Izadora Laska (Level 20 Moonstone Dragon Sorcerer/Bard)
Ancestry: Half-Elf (Dark Elf / Elf / Human) | Culture: Mixed Culture (Cosmopolitan / Drow) | Background: Courtesan | Destiny: Excellence / Metamorphosis (Current) |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
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
Culture Features
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.
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.
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 Ancestor | Element | Spell Schools | Spell Lists | Level 1 Spells | Level 3 Spells | Level 5 Spells | Level 7 Spells | Level 9 Spells |
---|---|---|---|---|---|---|---|---|
Moonstone | Radiant | Abjuration, Enchantment | Cleric, Druid | Calm Emotions, | Revivify, | Dawn, 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
Additionally, your Draconic Sorcery traits change in the following ways:
Feats
- Fate Weaving (Origin, replaced Elemental Adept )
- Prodigy (Level 4 Sorcerer)
- Fey Touched (Level 8 Sorcerer)
- Half Dragon (Level 12 Sorcerer)
- Soul of the First World (Level 17 Sorcerer)
- 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.
- Blood of Asgorath (Level 19 Sorcerer)
- Obliterate. Double the damage dice of your breath weapon.
Talents
Arcane Innovations (Sorcerer): 5 | Secrets 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: 114 | Casting Stat: Charisma | Spell DC: 19 |
Cantrips
- Dancing Lights (Ancestry)
- Sacred Flame (Draconic Sorcerer)
- Flash (Sorcerer)
- Prestidigitation (Sorcerer)
- Message (Sorcerer)
- Mending (Sorcerer)
- Control Flames (Sorcerer)
- Shape Water (Sorcerer)
- Mage Hand (Bard)
- Minor Illusion (Bard)
- Guidance (Fey-Touched)
1st-Level Spells
- Faerie Fire (Culture)
- Guiding Bolt (Draconic Sorcerer)
- Sanctuary (Draconic Sorcerer)
- Shield (Sorcerer)
- Feather Fall (Sorcerer)
- Pigment Shift (Bard)
- Cure Wounds (Bard)
- Healing Word (Bard)
- Speak With Animals (Bard)
- Gift of Alacrity (Fey-Touched)
- Detect Magic (Paragon)
2nd-Level Spells
- Darkness (Culture)
- Calm Emotions (Draconic Sorcerer)
- Pass Without Trace (Draconic Sorcerer)
- Alter Self (Sorcerer)
- Misty Step (Fey-Touched)
- Glamour Object (Fate-Weaving)
3rd-Level Spells
- Remove Curse (Draconic Sorcerer)
- Revivify (Draconic Sorcerer)
- Tongues (Sorcerer)
- Starlight Stream (Sorcerer)
- Counterspell (Sorcerer)
4th-Level Spells
- Death Ward (Draconic Sorcerer))
- Conjure Woodland Beings (Draconic Sorcerer))
- Dimension Door (Sorcerer)
- Transfiguration (Sorcerer)
5th-Level Spells
- Dawn (Draconic Sorcerer)
- Dream (Draconic Sorcerer)
- Summon Draconic Spirit (Fulfilled Destiny)
- Teleportation Circle (Sorcerer)
- Enchanted Evening (Sorcerer)
7th-Level Spells
- Plane Shift (Fulfilled Destiny)
- Magnificent Mansion (Fulfilled Destiny)
- Crown of Stars (Sorcerer)
- Draconic Transformation (Sorcerer)
- Teleport (Sorcerer)
8th-Level Spells
9th-Level Spells
- Wish (Sorcerer)
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.