismiss it as a bonus action. During this time, you have complete control over the item, and you can wield its powers and benefits as if you possessed it naturally.

However, it is important to note that the summoned item is a temporary manifestation of magical energy, and it possesses a max amount of charges. Additionally, any effects or bonuses tied to attunement or specific requirements of the original item are temporarily granted to you while the summoned item is in your possession.

Once you use this feature, you cannot use it again until you finish a short or long rest, regaining your ability to summon another magic item from the Limbus plane.
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Soul Resurgence
Starting at 11th level, your mastery over Enchanting Replication grants you the ability to cheat death itself. When you are reduced to 0 hit points, you can expend a replicated item (Doesn’t have to be attuned to you) from your Enchanting Replication feature to instantly regain 1 hit point instead.
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Ethereal Nexus (2)
Starting at 13th level, your connection to the mystical energies of the Ethereal plane has become stronger and more. You gain two additional attunement slots, you cannot use these additional attunement slots for any item except for your Enchanting Replication item.

You gain three additional attunements at 17th level.
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Features & Traits
Inventory
Mageslayer Cloak - ATTUNED
Angels Thesis
Tungsten Cube - ATTUNED
+6 Dagger
Shard of Novas
The House Always Wins - ATTUNED
1d3 +1 Dagger
Tensers Transformation Scroll
1 Helldivers Gatling Gun (Ranged Spiritual Weapon at 9th Level)
Radioactive Nuke Titanium Shell 10ftx10ft - Will produce Wild Magic if it takes 10 or more damage
Dragonflys Wand of Magic Missile
Marrow Frog
Dimensional Shackles x3
Cloak of Invisibility (Replication) - ATTUNED
Manacutter Greatsword
Antimagic Bell
Golden Apple of Knowledge
Daybreaker
Dark Shard Amulet
Periapt of Wound Closure
The Bloodstone of Eden
Candy Stick of Deliciousness
Rickys Hand - Bloodletting Flesh Rune
Drown
Golden Ring from Miniko
Bag of Devouring
8 Stocks of Corntackula [Turn BA into Action. DC 15 Con vs 1 Exhaustion]
Azumar Scroll
Heart of Cain
Blood Amulet of Cain & Abel
Scythe of Destruction
407 Cain/Ley Flesh Mass - Cannot be targeted by magic.
+3 Cloak of Protection
Luck Coin

Items

+2 The House Always Wins - Very Rare, Light Armour (Studded Leather Armour) - Attunement
Loaded Dice: Whenever another creature within 15ft would roll an ability check, attack roll, or saving throw. You can use your reaction to force the roll to be a number between 1 to 20. You can use this feature thrice per long rest.

Win Streak: Whenever you would damage a creature, or apply a condition to a hostile creature, you gain one card suit symbol onto your armour up to a max of 4. Card Suits lasts until the start of your next turn.

For each suit you have, you gain bonus damage to spell & weapon attacks, and saving throws.

All In: At the start of your turn, you can choose to roll any die above a d1. If the result is even, you gain a +10 bonus to attack rolls and AC until the end of your turn. If the result is odd, you instead have a -10 to attacks rolls and AC.

Mageslayer Cloak - Attunement
Consumer of Magic: Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the spell works as usual. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.

Rush of Magic: While you wear this cloak, you can pull on your cloak and wrap it around your neck to cast the haste spell on yourself as a bonus action.

Magic Can be Poison: When you deal damage with a spell or spell-like effect, your magic becomes unstable and explosive. Roll a d6, on a 6 the damage die for the damage is doubled from that spell.

Dormant: The Mageslayer reveals a personality deeply rooted in its disdain for magic. It despises the very essence of spellcasting and all things supernatural. It often manifests its loathing through its interactions with its wielder, offering sarcastic remarks or expressing disapproval when spells are cast in its vicinity. This cloak will not hesitate to chastise those who rely on magic, often referring to spellcasters as "mages of folly" or "sorcerous tricksters."

Angels Thesis - Scythe - +1 Weapon - Two-Handed, Soul Reaper, Reach, 1D12
Soul Reaper: Dealing damage with this weapon gives you d4 plus weapon attack modifier in hit points, once per turn.

Reach: This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

Eva's Embrace: Once per long rest, when you find yourself in a dire situation, you can invoke the power of Eva's Embrace. As a reaction to taking damage that would reduce you to 0 hit points, you instead enter a state of synchronization with Angels Thesis. For the next minute, your form becomes ethereal, and you gain resistance to all damage. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane.

Cruelty: As an 1 hour ritual with an item you are touching with Angels Thesis, you may choose an item that isn't being worn or carried that requires attunment and choose to annihilate it, you may then choose one of the items features, this can range from;
+1, +2, or +3 weapon
A feature of the weapon, e.g. extra damage die
The items soul, taking the sentience and transfer it to blade along with its benefits

You may only have 2 features activated at a time, but can store an unlimited amount of features which you can swap out on a long rest.

Monster Hunter: You have advantage against shape-changers, and deal an additional d6 damage against them.

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

Ogre's Resilience: The Gauntlets of Ogre Strength now provide more than just brute strength. While wearing these gauntlets, the wearer gains temporary hit points equal to their proficiency bonus at the start of each turn, as long as they have at least one hit point remaining. These temporary hit points do not stack and last until the start of the wearer's next turn.)

Life-Draining Trail: As a bonus action for the next minute, as you move, the boots leave behind a spectral trail imbued with malevolent energy. Any creature that starts its turn within 5 feet of the trail takes 1d6 necrotic damage and has its movement speed reduced by 10 feet until the start of its next turn. Additionally, if a creature ends its turn on the spectral trail, it must succeed on a Constitution saving throw (DC 15) or take an additional 2d6 necrotic damage as the life force is drained from it. You can use this feature equal to your proficiency modifier before regaining all uses on a long rest.

Elderbrain Extended Spell List; You can now use charges equal to the spells level to cast one of the following spells; Silvery Barbs, Gift of Gab, Suggestion, Compulsion, Modify Memory or Power Word Stun. The Scythe regains 1d8 + 2 expended charges daily at dawn, for a total of 10 charges. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Scythe Shot - As a bonus action you can make one range attack with your weapon up to 600ft away. If the attack would hit then you can choose to teleport to the target as a reaction. Once you have used this feature, you must do so by taking a short or long rest.

SLICE: You can use your action to charge your weapon with a warning shot. Make one melee attack with this weapon and if the attack hits, you give them a warning of 10d8 force damage, and you take half the amount. Once you use this feature you cant do so until a long rest.

Tungsten Cube - Attunement
Heavier Than Matter: When this object is dropped, it takes and deals triple the amount of fall damage.

Ounce of feathers vs ounce of Tungsten: This object is immune to fall damage, it falls double the speed of feather fall (120ft)

What goes down, can go up: You can use your bonus action to summon the cube back into your hand.

Denser than a protag: The cube requires a strength score of 30 to carry, if you are attuned to this item then it needs a strength score of 20

Cube of Annihilation: As an item interaction, you can open this cubes core to show a black hole, it gains the effects of a Sphere of Annihilation for 1 minute before it then falls down and closes becoming innert until your next long rest.

Shard of Novas, non attunement, Legendary.
This is a Singular use item.

Stored within this shard is the essence of Novas. Cracking it open releases the spell Monarch of Novas.

This counts as a 9th level spell for the purposes of Counterspell.

Monarch of Novas
As an action, the creature calls forth the might of dying stars to the front of its palm and shoots out beams of pure piercing radiance to its foes. 120ft cone attack of beams, make an attack roll for each beam that goes to someone, on a hit a creature makes a Dex save against your spell casting DC. If failed, it takes 13d10 piercing radiant damage. On a pass, it takes half.

The beams can crit.

Dragonflys Wand of Magic Missile
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Dragonfly's Corruption: If kill a humanoid with this wand creature returns to life as if by Create Undead spell, the level of the spell is how many missiles it took that turn to kill the creature. For example, if you hit a creature with 4 missiles then it would be a 4th level Create Undead (Minimum 6th level).

Sentient: The wand sprouts dragonfly wings as now it can be used without holding the wand, instead you can use your bonus action to command it to cast the wand if it feels like it.

Marrow Frog Ability:
While you carry this frog, The Marrow frog uses its ability draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.

Cloak of Invisibility
Wondrous item, legendary (requires attunement)
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.

Ultimate Unseen Master Technique Arts: Once per turn, you can deduct 10 minutes of your duration time to gain an additional 2d6 damage to your next weapon attack as long as you're invisible.

Blood Bag of Devouring
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Sanguine Storage
The Bag can consume blood and store it as a resource. When a creature's blood is poured into the Bag (at least 1 pint), the Bag generates a "Blood Token,". Blood Tokens can be used to replace any hit die or hit point reducing effects that usually a feature would give, with a maximum of five tokens stored at a time.

Scythe of Destruction - Weapon (Scythe), Very Rare
This heavy, jagged blade hums with pink destructive energy, eager to rend anything in its path.

Soul Reaper: Dealing damage with this weapon gives you d4 plus weapon attack modifier in hit points, once per turn.

Reach: This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

When you hit with this magic weapon, it deals 10 slashing damage instead of rolling for damage. You still add your attack modifier to the total damage. If you critically hit, you deal 30 damage instead of 10.

Destructive Aura
As a bonus action, you can activate the sword's destructive aura. For 1 minute, all damage dealt by the blade becomes force damage and ignores resistance and immunity. Once used, this property cannot be used again until a long rest.

Sundering Strike
As an action, you can target a creature, object or structure within reach. The blade automatically deals a critical hit to the target. If the object is nonmagical, it is destroyed outright unless it is particularly large or fortified. (DM's discretion). Once used, this property cannot be used again until a long rest.

Forceblood Infusion | Requirement: Constitution 18 or higher
Once per long rest, when you activate the sword's Destructive Aura, you can infuse it with your own life force. You take 10 necrotic damage that cannot be reduced or avoided, and the blade's destructive energy intensifies:

The weapon's damage increases to 15 instead of 10.

Critical hits deal 50 damage instead of 30.

If you roll a natural 20, you regain hit points equal to the damage dealt.

Luck Coin
A two-sided enchanted coin that allows you to re-roll a single ability check or saving throw once per day, but must take the second result.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
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CANTRIPS
Mage Hand
Message
Mending
Shocking Grasp
Healing Soul
Gust
Bladeward
Firebolt
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1ST LEVEL
Magic Missile
Memorize
Clue
Shield
Catapult
Blood Tether
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2ND LEVEL
Aberrate
Intrusive Thought
Nondescript
Maddening Whispers
Blood Expulsion
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3RD LEVEL
Counterspell(Cantrip)
Dispel Magic
Bestow Curse
Blood Transfusion
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4TH LEVEL
Dimension Door
Death Ward
Steal Voice
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5TH LEVEL
Wall of Force
Dominate Person
Contagion
Cain’s Exploding Cellular Expulsion
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6TH LEVEL
Game of Fate
Disintegrate
Contingency
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7TH LEVEL
Regenerate
Teleport
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Spellcasting
Common, Celestial, Ignan, Halfling

Languages & Proficiencies
Healing Soul
Evocation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You call upon a gentle, soothing energy that knits minor wounds and restores vitality. Choose a creature within range. That creature regains a number of hit points equal to 2d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Once a creature has gained this healing from this cantrip, they are immune to the effects of this cantrip for 1 hour.

The spell's healing increases by 2d4 when you reach certain levels: 5th level (4d4), 11th level (4d4), and 17th level (6d4).
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Blood Tether
1st-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

You forge a mystical bond with a target creature within range, using your own life force as the conduit. As part of casting this spell, you take 1d4 necrotic damage. This damage ignores any resistance or immunity. The target creature must make a Constitution saving throw. On a failed save, the target takes 1d8 necrotic damage plus your spellcasting ability modifier and for the next minute any damage you take will deal half the amount to the tethered creature for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the target takes half as much damage, but you still take the full 1d4 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the target takes increases by 1d8 for each slot level above 1st.
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Blood Expulsion
2nd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous (poisoned condition lasts for 1 minute)
Classes: Sorcerer, Warlock, Wizard

You violently rip the life essence from a creature you touch, causing immense pain and suffering. Make a melee spell attack against the target. On a hit, the target takes 3d10 necrotic damage as their blood is forcefully expelled from their body. Additionally, the target must succeed on a Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d10 for each slot level above 2nd.
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Blood Transfusion
3rd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard

You manipulate the blood of a creature within range, allowing you to switch places with them and briefly control their actions. Choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw. On a failed save, you and the target immediately swap positions. This movement does not provoke opportunity attacks.

After swapping places, you can use a bonus action on each of your turns to control the target's movements, forcing them to move half their speed and make a single melee attack against a creature of your choice within their weapon range. The target uses its own attack roll and damage but cannot make any other attacks or cast spells during this time. The target can repeat the Constitution saving throw at the end of each of its turns, ending the control effect on itself on a success.

If the target succeeds on the initial saving throw, the spell fails, however you still swap places.
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Cain’s Exploding Cellular Expulsion
5th-level necromancy (blood magic)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of the caster's blood and a pinch of salt)
Duration: Concentration, up to 1 minute

You cause the blood within a creature’s body to violently agitate, destabilizing their very cells and threatening explosive expulsion with each heartbeat. Choose one creature you can see within range. The target takes 4d8 necrotic damage, and cannot regain hit points for the duration of this spell.

At the start of each of its turns for the duration it must make a constitution saving throw. Each time the target fails a saving throw after the first save, it suffers one of the following effects (Determined by a d3) until the start of its next turn, as the chaotic disruption in its bloodstream worsens:

1 ) Bloodshot; The target has suffers disadvantage on all attack rolls.

2) Weakened Limbs; The target’s movement speed is reduced by 10 feet and strength based damage is halved as muscle control becomes erratic.

3) Haemorrhaging Aura; Every creature within 10 feet of the target (including the target) takes 1d8 necrotic damage at the end of the target’s turn, as droplets of blood begin seeping from its pores.

If the target succeeds on its Constitution saving throw for two consecutive turns, it regains enough control to resist further cellular disruption, ending the spell. A creature immune to necrotic damage automatically succeeds on saving throw.

At Higher Levels; When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d8 for each slot level above 5th.
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Konrad "Vitalis" Lidslav - Spirit of Destruction - Chaotic Evil - Wonderous (Weapon Spirit) - 12ft 6 inches

This spirit is an old soul that has seen the end of time many times, not due to another's actions but his own. He wants everything to crumble, he wants everything to end so that another generation can come; until his daughter is alive and reincarnated. Free from the clutch of Ủ̶̕n̴̛͝k̶͌̚n̵͐̎õ̴̑w̴͒͐n̷̍͋. He will wait, and once the opportunity comes; The World Shall Burn again.

Once per short rest, while you hold the item, you can choose to use your action to cast 5th level Summon Construct, the spellcasting uses the Enchanters, losing the item as it turns into the spirit weapon until the spell ends, after which it returns back to the user. At the cost of twice the spell level, the item can absorb your vitality and becomes more physical as you do not need to concentrate on the summon spell if you do decide to reduce your hit points.

Chaotic Evil Personality - Konrad can't stand the dangerous idiots who deny their own needs in order to help others. It's often difficult to motivate them to do what Konrad want. Konrad tends always speak and act before he think.
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Alpha Apollyon - Spirit of Annihilation - True Neutral - Void Origin Wonderous (Weapon Spirit) - Any Height

Greetings, mortals! I am Alpha Apollyon, the ever-watchful true death. Here to observe, learn, and gather knowledge from this realm, so my other half may better understand the intricacies of your world. Prepare, for together we shall witness wonders and unravel the mysteries that surround us!

Once per short rest, while you hold the item, you can choose to use your action to cast 9th level Summon Aberration (Void Only), the spellcasting uses the Enchanters, losing the item as it turns into the spirit weapon until the spell ends, after which it returns back to the user. At the cost of twice the spell level, the item can absorb your vitality and becomes more physical as you do not need to concentrate on the summon spell if you do decide to reduce your hit points.

True Neutral; I just like to watch :)

> Annihilating Aspect (Void Only Hostile creatures within 10ft of the spirit cannot gain the benefit of its resistances and immunities. In addition, they take an additional D6 force damage from attacks originating from the summons caster.

> Annihilated Point (Void Only Ranged Attack Roll: Bonus equals your spell attack modifier, reach 150 ft. Hit: 1d8 + 3 + the spell's level Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
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Alptraum - Darkrai Familiar

Creature Type: Aberration
HP: 10 + Casters Level
AC: 15
Movement Speed: 40ft Hover
Creature Size: Medium
Passive Perception/Senses: 13 Passive Perception
Languages: Common, Elvish, Sylvan

Stats:
Strength: 3 (-4)
Dexterity: 18 (+4)
Constitution: 10 (+0)
Wisdom: 13 (+1)
Intelligence: 14(+2)
Charisma: 11 (+0)

Skills:
Perception +3, Stealth +8

Base Attacks:
Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.
Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the Darkrai's next turn.

Abilities
Heart Sight. As an action, the Darkrai can force one creature within 5 feet to make a Charisma Saving Throw. Celestials, Fiends, and Undead automatically fail the save. On a failure, the Darkrai knows the target's emotions and alignment.

Invisibility. The Darkrai casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
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Notes


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