The Great and Powerful Trixie

Dreamweaver

One Thousand Club
Character Name - Trixie (the Great and Powerful)
Race - Unicorn
Class & Level - Sorcerer (14)

Hit Points - 130 (6 + 3 from Constitution x 13 + 13 at first level)

Armor Class - 15 (11 base light armor + 2 dex + 2 draconic heritage)

Strength Score - +1
Dexterity Score - +2
Constitution Score - +3 (2 base + 1 ability score increase)
Intelligence Score - +1 (0 base + 1 racial)
Charisma Score - +5 (3 base + 2 ability score increase)

Proficiency Bonus - +5

Proficiencies - Light Armor and Simple Weapons from Sorcerer Class. Charisma Checks and Constitution Checks from Sorcerer Class.

Strength Check - +1
Dexterity Check - +2
Constitution Check - +8 (3 base + 5 proficiency)
Intelligence Check - +1
Charisma Check - +10 (5 base + 5 proficiency)

Total Talent Trees Known - 2

Talent Trees Known - Two Weapon Fighting (Rogue), Dueling

Racial Abilities
+1 Intelligence
Ability to specialize in any magic tree

Trait Talent Known (Charisma - Unmarred Beauty)
Unmarred Beauty:
You are treated as 2 AC higher by all enemies until they hit you for the first time.

Light Magic AbilitiesRadiance (Unique Spell - Attack Action): You have learned to harness the power of the Light into powerful blasts and heals. You may choose to make an attack against an enemy that deals 1d10 radiant damage. This damage is doubled against demons and undead.

At level 5, Radiance does 2d10 radiant damage, at level 11 is does 3d10 radiant damage and at level 17 it does 4d10 radiant damage.

Spells
Cure Wounds (Costs 1 Spell Point - Bonus Action):
You harness the power of the Sun to heal an injured ally. Choose one ally around yourself, and restore 1d8+1 per level, to a maximum of 1d8+5. There is no roll required for this heal. At level 5 this spell heals for 2d8+1 per level, to a maximum of 2d8+10. At level 9 this spell heals for 3d8+1 per level, to a maximum of 3d8+15. At level 15 this spell heals for 4d8+1 per level, to a maximum of 4d8+20.

Mass Cure Wounds (Costs 2 Spell Points - Bonus Action): You harness the power of the Sun to heal several nearby allies. Choose up to 4 allies around yourself, and restore 1D4+1 hit points per level, to a maximum of 1d4+5. There is no roll required for this heal At level 5 this spell heals for 1D4+1 per level, to a maximum of 1d4+10. At level 9 this spell heals for 3d4+1 per level, to a maximum of 3d4+15. At level 15 this spell heals for 4d4+1 per level, to a maximum of 4d4+20.

Searing Light (Costs 4 Spell Points - Attack Action): You call forth the full power of the Light... which is too much for a mortal to handle. All allies within range are healed for 10 hit points per level, but you take 2d4 radiant damage per level as a result of the overwhelming power. Roll a 1d20. On a 1, the damage is doubled. Try not to die.

Bless (1 Spell Point Per Blessing - Bonus Action/Reaction): You give an ally one of the following benefits, which lasts for 10 rounds. No more than one of these blessings may be on an ally at any time.
  • Blessing of Might - One ally that you can see gains a +2 to-hit and +4 to damage with melee weapons for the spells duration. At level 10 this bonus damage becomes +5 and at level 20 it becomes +6.
  • Blessing of Wisdom - One ally that you can see gains a +2 to-hit and +4 damage with basic spells for the spells duration. At level 10 this bonus damage becomes +5 and at level 20 it becomes +6.
  • Blessing of Health - One ally that you can see gains 10 temporary hit points for the duration of the spell. At level 10 this bonus health becomes 15 and at level 20 it becomes 20.
  • Blessing of Protection - One ally that you can see gains a +2 AC for the spells duration. At level 10 this bonus armor class becomes +3 and at level 20 it becomes +4.

