Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Epistle

15 Level (0/195000 XP for level-up) Urban bounty hunter Background Young Silver Dragon Race / Species / Heritage Lawful Good Alignment
Sorceror
Level 9
Hit Dice: 9/9
1d6+6 Class 1
Cleric
Level 1
Hit Dice: 1/1
1d8+6 Class 2
Barbarian
Level 5
Hit Dice: 5/5
1d12+6 Class 3

STR 24

+7

DEX 10

+0

CON 22

+6

INT 20

+5

WIS 15

+2

CHA 28

+9

180
Hit Points
+0
Initiative (DEX)
24
Armor Class (AC)
+5
Prof. Bonus
50ft/90ft
Speed (walk/run/fly)
17
Passive Perception
+10 Expertise Bonus
+5 Proficiency Bonus
+7 Strength
+5 Dexterity
+11 Constitution
+5 Intelligence
+7 Wisdom
+14 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+10 Arcana INT
+12 Athletics STR
+9 Deception CHA
+5 History INT
+7 Insight WIS
+9 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+12 Perception WIS
+9 Performance CHA
+14 Persuasion CHA
+5 Religion INT
+0 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +12 STR 2d10+7 piercing
 10ft reach
Claw +12 STR 2d6+7 slashing
Shoulder Cannon +10 INT 6d8+5 piercing
 Pierces cover, enemies, and walls.
Spell Attacks +16 CHA
Attacks
Spellcasting:

Sorceror: (DC24)
Cantrip:
Firebolt
Ray of Frost
Shocking Grasp
Mage hand
True Strike
Create Bonfire
1st:
Shield
Cure wounds
2nd:
Knock
Enlarge/Reduce
3rd:
Counterspell
Haste
Hypnotic Pattern
Fireball
4th:
Wall of Fire
Polymorph
Dimension Door
5th:
Summon Draconic Spirit
Epistle's Claw (Bigby Hand)

Cleric: (DC 17)
Domain (1st)
Faerie Fire
Sleep
Cantrips:
Guidance
Spare the Dying
Mending
Prepared (3 total)
Command (1)
Locate Creature (4)
Guardian of Faith (4)

Features & Traits
**Un-revealed powers from ambrosia challice **
Shoulder-mount railcannon: 6d8 piercing damage, pierces walls, cover, and enemies.
Dragonpack.
2067 gold, 2506 silver, 6 copper.
600gp diamonds (spellcasting component).
+2 brightstaff.
Pearly rock from asmodel reward orb
Bag of Holding FULL of 500lbs of bottled finest Vulperan wine.
1 scroll - minor illusion

[[Spite
Weapon. Natural weapon enhancer. Requires attunement by a creature with a natural weapon.

A potion of glimmering black oil with golden flecks and a fiery temper. Attunement is completed by using a needle, built in the cap, to pierce their own skin. Once done, the glimmering liquid will flow from the bottle to the user, and coat the nearest natural weapon in a shiny black impervious coating. To un-attune, the same needle can be used to pierce the skin and send the oil back into the bottle.


While attuned:
When you hit with the enhanced natural weapon, you deal an extra 1d8 necrotic, and 1d8 fire damage.

When you reduce a creature to 0HP, gain temporary HP equal to your con mod + half your level

Once per long rest, when you fall below 50% HP you may ignite your natural weapon for 1 minute. During such a time, your body darkens and becomes shiny and slick.

While ingited:
-Deal double damage with natural weapons.
-Gain resistance to all damage except radiant and force.
-Your creature type gains the addition of undead.
Every time you use the ignite feature, a permanent scar appears on your body. These scars are incurable by anything other than a wish spell. For each scar, lose 1HP from max HP.]]

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Racial:
Passive:
Large size. (19in. knotted+barbed penis)
Natural armor AC 18.
Cold immunity.
30ft blindsight, 120ft darkvision (overriden to 300 by Cleric)
Active:
Breath Weapons (recharge 5-6), 30ft cone, DC 24 Con save. Cold: 12d8, save for half. Paralyzing: 1 minute, save at end of each turn.
Multiattack - action: one bite, two claws.

Barbarian:
Unarmored defence - 18+con
3 rage charges - bonus action - 1 minute. +2 str damage when raging
Reckless attack - when making first attack of a turn, may take advantage for str attacks, but advantage for attacks targeting me until next turn.
Extra attack
fast movement - +10 feet
lvl4 ASI (spent)
Subclass
Cast Beast Sense and Speak with Animals as rituals
Bear totem - resistant to all damage but Psychic when raging

Sorceror - Spell Save DC 24
Metamagic: Transmute spell, quickened spell.
Lvl4 ASI (?)(spent)
Lvl 8 Elemental Adept: Spells ignore resistance to cold damge All 1's may be treated as 2's for spell's cold damage
Draconic bloodline
+1 HP per sorceror level
Add Charisma mod to one damage roll per cold spell
CHA checks interacting with dragons get double proficiency

Cleric - Spell Save DC 17
300ft darkvision. Once per long rest, share with willing creatures I can see within 10ft for one hour
vigilant blessing - initiative advantage on 1 creature at a time with an action


Boons
Resilient. Once a day, when brought to or below 0 hit points, you may roll a con save, DC 15. If you succeed, you are brought back to 1 hp, and may retain consciousness for 5 minutes if not brought below 0 hp once more. After being brought below 0 hp again, or passing five minutes, you become unconscious and take a point of exhaustion.
Lichbane. After using a spell (does not have to do damage), your next MELEE physical attack is enhanced with one of the following effects:
Truestrike: Your teeth and claws glow blue. If your next attack hits, deal true damage equal to half of the physical damage (slashing, piercing, or bludgeoning). Add a point of Lichbane for 1 day.
Pindown: Your horns glow purple. If your next attack hits, stun the opponent for one round. Roll 1d20 (DC 18) if you succeed, opponent must roll for an injury. Add a point of Lichbane for 1 day.
Lichbane: Your eyes glow brilliant fiery white. If your next attack hits, gain a point of Lichbane for 1 day and add 1d4 radiant damage to your attack for every point of Lichbane.
Become lvl 15 and gain a feat: Mage Slayer - opportunity attack on creatures casting a spell within 5ft. Advantage on saves against spells within 5ft. Disadvantage on concerntration checks from my damage.

Magic items
Charm of protection against necrotic (resistance vs necrotic)
+2 Magic Brightstaff. 3/day answers a truth the caster seeks in some manner. Various outputs, never direct answers. (DM discretion heavy) Can freely cast light on inanimate objects.
Earling in left ear fin - onyx focus and (empty mounting for diamond)

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreamsĀ 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems