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Willow Belladonna in Dungeons & Dragons 5e

Willow Belladonna

8 Level (0/48000 XP for level-up) Background Faunus Race / Species / Heritage neutral Alignment
Engineer
Level 8
Hit Dice: 8/8
1d6+2 Class 1

STR 18

+4

DEX 22

+6

CON 15

+2

INT 16

+3

WIS 19

+4

CHA 18

+4

65
Hit Points
+6
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
Spellcasting ...
+9 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+9 Dexterity
+2 Constitution
+3 Intelligence
+4 Wisdom
+7 Charisma
saving throws
+22 Acrobatics DEX
+8 Animal Handling WIS
+6 Arcana INT
+7 Athletics STR
+4 Deception CHA
+3 History INT
+4 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
+6 semblenc control INT
+7 Teamwork CHA
+10 craft WIS
+7 Disable Device WIS
+4 Knowledge WIS
skills
+4 Medicine WIS
+3 Nature INT
+7 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+6 Sleight of Hand DEX
+12 Stealth DEX
+4 Survival WIS
+7 Repair WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
twin bat karma of light and dark +9 DEX 4d6+6 necrotic
twin bat karma of light and dark form2 +9 DEX 5d4+6
 thrown 30/60
Eclipsed bat karma fusion prototype +6 DEX 2d10+6 slashing
 dual blade two attacks experimental after 3 rounds with this weapon it will explode dealing 3d10 shadow and light damage
dust tools +7 WIS
dust dagger +9 DEX 2d8+6 piercing
yamato +9 DEX 5d8+6 slashing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
void slash +9 sight 3d12
 Notes:twofold slashes that cut through dimensions it can reach as far as the user can see {If you hit someone with a void touched mark gain one stack of void resonance and reapply void touched only one stack can be granted this way}
judgment cut +9 sight 3d6
 Notes:quickly pull the sword out of its sheath and back in at light speed as you cut space making a slash appear anywhere in eyesight and applying the void touched mark
Rising Star +9 5 feet 2d12
 Notes:Ascend while attacking enemies 5 feet around you, lifting them 20 off the ground {if you hit someone with void touched gain one stack of void resonance and lift yourself and enemies 40 feet higher into the air you can only gain one stack of void resonance this way}
Aerial Cleave +9 10ft 1d12
 Notes:Gather your strength before descending into a merciless falling attack drags enemies in the air down with you gains 1 dice of damage for every 20 feet you fall
Rapid Slash +9 30ft 2d12
 Notes:Dash forward, relentlessly slashing everything in your path {if you hit a person with void touched gain one stack of void resonance and reapply the mark you can only gain one stack of void resonance this way}
Judgement Cut End +9 30 by 30 sphere 12d12
 Notes:Grip Yamato in its sheath as you build up power before you blink all around in a 30 by 30 sphere as you cut all around slashing everything and one inside it before appearing back at the place you started sheathing Yamato as all the slashes happen at once {takes three void resonance stacks to use}
Weapon Repair:
You’re an expert at fixing weaponry. You gain +3 to repair checks made to any form of
weaponry.

Craftsmanship:
You gain +3 to all craft checks.

Quickened Movement:
You gain 1 move action into your adrenaline rush storage at the start of encounters. If you
already have this ability in another class the effects stack.

Expert Repair:
You are an expert at fixing equipment, even without a workbench or equipment. You can now
repair equipment wherever you are and in half the time.

Elite Weaponry:
You gain 4 extra points to add to your custom weapon.

All I’ve Got:
Once a day, at the start of your turn declare that you’re giving it all you’ve got. Every attack you
make this turn has a critical range of 11-20. Once the turn is over you are stunned for 1 round
per attack made and exhausted for the rest of the encounter.

Physical Prowess:
You are capable of extreme physical feats. +10 Acrobatics.

Cross-Class Skill:x2
Benefit: You gain a non-class skill a class skill. This feat can be taken more than once, each
time it applies to a different skill. If you gain the chosen class skill through a later class this feat
is NOT refunded. This effect is NOT retroactive.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
shadow light gravity dragon fire water lightning air earth dust

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.

Level 0 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

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