Anderos Roshan (Level 11 Tiefling Sorcerer)

Example Character Owner: Tregolani!

Ancestry: TieflingCulture: Mixed Culture (Itinerant / Nomadic)Background: SailorDestiny: Underdog
StrengthDexterityConstitutionIntelligenceWisdomCharisma
8 (-1)10 (+0)16 (+3)12 (+1)14 (+2)18 (+4)
Hit Points: 79Proficiency Bonus: +4Size: MediumMovement: 30 ft., 30 ft. swim

Languages: Culture: Common, Primordial, Infernal
Senses: Darkvision 60 ft., Passive Perception 16, Passive Investigation 11
Resistances: Fire, Cold, Lightning, Poison

Ancestry Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Hellish Resistance (Cold). You have resistance to cold damage.
Infernal Legacy (Legacy of Frost). You know the ray of frost cantrip. You learn the armor of agathys and frost fingers spells. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
Paragon Trait: Magic Resistance. You have Advantage on saving throws against spells and other magical effects.

Culture Features

Motive and Reason (Shadow Exile). You left your homeland under mysterious circumstances, such as punishment for a crime or exile, self or otherwise. You always know the result of your Deception, Performance, Stealth, and Sleight of Hand checks.
Eyes on the Sky. You have a keen eye for the path you must take. You gain the following benefits:
  • An area being lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena does not impose Disadvantage on your ability checks relying on sight.
  • After observing an outside area for 1 minute, you can predict the weather within the next 24 hours. You cannot foresee magical changes, but you can use an Action to make an Insight or Perception check to notice them.

Background Feature

Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions.

Destiny Features

Source of Inspiration: Defiance. You draw inspiration from striking out against oppression, defying long odds, and placing hope in the impossible. You gain inspiration whenever you score a critical hit against a creature larger than you are, roll a natural 20 on a death saving throw, openly defy a powerful being, or succeed after taking a risk with long odds. Examples include loudly refuse the orders of a tyrant, follow through with a convoluted or risky plan, succeed at something you were extremely likely to fail.
Inspiration Feature: A Nose for Trouble. Get kicked around long enough and you start to know when trouble’s brewing. Whenever you or an ally you can see fails an Insight check, you can use your Reaction to spend your inspiration and learn any information that would have been gained by a successful Insight check.

Proficiencies

Strength Saving Throw-1
Athletics+3
Dexterity Saving Throw+0
Acrobatics+0
Sleight of Hand+0
Stealth+0
Charisma Saving Throw+8
Deception+12
Insight+8
Intimidation+4
Performance+8
Persuasion+8
Constitution Saving Throw+7
Intelligence Saving Throw+1
Arcana+5
History+1
Investigation+1
Medicine+1
Nature+1
Religion+1
Wisdom Saving Throw+6
Animal Handling+2
Perception+6
Survival+6
Cartographer's Tools
Navigator's Tools
Water Vehicles
 Daggers, darts, slings, quarterstaffs, light crossbows
Proficiency Sources:
Culture: Perception, Cartographer's Tools
Background: Athletics, Navigator's Tools, Water Vehicles
Sorcerer Class: Charisma Saving Throws, Constitution Saving Throws, Deception, Persuasion
Intelligence Bonus: Insight
Feats: Wisdom Saving Throws, Arcana, Survival
Narrative: Perfromance


Class Features

Sorcerer (Sea Sorcery) 11

Sea Sorcery: Sea Magic

You learn additional spells when you reach certain levels in this class, as shown on the Sea Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the druid, sorcerer, or wizard spell list.

Table: Sea Magic
Sorcerer LevelSpells
1stcreate or destroy water, thunderwave fog cloud
3rddust devil misty step, snowball swarm gust of wind
5thcall lightning slow, spirit shroud sleet storm
7thcontrol water, freedom of movement watery sphere
9thcone of cold telekinesis, maelstrom

Sea Sorcery: Soul of the Sea

Your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.

Sea Sorcery: Curse of the Sea

You learn the secret of infusing your spells with a watery curse. You learn one of the following cantrips of your choice: frostbite, jolt, ray of frost, shocking grasp, or thorn whip. When you finish a long rest, you can swap the cantrip you chose with another option from the list.

When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until for 1 minute. You can maintain a number of curses on creatures equal to your proficiency bonus. If you curse another creature in this excess of this number, you must end the curse on a cursed creature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below:

  • Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is Chilled until the end of your next turn.
  • Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
  • Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.

Font of Magic

You tap into a deep wellspring of magic within yourself. This wellspring is represented by mana, which allow you to create a variety of magical effects. You gain additional mana equal to your Sorcerer levels. Additionally, you gain the ability to spend your mana to fuel special abilities, such as Metamagic, abilities granted by your sorcerer Bloodline, or the ones below.

Imbuing Touch
As an Action, you can touch one nonmagical weapon and spend 2 mana to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Sorcerous Fortitude
As an Action, you can spend mana up to your Sorcerer levels and roll a d4 for each mana spent. You gain a number of temporary hit points equal to the total.

Manifestation (Hurricane)

When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 mana to change the damage type to your manifestation’s damage type.

Hurricane (Lightning or Thunder)
You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 mana to produce a thunderous blast around you. Creatures no more than one size category larger than you within 5 + the spell's level feet (rounded up to the nearest increment of 5) of you must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked Prone.

Metamagic

Minor Metamagic
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 mana to double the range of the spell. Alternatively, if you cast a spell that has a range of touch, you can spend 1 mana to make the range of the spell 30 feet.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend an amount of mana equal to the spell's level to increase the duration to its next increment, to a maximum of 24 hours. For example, a duration of 1 minute becomes 10 minutes, and a duration of 10 minutes becomes an hour.
  • Subdual Spell. When damage from one of your spells reduces one or more creatures to 0 hit points, you can spend 1 mana to stabilize one of the creatures knocked unconscious by it. You can use Subdual Spell multiple times on a single spell cast, spending 1 mana per creature you stabilize. You can use Subdual Spell even if you have already used a different Metamagic option during the casting of the spell.
Moderate Metamagic
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 mana to change the casting time to 1 bonus action for this casting.
  • Careful Spell. When you cast a spell that affects an area, you can spend 1 mana, and choose a number of creatures up to your Charisma modifier in the area (minimum of one creature). A chosen creature is unaffected by the spell.

Magical Guidance

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 mana to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sea Sorcery: Watery Defense

You gain resistance to fire and poison damage, and have Advantage on saving throws against poison.

You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Arcane Refinement (Prodigious Innovator)

You can cast the druidcraft, thaumaturgy, and resistance cantrips at will. They are considered sorcerer spells for you. They don't count against your number of cantrips known.

Rapturous Presence

  • Nobody's Fool. People find it difficult to lie to you or to conceal their motives in your presence. You can always choose to use your Charisma score when making Insight checks. In addition, you can spend 1 mana as an action to project an aura of honesty. For the next 10 minutes, creatures within 10 feet of you have disadvantage on Charisma (Deception) checks made to lie or conceal the truth. When a creature in this aura fails a Charisma (Deception) check, it accidentally blurts out something it didn’t mean to while attempting to spin its lie.
  • Otherworldly: Celestial, Dragon, Elemental (Double Take). You have a way with creatures wildly unlike yourself. You have advantage on Charisma checks to make a first impression on a creature of one of your chosen types, and if you do not share a common language, you can still communicate some simple concepts to them. In addition, by spending 2 mana and 1 minute in meditation, you can change your creature type to one of the chosen creature types. This transformation lasts for 1 hour and cannot be reversed early without repeating the meditation and spending the mana again.

