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Feno Algiri

6 Level (0/23000 XP for level-up) Background Half orc Race / Species / Heritage Lawful Neutral Alignment
Sorcerer
Level 6
Hit Dice: 6/6
1d6+2 Class 1

STR 9

-1

DEX 13

+1

CON 14

+2

INT 14

+2

WIS 12

+1

CHA 14

+2

45
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30/60
Speed (walk/run/fly)
14
Passive Perception
6 /
sorcery points
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+1 Dexterity
+5 Constitution
+2 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+2 Deception CHA
+2 History INT
+4 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+4 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Frostblessed Runesword -1 STR 1d6-1 Slashing
 Finesse, Light The sword grants a +2 bonus to attack and damage rolls made with it, as well as to spell attack rolls. When you score a critical hit with this weapon, you regain one expended spell slot of the highest level you have cast, up to a maximum of 4th level. This ability can be triggered only once per turn. When you hit a creature with this weapon, you can expend one spell slot to deal an extra 1d8 cold damage to the target per level of the spell slot.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Thunderclap act self instant 2d6
 Notes:Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.
Sorcerous Burst act 120ft instant 2d8
 Notes:You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.
Frightful Start act 30ft 1 round
 Notes:You twist your visage to scare a creature that you can see within range. The creature must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn.
Ray of Frost act 60ft instant 2d8
 Notes:A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Lightning Lure Act Self (15-foot radius) Instant 2d8
 Notes:You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Earth Tremor Act 10ft Instant 1d6
 Notes:You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Chromatic Orb Act 90ft Instant 3d8
 Notes:You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
Chaos Bolt Act 120ft Instant 2d8+1d6
 Notes:You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. Chaos Bolt d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
Sleep Act 60ft concentration,1 min
 Notes:Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Spider Climb Act touch Concentration 1 hr 2d8
 Notes:Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Earth Tremor Act 10ft Instant 1d6 +
 Notes:You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Chromatic Orb Act 90ft Instant 3d8 +
 Notes:You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
Chaos Bolt Act 120ft Instant 2d8+1d6 +
 Notes:You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. Chaos Bolt d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
Spider Climb Act touch Concentration 1 hr 2d8 +
 Notes:Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Vortex Warp Act 90ft Instant
 Notes:You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
Binding Ice Act self (30ft cone) Instant 3d8
 Notes:A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
Shatter Act 60ft Instant 3d8
 Notes:A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Earth Tremor Act 10ft Instant 1d6 +
 Notes:You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Chromatic Orb Act 90ft Instant 3d8 +
 Notes:You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
Chaos Bolt Act 120ft Instant 2d8+1d6 +
 Notes:You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. Chaos Bolt d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
Spider Climb Act touch Concentration 1 hr 2d8 +
 Notes:Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Binding Ice Act self (30ft cone) Instant 3d8 +
 Notes:A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
Shatter Act 60ft Instant 3d8 +
 Notes:A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Lightning Bolt Act self Instant 8d6
 Notes:A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Sleet Storm Act 150ft concentrarion 1 min
 Notes:Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.

arcane focus: Staff
dungeoneer pack
tinkers tool kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
The sword grants a +2 bonus to attack and damage rolls made with it, as well as to spell attack rolls. When you score a critical hit with this weapon, you regain one expended spell slot of the highest level you have cast, up to a maximum of 4th level. This ability can be triggered only once per turn. When you hit a creature with this weapon, you can expend one spell slot to deal an extra 1d8 cold damage to the target per level of the spell slot.

Spellcasting
Common, Orc

Languages & Proficiencies
itimidating, scowls

Personality Traits
Justice???

Ideals
Father

Bonds
"at a young age Feno believed only in what he thought was the righteous cause of anemis, he idolized his father who worked as a commander of a strike squad that specialized in the experimental cybernetic soldier take over of originia. Feno heard of his fathers leadership and absolute resolution to his cause and wanted to follow in his father footsteps. Feno secretly followed his father to work and saw his strike squad in training, his father catching him in the act did not scold him rather showed him the power of his newly formed cybernetic men+women. His father said to him "if you wish to be like your old man you best learn the basics." Feno motivated by his father was sent to Animus's basic training excelling in all classes. 2 years later the experiments was complete his father put him through the first edition integration of cybernetic enhancements. discreetly his father had a voidwalker disguise as a scientist and give Feno the the void. Only a year later at the age of 20 quickly became an official enforcer with a rank of first LT, his intensity in leadership and up keep of the law made him the idol enforcer with a natural intimidation. With his father proud of his accomplishments truly made Feno proud to be a member of the force. On one day he saw his friend he grew up with as a kid get pulled out of his home with his wife and child crying and pleading them that he has done no wrong, the wife cry begs Feno to stop them, with his conscious weighing on his mind he could not do anything, his friend begged him to stop them and they dragged him away, he later discovered they charged him with conspiring against Animus and had already sent him to work as a slave in the factory's. Feno pleaded to his higher ups that his friend has been sent away without proper trail but to no avail. He now ponders if what he was doing justice or pure malice. He asked his father if the justice he upholds really true? His father angered by the question yelled "if you go against Animus you are a traitor simple as that." with morality questioned he leaves to search for his answer. using the excuse of the expiriment of the void he sets out on a journey to search if his justice is true.

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.

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