Izadora Laska (Level 20 Moonstone Dragon Sorcerer/Bard)

Ancestry: Half-Elf (Dark Elf / Elf / Human)Culture: Mixed Culture (Cosmopolitan / Drow)Background: CourtesanDestiny: Excellence / Metamorphosis (Current)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
16 (+3)14 (+2)20 (+5)18 (+4)10 (+0)20 (+5)

Creature Type: Dragon
Size: Large
Speed: 50 ft walking, 100 ft flying
Languages: Culture: Common, Elvish | Draconic Sorcerer: Draconic | Fey-Touched Feat: Sylvan
Proficiency Bonus: +6
Hit Points: 224

Senses: Darkvision 120 ft., Blindsight 30 ft.
Immunities: Radiant , Lightning , Cold

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.
Fey Ancestry You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Dark Arcana You learn dancing lights.
Skill You gain proficiency in one skill of your choice: Deception
Paragon Trait: Drow High Magic You learn more advanced magic of the drow. You learn the detect magic spell and can cast it at will, without spending mana. You also learn the dispel magic and levitate spells. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.

Culture Features

Drow Magic (Major)
You learn certain magic passed down in your culture. You learn the faerie fire spell. Starting at 3rd level, you also learn the darkness spell. 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. You can also cast these spells using mana if you can cast spells of the appropriate level.
Fashion Sense (Major)
You know how to read people through their clothes and bearing. After you spend at least 1 minute observing a creature with an Intelligence of 8 or higher, you can make either a Wisdom (Insight) or Intelligence (History) check against a DC equal to the creature’s passive Deception check score. On a success, you learn the following information about that creature:
  • The creature's Charisma score if it is equal to or lower than yours.
  • The creature’s ancestry, culture, background, and nation/plane of origin.
  • The creature’s social standing in the local majority culture and their own culture.
After using this trait on a creature, you may not do so again for 30 days.
Urbanite (Minor)
You know your way around big cities, and know how to find people in urban locations. You have advantage on Investigation (Charisma) and Wisdom (Perception) checks to gather information and find individuals or locations in cities.

Background Feature

The Oldest Profession

Due to your history of work, you can obtain free lodging in brothels or inns where you have conducted business in the past. The owners of these establishments can recommend other locations where you may be able to obtain discounted lodging by dropping their name or offering your services during your stay. If you encounter past clients, you may be able to obtain resources or other aid from them. Depending on your relationship with any given client, this may be through blackmail or through seduction.

Destiny Features: Excellence & Metamorphosis

Source of Inspiration

Failure is the Best Teacher. Every failed attempt is a chance for growth, and make your breakthroughs shine brighter. You gain inspiration whenever the DM calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1 or a natural 20.
Unburdening. When you gain this feature, inform your DM of the new form you desire (such as enlightenment, vampirism, or godhood). You gain inspiration whenever you make sacrifices to attain new lore, contacts, or items to aid your transformation. Examples include sever earthly attachments such as wealth or comfort, behave appropriately akin to your pursued form, spend inordinate time in your transformation’s pursuit.

Inspiration Feature

Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll.
Unearthly Diplomacy. Your unearthly aspirations grant you insights into the minds of even utterly alien beings. As an action, you may spend your Inspiration to form a connection with a non-humanoid creature you can see that has a CR equal to or less than your level. You communicate freely, even if you do not share a language or the creature would be normally unable to speak. You have no control over a creature you connect with in this way. The knowledge and awareness of a creature is limited by its intellect or perceptions, but most give you information about nearby locations, monsters in the area, and knowledge of whatever it perceived within the past day. This connection lasts for up to 1 hour or until you use an action to end it

Fulfillment Feature

A Technique Perfected. You have achieved the apex in at least some small area of mortal ability. Choose 3 spells of the conjuration school: Summon Draconic Spirit, Plane Shift, Magnificent Mansion

Proficiencies

Strength Saving Throw+3
Athletics+3
Dexterity Saving Throw+2
Acrobatics+8
Sleight of Hand+2
Stealth+2
Constitution Saving Throw+11
Charisma Saving Throw+11
Deception+11
Intimidation+11
Performance+11
Persuasion+17
Intelligence Saving Throw+4
Arcana+10
History+10
Investigation+10
Medicine+4
Nature+4
Religion+4
Wisdom Saving Throw+0
Animal Handling+0
Perception+6
Survival+0
Insight+11
Disguise Kit
Calligraphy Tools
Instrument: Voice
Instrument: Plucked Strings
 Light Armor
 Daggers, darts, slings, quarterstaffs, light crossbows, whip
Proficiency Sources:
Ancestry: Deception
Culture: Persuasion
Background: History, Disguise Kit, Calligraphy Tools
Sorcerer Class: Charisma Saving Throws, Constitution Saving Throws, Insight, Arcana
Bard Class: Acrobatics
Intelligence Bonus: Performance, Investigation (Circlet of Intellect)
Supernatural Gifts: Perception
Feats: Intimidation
Trained: Plucked Strings


Class Features

Sorcerer (Draconic Bloodline) 16

Draconic Bloodline: Draconic Ancestor

Choose one type of dragon as your ancestor (Moonstone). You learn additional spells when you reach certain levels in this class, as shown on the table below. They can be exchanged per level up with another spell on the spell school list.

