| +10 | Expertise Bonus | |
| +5 | Proficiency Bonus |
| +0 | Strength | |
| +4 | Dexterity | |
| +8 | Constitution | |
| +1 | Intelligence | |
| +0 | Wisdom | |
| +12 | Charisma |
| +4 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +0 | Athletics | STR | |
| +12 | Deception | CHA | |
| +1 | History | INT | |
| +0 | Insight | WIS | |
| +12 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +0 | Medicine | WIS | |
| +1 | Nature | INT | |
| +0 | Perception | WIS | |
| +17 | Performance | CHA | |
| +12 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Gitár pofon | +7 | CHA | 1d8 | Slashing | |
| Knock back 10ft if fail Dc 18 con save | |||||
| Gitár ranged | +7 | CHA | 2d8+5 | Force | |
| 120ft range | |||||
fire resistance
Multiattack: 2
armor: light, medium
weapon:simple,martial
alert +5 init+ advantage
lvl 3 -choose instrument as your weapon -lesser elemental hit (lightning,fire,cold,necrotic,): 15 feet cone in front of the caster 1d8 lvl 1 lvl5 2d8 lvl11 3d8 lvl17 4d8 + spellcasting modifer
Lvl 6 -eldrich blast as cantrip -profience at performance with your chosen instrument
lvl 11 -profieny at every charisma check and experteese at the chosen instrument -Hellstorm: The illiger concentrates ont he spell creating a cloud above him 60 ft radius the storm attacks a target for 8d6 necrotic and 8d6 force damage dex save half the damage the illiger has 5 feet movement during the cast of this and along the one targeted and 3 random lightning on the battlefield if this lightning hits the illriger the next targeted lightning deal double the damage and doubles the movement for the next turn. 1/long rest
lvl 17 -hellstorm gets 20 ft radius and 2d6 plus damage -gets experteese at every charisma check -Symphony of demise: casting hellstrom grants another effect making the storm acid dealing 2d6 damage in the radius every turn eveyr dea dbody in this reagion wakes as a form of ghoul obeying the illiger if casted this way hellstom has double range (160ft radius). Lightnings deal d8 damage instead of d6. 1/ 2long rest
BALEFUL INTERDICT: seal can be used as a free bonus on hit or for bonus last 1 min can be used as is or placed on enemies for extra damage or spells
FORKED TONGUE: can speak 2 chosen languages+advantage on insight
COMBAT MASTERY: BRAVADO no armor 10+dex+char mod Interdiction can be used by burning unused seals
SUBCLASS:metalhead sorcerer spell list caster invoke hell
FEATS:WAR CASTER adv concentration react cast
BLOOD PRINCE:save fail can use hit die to add it to it
TERRORIZING FORCE:element:cold necro fire poison 1d8 can get changed at lon55g rest
BRAIN OF BAAL: Becomes lvl 20 Sorcerer (spell slots), gets +20 sorcery points,
Rippers Veil: -passivly: -every damage deals plus 1d8+cha fire damage,
-Crit: 19, 20
-active: Upon geting a lethal hit the charachter enters a frenzy mode (frenzy modes deals2d8 fire damage and adds 18 to the crit list and instantly casts a lvl 7 or lower lvl spell yes counts as spell slot)
The charachter cannot die for 2 turns of combat
Le Gitár
Lantern of Knowlage: The wielder can choose from any spell
Common, Infernal, Silver tongue (just speak)
Ascention: lvl 5 counts as a lesser demon. Eyes turn red
lvl 10 counts as demon can conroll lesser demon (only with charisma check). Eyes turn red and has horns.
lvl 15 counts as demon lord can conroll demon (only with charisma check) and lesser demon . Eyes turn red, has horns, has wings. relyable talent for cha
lvl 20 primordial sin can controll any demon lords (only wiht charisma check), demons, lesser demons. Eyes turn red, has horns, has wings, skin turns red and chooses a domain as a primordial sin.
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.
PHB
0-level (Cantrip) Illusion
PHB
0-level (Cantrip) Transmutation
Basic Rules, pg. 221
0-level (Cantrip) Necromancy
PHB
0-level (Cantrip) Conjuration
PHB
1-level Enchantment
XGE
1-level Transmutation
PHB
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPHB
2-level Illusion
PHB
2-level Divination
EGW
2-level Transmutation
2-level Abjuration
PHB
2-level Enchantment
PHB
3-level Abjuration
PHB
3-level Evocation
PHB
3-level Transmutation
PHB
3-level Abjuration
Basic Rules
3-level Evocation
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Basic Rules (2014) - Modified
3-level Necromancy
You imbue the weapon used in the casting of this spell with the power to syphon the life force of others. As part of your action, make a melee weapon attack against a creature. On a hit, the target suffers the weapon attack’s normal effects, and takes an additional 3d6 necrotic damage. You regain hit points equal to half the amount of the necrotic damage dealt. Until the spell ends, you can use your action to make the attack again, targeting the same creature or a different one.
When you cast this spell using a spell slot of 4th-level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd.
Unearthed Arcana
4-level Enchantment
PHB'14 p.266
4-level Transmutation
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
5-level Illusion
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
| Material | Duration |
|---|---|
| Vegetable Matter | 1 day |
| Stone or Crystal | 12 hours |
| Precious Minerals | 1 hour |
| Gems | 10 minutes |
| Adamantine or Mithral | 1 minute |
Player's Handbook
5-level Enchantment
Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Player's Handbook
5-level Evocation
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Player's Handbook
5-level Evocation
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
PHB
6-level Transmutation
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Player's Handbook
6-level Abjuration
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Xanathar's Guide to Everything, pg. 161
6-level Illusion
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Statblocks for your Trinkets, businesses, building, castles, empires.
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