Heal (Costs 4 Spell Points - Attack Action): You gather all of the radiant energy inside of your body that you can handle and unleash it in a wave of light over 1 target of your choice. That target regains 10 HP for each of your levels, to a maximum of 200 HP at level 20.

Prismatic Spray (Costs 4 Spell Points - Attack Action): Harnessing the fury of the Sun, you unleash a devastating blast of magic which can have many different effects on an opponent. You can hit up to 4 enemies with this ability. Roll 1D6 to discover what the effect of the spell was. Roll a different d6 for each enemy.
  1. The target takes 1D6 fire damage + 1d6 per level, to a maximum of 12d6 at level 12. Enemies get a Dexterity Check for half damage.
  2. The target takes 1D6 radiant damage + 1d6 per level, to a maximum of 12d6 at level 12. Enemies get a Dexterity Check for half damage.
  3. Any ally around you is healed for 1d8 per level.
  4. The enemy is blinded for 2 rounds, giving them disadvantage on all attacks for the duration and giving attacks against them advantage. Enemies get a Constitution Check to avoid being blinded.
  5. The enemy is stunned for 1 round. Enemies get a Constitution Check to avoid being stunned.
  6. Re-roll two times, ignoring any more '6' options.

Necromancy Magic AbilitiesDecay (Unique Spell): You have learned to harness the dreadful power of death, allowing you to unleash it in ruinous blasts. Your attack every round does 3d10 necrotic damage and on a hit the enemy gains a -1 to their AC. This resets if you miss a basic attack.

Spells
Bone Shield (Costs 2 Spell Points - Bonus Action):
You tear the bones from nearby corpses or the ground, and surround yourself with them. Whenever an attack is launched at the caster, they can choose whether the bones take the attack for them or not. These bones can take 10 damage + 2 per level, to a maximum of 50 at level 10. Any excess damage carries on to the caster.

False Life (Costs 1 Spell Point - Reaction): You imbue a target of your choice with necromantic energy, giving them temporary hit points equal to 1/2 your caster level. This can stack, adding hit points on with each casting of the spell.

Corpse Lance (Costs 3 Spell Points - Attack Action): You draw the bones from a nearby corpse or the ground, form them into a large spear, and hurl it at the target. On a hit, the target takes 3D6 necrotic damage + 1d6 every 2 caster levels; to a maximum of 13d6 at level 20. This spell critically strikes more often than normal; lower your critical chance by 2 when using this spell.

Create Undead (Attack Action): Using nearby corpses, you create an undead of greater power for each Spell Point you spend. These undead last until killed, and attack when you attack. However, while having an undead summoned your maximum number of Spell Points is reduced by 1 per charge spent. You may spend additional Spell Points each round to upgrade your companion, or heal it by an amount equal to your level.
  • Skeletal Warrior (1 Point): You create a skeletal pet to guard you. This creature has 10 HP, 12 AC, and deals 1d6+4 damage per attack, critically striking on a natural 20. It uses your spell hit-chance for its own to-hit chance.
    • The skeleton may forgo its attack to instead grant you +2 AC.
    • At each of your caster levels, it gains 1 HP.
    • Every 4 of your caster levels, the AC bonus increases by +1.
    • At caster level 11 it may attack twice instead of once.
  • Ghoul (2 Points): You create a ravenous ghoul to attack your foes. This creature has 20 HP, 8 AC, and deals 1d6+4 damage per attack; critically striking on a 19-20. It uses your spell hit-chance for its own to-hit chance.
    • At each of your caster levels it gains 1 HP.
    • Every 4 of you caster levels, it deals +1 damage.
    • On a critical hit, it paralyzes the target for one round; giving you advantage on your attacks.
    • At level 11 it deals 1d12 damage instead of 1d6.
  • Wraith (3 Points): You create a terrifying specter of darkness to attack your foes. This creature has 15 HP, 20 AC, and deals 1d8+4 damage per attack with a 20 critical chance. It uses your spell hit-chance for its own to-hit chance.
    • At each of your caster levels, it gains 1 HP.
    • Every 4 of your caster levels, it deals +1 damage.
    • At level 11, any non-magical effects pass harmlessly through the wraith.
    • On a critical hit, the wraith heals you for the amount done.
  • Abomination (4 Points): You create a grisly creature made of various body parts to protect you and attack foes. This creature has 30 HP, 10 AC, and deals 1d12+5 damage per attack. It uses your spell hit-chance for its own to-hit chance.
    • At each of your caster levels it gains 1 HP.
    • It may stand in front of you instead of attack, causing the next attack against you to automatically target it instead.
    • At levels 11 it attacks an additional time per round. It also gains +2 damage at level 11 and 19.
Drain Life (1 Spell Point - Attack Action): You tap into the targeted creatures life force, dealing damage equal to your Decay basic attack and regaining half the damage done in hit points.