Draconic AncestorElementSpell SchoolsSpell ListsLevel 1 SpellsLevel 3 SpellsLevel 5 SpellsLevel 7 SpellsLevel 9 Spells
Moonstone Radiant Abjuration, EnchantmentCleric, DruidFaerie Fire Sanctuary, Guiding Bolt, Sacred FlameCalm Emotions, Moonbeam Pass Without TraceRevivify, Summon Fey Remove CurseCompulsion Death Ward, Conjure Woodland BeingsDawn, Dream

Draconic Bloodline: Voice of the Dragon

Learn Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Bloodline: Draconic Resilience

Hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Font of Magic

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.

Magical Guidance.

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.

Cosmic Manifestations

Incandescence (Radiant)
When you cast a spell that deals radiant damage, you can spend 2 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, the creature is outlined in light for a number of rounds equal to the spell's level (minimum 1 round), or until you use this ability again. For the duration, the affected creature shed dim light in a 10-foot radius, any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being Invisible. The creature can make a Dexterity saving throw against your spell save DC at the end of each of its turns, ending the effect early on a successful save.

Evolving Incandescence (Radiant)
When you cast a spell of 1st-level or higher that deals radiant damage, you can spend mana equal to the spell's level each time a creature fails a saving throw against the spell or is hit by a spell attack roll made with the spell. If you do, each creature is Blinded for a number of rounds equal to the spell's level. A creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the blinded condition early on a successful save.

Draconic Bloodline: Elemental Affinity

Radiant resistance. Additionally, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one damage roll of that spell.

Arcane Refinement: Innate Ritualist

You may pick a number of spells with the ritual tag equal to your Charisma modifier. These spells need not be from the sorcerer spell list, but they must be of a level for which you have spell slots. You can cast these spells as rituals, though you don’t gain the ability to cast them normally with spell slots, nor do they count toward your spells known. If you increase your Charisma modifier, the number of ritual spells you know also increases. Each time you gain a sorcerer level, you may replace one of these ritual spells with another.

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
You have a way with creatures wildly unlike yourself. Select three of the following creature types: celestial, dragon, and fey. 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.

Draconic Bloodline: Dragon Wings

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroy when you manifest them.

Draconic Bloodline: Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 mana to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Additionally, this presence influences where you rest in the same way a dragon does its lair. When you start a long rest, you may spread your presence to protect your camp. Beasts who approach within 100 feet of your camp become docile and placid, refusing to attack you or your companions. Additionally, friendly creatures in your camp gain advantage on Wisdom (Perception) checks to spot danger, and on Intimidation checks against intruders.

If you use this ability every day in the same location for a year, the effect becomes permanent and the range of the aura increases to 500 feet. You can only have one location prepared in this way at a time, and it fades if you are ever away from your lair for a year. The effect fades after 2d10 days if you die.

Metamagic

Minor Metamagic
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.
Subtle Spell. When you cast a spell, you can spend 1 mana to cast it without any somatic or verbal components.
Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend mana equal to the level of the spell to double the duration, to a maximum of 24 hours.
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.
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.
Reliable Spell. If you make an attack roll for a spell and miss, you can spend 2 mana to reroll the d20, and you must use the new roll. You can use Reliable Spell even if you have already used a different Metamagic option during the casting of the spell.

Moderate Metamagic
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.
Twinned Spell. When you cast a spell that affects only one creature and doesn’t have a range of self, you can spend a number of mana equal to the spell’s level to target a second creature in range with the same spell (1 mana if the spell is a cantrip).

Major Metamagic
Intensified Spell. When you start casting a spell, you can spend mana equal to the spell’s level. The spell deals maximum damage or restores the maximum number of hit points to one target.

Bard 1

Bardic Inspiration.

Use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Spellcasting modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Supernatural Gifts

Draconic Apotheosis

Moonlight Breath. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of radiant energy in a 30-foot line that is 5 ft. wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 4d10 raidant damage. On a successful save, it takes half as much damage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Moonlight Immunity. You are immune to radiant damage and the charmed condition.
Preturnatural Senses. Your Darkvision increases by 60 feet, you gain blindsight to a range of 30 feet, and you gain expertise in Perception.
Draconic Form. Your creature type is dragon, and your size is large. You gain a +8 bonus to your Strength score, your speed increases by 10 feet, and you have a claw and a bite attack that you can use as natural weapons you are proficient in. The claw attack has a range of 5 feet and deals 2d6 + your strength modifier slashing damage, while the bite attack has a range of 10 feet and deals 2d10 + your strength modifier piercing damage plus 1d10 radiant damage. When you take the Attack action on your turn, you can make three attacks with these natural weapons, but only one can be with your bite attack.