Evolving Manifestation

  • Evolving Hurricane (Lightning or Thunder). When you cast a spell of 1st-level or higher that deals thunder or lightning damage, you can spend 5 mana to create a 15-foot radius storm centered on you, which moves with you. The area of the storm is heavily obscured and counts as difficult terrain, but you can see and move through it normally. At the end of each subsequent turn you must spend 5 mana to maintain it, otherwise it dissipates.

Supernatural Gifts

Spirit of the Tides

As a Bonus Action, you can manifest a watery spirit within 5 feet of you. Its statblock is identical to yours, with the following exceptions: its hit point maximum is equal to half of your hitpoint maximum, and its movement speeds, resistances, and immunities are replaced with those of a water elemental as per its statblock. It can communicate with you telepathically, and can move up to its speed as part of your movement action, but no farther than 100ft from you. The clone has two forms:

  • Watery Clone. The spirit takes the form of Barnacle, your humanoid alter-ego. In this form, it can interact with surrounding objects as well as communicate with other creatures using any languages you know. Additionally, once on each of your turns, it can use its action to cast any of your cantrips, originating from the spirit’s location. Upon hitting a creature with the spell or a creature failing its saving throw against it, you can apply your Curse of the Sea feature to that target as if you had affected it with your own spell. This special action can be used as part of your own action just before or just after your action occurs.
  • Watery Scout. The spirit takes the form of a puddle or stream of water. It has the following changes to its statblock: its Dexterity and Charisma ability scores are swapped, it gains proficiency with Acrobatics and Stealth, and it loses proficiency in Persuasion, Deception, and can no longer speak verbally. Otherwise it acts like a familiar, as per the find familiar spell.

Soul Link. The spirit is a reflection of your own soul; any time it takes damage, it splits the damage evenly with you, after applying any of its resistances. If it is destroyed, it dissolves into mist and cannot be resummoned until after a long rest.

Primordial Convergence

You can tap into the primordial powers that are paired with your soul. As a Bonus Action, roll a d10, and for 10 minutes, your body assumes the corresponding elemental form. Alternatively, you can forgo this roll if you spend 2 mana to force the transformation into either Earth or Water (your choice).

You may use this boon a number of times equal to your Constitution modifier, and regain all expended uses after completing a long rest.

Stone [1-3]

Become a living avatar of Grumbar, strengthening your flesh as stone, with the bright ruby eyes to match. Barnacle dissolves during this transformation, lost to the overwhelming surge of the earth, and you gain the following effects:

  • You gain a bonus to AC equal to double your Constitution modifier.
  • Gain temporary hit points equal to half of Barnacle’s maximum hit point total.
  • Your Strength and Charisma ability scores and save proficiencies are swapped.
  • A stone maul manifests in one of your open hands. It deals 2d6 bludgeoning damage plus an additional 1d12 force damage on a hit (which is not doubled on a critical hit), has the heavy and two-handed properties, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. On your turn, you may attack twice with it when using the Attack action.
  • In this form, you cannot cast spells, but gain access to the following abilities:
    • Petrifying Gaze. Once per transformation, you can, as an action, channel the Gaze of Grumbar. Until the start of your next turn, any creature that starts its turn within 30 feet of you and is able to see your eyes must make a Constitution saving throw. If the creature fails the saving throw by 5 or more, it is instantly Petrified. Otherwise on a failure, the creature is Restrained as it begins to turn to stone, and must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. This petrification lasts until removed by the greater restoration spell or other magic.
    • Stone’s Lethargy. As a Reaction upon being hit by a melee attack, you can strengthen the resilience of your rocky skin. You gain resistance to the attack's damage, and the creature must succeed on a Constitution saving throw or have Disadvantage on all weapon attacks until the end of its next turn.
  • Upon transforming, you regain one use of your Watery Defense ability. However, the ability is replaced by Stone’s Lethargy for the duration of the transformation.
  • While transformed, any ability requiring a saving throw uses the following DC calculation: Stone Form DC = 8 + your proficiency bonus + your Constitution modifier.
Water [3-6]