Corpse Explosion (Costs 3 Spell Points - Attack Action): You detonate a corpse within range, sending shards of bone shrapnel at all nearby enemies. This spell targets 6 enemies. This spell deals 3d6 necrotic/piercing damage at base + 1d6 two levels, to a maximum of 8d6 at level 11. All enemies get a Dexterity Check for half damage.

Sorcerer AbilitiesSorcery Points: Starting at level 1, you have a reservoir of magical energy that you can use for a variety of effects. You have 1 Sorcery Point for each level in the Sorcerer class. 10 Sorcery Points recharge after a Short Rest. The following abilities can be used with Sorcery Points.
  • Empowered Spell - By spending 2 Sorcery Points, you can re-roll a number of dice from any spell equal to your charisma modifier.
  • Echoed Spell - By spending Sorcery Points equal to the charge cost of a spell (1 point for a basic attack), you can cause a spell to strike a second target. The spell must be able to originally target only 1 creature.
  • Flexible Casting - By spending 4 Sorcery Points, you can grant yourself 2 spell points. You can only use 4 Sorcery Points this way per round.
  • Quickened Spell - By spending 2 Sorcery Points, you can cast a second basic attack this round.
Bloodline: Starting at level 1, you have learned how to control the innate powers of your bloodline to grant you some sort of bonus. Choose 1 of the following benefits from the list:
  • Draconic Bloodline - You gain a +2 AC.
Potent Cantrip: Beginning at level 5, you have learned to cast your basic attacks with even greater power. Whenever you miss with a cantrip attack, the creature still take damage equal to your Charisma Modifier.

Overwhelming Power: Beginning at level 9, you have learned how to throw even greater power into your spells. You may apply your Charisma Modifier to all spell damage, including basic attacks.

Sorcerous Regeneration: Beginning at level 11, when you critically strike with a basic spell you regain 1 Spell Point.


AttacksArcane Blast - +11 to hit, 3d12+5 damage on a hit, 19-20 crit. Critical hit restores 1 spell point. Monster still takes 5 damage on a missed attack.

Decay - +11 to hit, 3d10+5 damage on a hit and enemy gets -1 AC on a hit, 19-20 crit. Resets on a miss. Critical hit restores 1 spell point. Monster still takes 5 damage on a missed attack.

Normal Dagger - +7 to hit, 1d6+2 damage, 19-20 crit.

Spell Points - 6/6

EquipmentTrixie currently possesses the following magical items:

Pearl of Power - Trixie may use this pearl to regain 4 spell points. This pearl may only be used once per day.

Wand of Lightning Bolts - This wand has 7 charges, and regains 1d6+1 charges daily. For 1 charge you may cast the Lightning Bolt spell (as per the Storm Magic tree) at 8th level. That lightning bolt does 8d6 damage. You may spend 1 additional charge to add 1d6 damage, up to 14d6.

Wand of the Warmage - This wand gives Trixie a +1 bonus to hit with spell attacks.

Trixie currently possesses the following non-magical items:

Dagger - Is definitely a dagger, yep.

Padded armor - Gives her the ability to crit on a 19-20.
 
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