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April Valentine (Soraeya)

8 Level (0/48000 XP for level-up) Background Race / Species / Heritage Alignment
Gloom Stalker Ranger
Level 3
Hit Dice: 3/3
1d10+2 Class 1
Ooze Sorc
Level 1
Hit Dice: 1/1
1d6+2 Class 2
Fighter
Level 2
Hit Dice: 2/2
1d10+2 Class 3
Artificer
Level 2
Hit Dice: 2/2
1d8+2 Class 4

STR
12
+1
DEX
18
+4
CON
14
+2
INT
20
+5
WIS
20
+5
CHA
14
+2
64
Hit Points
+4
Initiative (DEX)
21
Armor Class (AC)
+3
Prof. Bonus
55/25
Speed (walk/run/fly)
18
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+4 Dexterity
+5 Constitution
+8 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+5 Animal Handling WIS
+8 Arcana INT
+1 Athletics STR
+2 Deception CHA
+5 History INT
+8 Insight WIS
+2 Intimidation CHA
+8 Investigation INT
+8 Forge INT
skills
+5 Medicine WIS
+5 Nature INT
+8 Perception WIS
+8 Performance CHA
+2 Persuasion CHA
+5 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +8 DEX 1d8+2+4
Dread Corrupted Rapier +8 DEX 2d8+11+4
Hunters mark Dread Corrupter Rapier +8 DEX 2d8+1d6+11+4
Breath Weapon +1 STR 8d6+1
Attacks
̶͊͐T̷̆͒h̵̠̋ė̴͝ ̴͖͂Č̵̊r̵̀imson
Ability Score Increase
Your Int score increases by 5, and your Wis score increases by 5

Ability Score Decrease
Age
F̸̂̉ì̵͝l̸̉͗e̴͂͝ ̶̅̀ć̸͒o̴̔rrupted̷̋̕
Size
Dragonborn are taller and heavier than humans, standing well over 12 feet tall and averaging almost 250 pounds. Your size is Medium or large.

Speed
Your base walking speed is 45 feet and a fly speed of 15 feet.
̶̅̀Co̴̔͐r̷̅͝r̵̓͝u̴͒̈́p̴̽͘t̴̉ed Ancestry
Crimson Void Scaled True Vorpal 15 by 30 ft. line (Int. Check)
You have Corrupted Ancestry. Choose one type of Void or Old One from the Ancestry table. Your breath weapon and damage resistance are determined by the DM

Celstial Breath Weapon
You can use your action to exhale destructive energy. Your Corrupted ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Int or Wis modifier + your proficiency bonus. A creature takes Xd6 damage on a failed save, and half as much damage on a successful one. The damage increases with level and X is your current level. After you using your breath weapon; your weapons and spells deal up to your level in Corrupted ancestry damage for one min. You can do this up to half your prof mod (Min of 1/ Rounded Down), you can’t use it again until you complete a short or long rest.
Disclaimer: this bonus damage doesn't stack with itself but, increase the duration.
Warning: the more you use this the more you lose yourself.

Damage Resistance
You have resistance to the damage type associated with your ancestry.

Languages
You can speak, read, and write Common and Vox Maki.

Origin: +4 to DEX, INT, and WIS to a max of 28 anc can increase the Cap
Skills: Gain proficiency in any three skills of your choice; if you have proficiency in performance you can upgrade it to expertise

Tools: you gain proficiency in one tool/kit/instrument of your choice


Refractums Shell
Using the process of a trial from uploading your mind into the Solaris Mainframe, aka the Arcane Pillar made from using the New Creator as a Source of all. You gain a living suit of armor known as a Refractum from your Source. You're considered in wearing all types of Armor and Your Armor Class is set to 17 at 1st level, 19 at 5th leve , 21 at 11th level, cannot equip any type of armor or, unequip the Refractum, and you do not gain any benefits from other forms of AC while under this effect unless it's from the Shield Spell, Armored Feat or a Shield.

(Rp Disclaimer:)
Yes, you can remove the armor like normal to do everyday functions. You're not trapped in the armor.

------------
Faction Loyalty 2

Calendar Firewall
Whenever an attack would miss your AC because of an increase in AC from another source or, Your Base AC in the round. As a reaction, on your turn you may do an additional weapon attack that adds half your total AC (Rounded down) as Lightning damage. You may do this Extra Attack Twice per long rest.

—------------
Faction Loyalty 3
Subhuman Refractum
As a bonus action you may separate yourself from your Armor causing it to be an Armor Reflection in an unoccupied space you can see within 10 feet of you. You lose the AC of Refractums Shell and gain an Unarmored Defense based on Intelligence Mod. The Refractum’s AC is based on your Intelligence Mod and its Max Hp is based on Half your Max Hp. Your Armor stays within a range of 10 ft from you. This creature doesn’t have an action economy but, you may cast spells from this creature. If the construct is destroyed or damaged in combat, this armor can only be resummoned by Forge check with your Forger tools or healed by the Mending spell/Forge Check out of combat. (edited)
[10:45 AM]
Rush of September
As a reaction, whenever you're about to get hit by an attack you can re-equip the armor as a reaction you may move up to your speed towards the source of the attack and use your armor to block damage based off half of your total AC (Rounded down) until the start of your next turn. If damage from a source is set to Zero this way you refresh your reaction. You may do this once per Long Rest.

Asi increase +1 dex +1 cha
Mobile Feat
Homunculus Servant
Enhanced Weapon (on Rapier)

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Level 1: Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Level 2: Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Level 1: Reform
Starting when you choose this origin at 1st level, your vaguely gelatinous flesh can mend itself when wounded. Whenever you take bludgeoning, piercing, or slashing damage from a nonmagical weapon and don't drop to 0 hit points, you can use your reaction to immediately regain 1d4 hit points, up to a maximum of the amount of damage taken.

The healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Defense
While you are wearing armor, you gain a +1 bonus to AC.


Level 3: Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Level 3: Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © 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.

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