You embrace the tides of Umberlee: your form becomes fluid and mutable, and light seems to glint and refract as it strikes your skin. Refreshed and invigorated by the tides, a new storm is brought forth. While in this form, you gain the following effects:

  • Upon transforming, you can choose to regain expended spell slots. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up), and none of the slots can be 6th level or higher. You must complete a long rest before you can benefit from this recovery again.
  • Your Sea Magic spells are improved. Upon casting a Sea Magic spell, you can choose to either add your Charisma modifier to one damage roll of the spell, or add half of your Charisma modifier (rounded down) to the DC of the spell.
  • UUpon transforming, you regain one use of your Watery Defense ability. Additionally, if you are within 30 feet of an ally when they take bludgeoning, piercing, or slashing damage from an attack, you can use your reaction to expend a use of your Watery Defense in order for that ally to benefit from its effects as if it were you.
  • You have vulnerability to cold and lightning damage while in this form.
Crystalline [7-8]

A balance between the primordial powers of earth and water is obtained, whether by your own will or through the influence of another power you can’t be sure. Your horns transform into translucent crystalline spirals, and your skin darkens to an ebony sheen flecked with thousands of tiny sparkling geodes. While in this form, you gain the following effects:

  • You gain a bonus to your saving throws equal to your Constitution modifier.
  • You gain access to the following spells: magnify gravity, mirror image, hypnotic pattern, gravity sinkhole, temporal shunt, and summon celestial. Each of these counts as a sorcerer spell for you, and you can cast them using an appropriate spell slot.
  • Upon transforming, you begin to surge with arcane power. You gain a number of temporary sorcery points equal to your sorcerer level, which are separate from your normal pool of mana. You can use these temporary sorcery points to cast any of the additional spells granted by this form by spending a number of sorcery points equal to the spell's level. Once this transformation ends, these temporary sorcery points vanish.
  • Barnacle takes on a similar appearance, but does not gain the additional spells.
Unstable Fallout [9-10]

Something…isn’t right. Your voice is not your own and the powers that you draw on seem to be a torrent of twisted force. Your skin seems to develop fissures and cracks, and sizzling water hisses and bubbles from these rends. While in this form, you gain the following effects:

  • Upon transforming, you must immediately make a DC 14 Constitution saving throw. On a failure, Barnacle dissolves, returning to your flask. However, if you fail the save by 5 or more, your control over Barnacle is severed and he goes into a frenzy, directing spells and attacks randomly on his turns. If he is defeated in this state, he immediately dissolves and returns to your flask, and cannot be resummoned until you complete a long rest.
  • Each time you cast a spell of 2nd level or higher, you must roll on the chaos magic table and create the corresponding effect.
  • You gain a bonus to AC equal to half your Constitution modifier (rounded down).
  • You have a penalty to all saving throws equal to half your Constitution modifier (rounded down).

Feats & Ability Score Increases

  • Prodigy (Mask of Many Faces) (Origin)
  • Metamagic Adept (Level 3)
    • Subtle Spell. When you cast a spell, you can spend 1 mana to cast it without any somatic, verbal, or material components without a gp cost.
    • Twinned Spell. When you cast a spell that targets one or more creatures and doesn’t have a range of self, you can spend an amount of mana equal to the spell’s level (1 for cantrips) to double the number of targets. These targets must still be in the spell's range.
  • Eldritch Adept (Level 6)
  • Resilient (Wisdom)—Lightning (Level 9)
  • Level 4 Sorcerer: +2 Cha
  • Level 8 Sorcerer: +2 Con

Talents

Arcane Innovations (Sorcerer): 3Feats: 3

Sorcerer

Double Take (Sorcerer)

Choose a second option from the Rapturous Presence class feature. You gain the benefits from it.

Hot Air (Sorcerer)

As long as you have enough mana left to cast your highest-level spell, your weight is reduced by half, and you take half damage from falling. Additionally, if you are carrying less than a quarter of your maximum equipment load, you float on water, rising 60 feet to the surface each turn. You can suppress or reactivate this ability as an action.