Additionally, your Draconic Sorcery traits change in the following ways:

Draconic Resilience. You no longer increase your hit point maximum each level. However, all of your Hit Dice become d10s.
Dragon Wings. You always have wings in your true form, and your flying speed now equals twice your walking speed.

Feats

Magical Balance. When you make an attack roll or an ability check and roll a 9 or lower on the d20, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Glamour Object spell
Intimidation, Expertise in Persuasion
Guidance, Misty Step, Gift of Alacrity
Visage. As an Action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Deep Breath. As an Action, you can take a deep breath and unleash your Breath Weapon in a more powerful manner. When you do, the damage increases to a number of d10s equal to half your proficiency bonus.
Empowered Breath Weapon. If your breath weapon is a cone, it becomes 30 feet. If your breath weapon is a line, it extends to 60 feet. When you use your breath weapon with the Deep Breath trait, double its range. Additionally, you gain a second breath weapon. When you use your Breath Weapon trait, you can replace your breath weapon with an exhalation of energy in a 30-foot cone (60 feet if you use Deep Breath).
  • Sleep Breath. Each creature in the cone must succeed on a Constitution saving throw or fall Unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an Action to wake it.
Hybrid Draconic Ancestry. Choose two additional Draconic Ancestries, Blue and White. ( Lightning , Cold) You have resistance to the damage types associated with these Draconic Ancestries. Additionally, when you use your Breath Weapon, you may choose to use the Breath Weapons associated with those Draconic Ancestries.
Draconic Warding. You become immune to the damage type associated with all Draconic Ancestries you have.
Mighty Breath. When you use your Breath Weapon using the Deep Breath trait, you can unleash devastation upon your foes by expending two uses of your breath weapon. If you do, choose one of the following modifications of the breath weapon.
  • Obliterate. Double the damage dice of your breath weapon.
When you finish a short rest, you regain two uses of your Breath Weapon. Requires Deep Breath and Empowered Breath Weapon.

Talents

Arcane Innovations (Sorcerer): 5Secrets of Nature (Skilled Expert): 1

Arcane Innovations

Hot Air

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.

Strange Traces

While traveling, you can spend 1 mana to obscure your trail. For the next hour, any tracks your group leaves become random, zigzagging, and incomprehensible. Creatures have disadvantage on Survival checks to track you and become lost on a failed check.

Double Take

Choose a second option from the Rapturous Presence class feature (Nobody's Fool). You gain the benefits from it.

Ominous Insight

When you fail an Intelligence (Arcana, History, Nature, or Religion) check, you can attempt to draw on your magics to find an answer and reroll the check with advantage. On a failure, your attempt clouds your mind and you have disadvantage on Intelligence checks until you finish a short rest. While suffering this disadvantage, you can’t use Ominous Insight again.

Lingering Touch

When you encounter a shed piece of a creature (such as a lock of hair, bloody bandage, a scale, or a tooth), you can touch that object and instantly attune to it as if it were a magic item. If you are carrying the shed piece and attuned to it when you see the creature from which it originated, you immediately know that it belongs to that creature, at which point the attunement ends. At the DM’s discretion, you may learn additional cryptic information from being attuned to such things.

Secrets of Nature

Early Riser

You gain the full benefit of taking a long rest in only 4 hours, and you gain the full benefit of taking a short rest in only 30 minutes.

Spells

Total Mana: 114Casting Stat: CharismaSpell DC: 19

Cantrips

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

5th-Level Spells

7th-Level Spells

8th-Level Spells

9th-Level Spells

Ritualist

Notable Items

Rainsong (Attunement II)

Ascendant Dragon-Touched Scepter

Advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. While you are holding this scepter, you can use it to cast certain spells:

In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.

Headband of Intellect (Attunement I)

Increase your Intelligence by 6 while you wear this headband, to a maximum of 20. If your Intelligence is 20 without this headband, it can instead bring your Intelligence to a maximum of 22.

Boots of Winterlands (Attunement I)

  • You have Resistance to cold damage.
  • You ignore Difficult Terrain created by ice or snow.
  • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional Protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Shiftweave

When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.

  • Everyday Outfit
  • Riding Clothes
  • Cold Weather Clothes
  • Entertaining Outfit
  • Little Black Dress

Glamourweave Jacket

You can use a bonus action to create a moving illusory pattern within the cloth.