Magnetic Step (Sorcerer)

By spending 1 mana, you gain a climb speed and you can move along vertical surfaces without needing to make an ability check until the end of your turn. If you end your turn on such a surface, you may spend 1 mana to maintain the climb speed until the end of your next turn. If you don’t, you immediately fall unless you have some other way to support yourself.

Feats

Extraplanar Etiquette—Elemental (Eldritch Adept: Warlock)

You are familiar with the intricacies of elementals, and you have Advantage on Charisma checks made to interact with them or Intelligence checks to recall lore about them.

Visions of Distant Realms (Eldritch Adept: Warlock)

You can cast clairvoyance at 5th level once without spending mana. You cannot do so again until you finish a long rest.

Mask of Many Faces (Prodigy: Warlock)

You can cast disguise self without spending mana.

Spells

Total Mana: 86Casting Stat: CharismaSpell Attack: +8Spell DC: 16

Cantrips

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

5th-Level Spells

6th-Level Spells

Reserved Spells

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

5th-Level Spells

Notable Items

Unbreakable Spyglass

A well-built spyglass, wrapped in a soft leather grip and made of a dark mahogany wood. This particular tool is imbued with a particularly potent abjuration charm that makes it impervious to any sort of damage.

Ring of Waterboarding (Attunement I)

When speaking the command word, the wearer is placed under the effects of the water walk spell.

Cursed. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the ring. After having spoken the command word to activate its magic, if the ring is not submerged, it gains weight rapidly, pulling the wearer back underwater. This lasts until the ring has been dry for 1d10 minutes.

Captain's Wright (Attunement I)

This walking cane—a gift from Lady Annette Drask following their voyage from Galeran to Dun'Morach—is made of dark ebony and inlaid with narwhal ivory. Coiled around the cane's straight handle is carved the alluring likeness of a mermaid, her swirling hair made of polished pearl. A small clasp can be undone to allow the handle to pull free from the rest of the cane, revealing a short, pointed blade that functions as a standard dagger.

While on a vehicle, you can use the staff to perform a ritual over the course of 1 minute. At the end of the ritual, you and the staff are magically linked to that vehicle. While holding the staff, you gain the following benefits:

  • While you are within 10 miles of the linked vehicle, you can notice and identify damage taken by it as if you suffered the injury yourself. The sensation is harmless.
  • While you are within 1 mile of the linked vehicle, you can use an action to see and hear as if you were in any space on or adjacent to it until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
  • While you are within 100 feet of the linked vehicle, you can use an action to cause the sound of your voice to originate from any point on or adjacent to it. While speaking in this way, you can make your voice boom up to three times as normal until the start of your next turn.
  • As an Action, or as part of an Action made to control the linked vehicle, you can touch it and expend one Hit Die to repair it. Roll the die twice. The vehicle regains a number of hit points equal to the total of the two rolls, plus your Constitution modifier.
  • Any creature that can see or hear you, including yourself, has advantage on any check made to control or repair the linked vehicle.

Your link to a vehicle ends when the vehicle is destroyed. It ends early if you use an action to mentally sever the link, or if you perform the ritual again with a different vehicle. If the linked vehicle is destroyed, you also take 3d10 psychic damage before the link is severed.

Spells. The staff has 10 charges. While holding the staff, you can use an Action to expend 1 or more of its charges to cast one of the following spells from it: animal messenger (1 charge), floating disk (1 charge), levitate (2 charges; save DC 15), mending (no charges), rope trick (2 charges), teleport (7 charges), or water walk (3 charges). This version of the teleport spell targets only yourself, and the destination must be a location on the linked vehicle. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses this property.

Stonelord's Chain, +2

You gain a +2 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. In addition, when something attempts to move you against your will, you have advantage on the ability check or saving throw to resist the effect.