Home Creators Posts Import Register Favorites Logout

Content

-----CHARACTER CREATION & LEVEL 1-----

Starting Class: Sorcerer

Subclass: Storm Sorcery

Unlocks:

- +2 Level 1 Spell Slots

- Tempestuous Magic

  • After you cast a Level 1 Spell or higher, you can Fly as a Bonus Action up to 9m until the end of your turn
  • Does not provoke Opportunity Attacks

Race: Blue Dragonborn

- Draconic Ancestry

  • Lightning Resistance

- Lightning Breath (Short Rest)

  • 2d6 Lightning Damage in a 5m Line
  • Dex Save (DC 8 + Constitution Modifier + Proficiency Bonus)
  • Targets take half-damage on Save
  • Level 6 = 3d6 Lightning Damage
  • Level 11 = 4d6 Lightning Damage

Background: Acolyte (Insight, Religion)

Skills: Arcana, Persuasion

Stats:

  • STR = 8
  • DEX = 12
  • CON = 15
  • INT = 8
  • WIS = 17
  • CHA = 14

Cantrips:

- Shocking Grasp

  • 1d8 Lightning Damage
  • Target cannot use Reactions
  • Advantage on targets with Metal Armour
  • Level 5 = 2d8
  • Level 10 = 3d8

- Ray of Frost

  • 1d8 Cold Damage
  • Reduces target’s Movement Speed by 3m
  • Level 5 = 2d8
  • Level 10 = 3d8

- Mage Hand (Short Rest)

  • Summons an incorporeal hand that can manipulate and interact with objects
  • Lasts for 10 turns

- Minor Illusion

  • Creates an Illusion that compels creatures to investigate
  • Can be cast while Silenced
  • Can remain hidden when cast
  • Can last for 10 turns

Spells:

- Witch Bolt (Concentration)

  • 1d12 Lightning Damage
    • Can be activated on the same target for 10 turns without expending Spell Slots

- Chromatic Orb

  • Cast an orb of a selected damage type to cast at enemies
    • 3d8 Thunder Damage
    • 2d8 Acid Damage + Acid Surface
      • 2m for 2 turns
      • Reduces AC by 2
    • 2d8 Cold Damage + Ice Surface
      • 2m for 2 turns
      • Movement Speed halved
      • Chance to fall Prone
    • 2d8 Fire Damage + Fire Surface
      • 2m for 2 turns
      • Burning
        • Take 1d4 Fire Damage per turn
    • 2d8 Lightning Damage + Electrified Surface
      • 2m for 2 turns
      • Electrified
        • Take 1d4 Lightning Damage per turn
    • 2d8 Poison Damage + Acid Surface
      • 2m for 7 turns
      • Poisoned
        • Disadvantage on Attack Rolls and Abilities Checks
  • +1d8 per Upcast

--------------------LEVEL 2--------------------

Multiclass: Cleric

Subclass: Tempest Domain

Unlocks:

- +1 Level 1 Spell Slot

- Wrath of the Storm (Reaction)

  • When attacked, can make one of two Reactions:
    • Wrath of the Storm: Lightning
      • 2d8 Lightning Damage
      • Half-Damage on successful Saving Throw
    • Wrath of the Storm: Thunder
      • 2d8 Thunder Damage
      • Half-Damage on successful Saving Throw

- Thunderwave (Always Prepared)

  • 2d8 Thunder Damage
  • Pushes creatures away
  • +1d8 Thunder Damage per upcast

- Fog Cloud (Concentration) (Always Prepared)

  • Create 5m Area of Fog for 10 turns
    • Blind creatures
      • Creature’s ranged attacks and spells have a range of 3m
      • Creature’s Attack Rolls have Disadvantage
      • Attack Rolls against creature have Advantage
    • Heavily Obscure creatures
  • +2m per upcast

Cantrips:

- Sacred Flame

  • 1d8 Radiant Damage
  • Dex Save to Negate Damage
  • Level 5 = 2d8
  • Level 10 = 3d8

- Guidance (Concentration)

  • +1d4 Ability Checks

- Resistance (Concentration)

  • +1d4 Saving Throws

Prepared Spells:

- Create Water

  • Summon rain to create a Water Surface of a 4m Radius
  • Creatures become Wet
    • Vulnerable to Lightning and Cold Damage
    • Immune to Burning
    • Resistant to Fire Damage
  • +2m per upcast

- Healing Word

  • Heal 1d4 + Spellcasting Modifier  HP
  • +1d4 HP per upcast

- Sanctuary

  • Can't be targeted by enemy Attacks or Spells
  • Can still take damage from AoE and surfaces
  • Ends when harmed or harming another creature
  • When ended, cannot gain Sanctuary again for 1 turn

- Guiding Bolt

  • 4d6 Radiant Damage
  • Guiding Bolt (WIS Save)
    • Next Attack Roll against creatures has Advantage
  • +1d6 per upcast

--------------------LEVEL 3--------------------

Cleric 2

Unlocks:

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- +1 Channel Divinity Charge

- Destructive Wrath (Channel Divinity)

  • When rolling Thunder or Lightning damage, use a Channel Divinity Charge to MAX Damage

- Turn Undead (Channel Divinity)

  • Turn Undead within 9m
    • Moves away from caster on turn
    • Can’t willingly move within 9m of caster
    • Can’t take Reactions
    • Can only Dash or escape from being prevented from moving
    • Ends upon taking damage
  • Level 5 = 4d6 Radiant Damage to Turned creatures

Prepared Spell: Any

--------------------LEVEL 4--------------------

Cleric 3

Unlocks:

- +1 Level 2 Spell Slot

- Shatter

  • 3d8 Thunder Damage in 3m Radius
  • CON Save to Half Damage
  • Inorganic creatures have Disadvantage on Saving Throw
  • +1d8 per upcast

- Gust of Wind

  • Clear areas such as Fog and Cloudkill
  • Push creatures back 5m
  • Cause creatures to become Off Balance

Prepared Spell:

- Spiritual Weapon

  • Summon a floating, spectral weapon for 10 turns
    • Greataxe
    • Greatsword
    • Halberd
    • Maul
    • Spear
    • Trident
  • Immune to Psychic and Poison Damage
  • Resistant to all other Damage types
  • 1d8 + 1 + Spellcasting Modifier Force Damage
  • +1d8 Force Damage per upcast
  • +8 HP per upcast

--------------------LEVEL 5--------------------

Cleric 4

Unlocks:

- +2 Level 3 Spell Slots

Cantrip: Any

Prepared Spell:

- Aid

  • Raise you and your allies HP by 5 HP in 9m Radius
  • +5 HP per upcast
  • Lasts until Long Rest

Feat:

Ability Improvement

  • +1 Constitution
  • +1 Wisdom

--------------------LEVEL 6--------------------

Cleric 5

Unlocks:

- +1 Level 3 Spell Slot

- Destroy Undead

  • Turn Undead now deals 4d6 Radiant Damage to Turned creatures

- Call Lightning (Concentration) (Always Prepared)

  • 3d10 Lightning Damage in 2m Radius
  • DEX Save for Half Damage
  • Can cast freely for 10 turns without expending Spell Slots
  • +1d10 per upcast

- Sleet Storm (Concentration) (Always Prepared)

  • Create 9m Area of Sleet Storm for 10 turns
    • Difficult Terrain
    • Ice Surface
    • Movement speed halved
    • Chance to fall Prone
    • Forces spellcasters to make Concentration Saving Throws

Prepared Spells:

- Glyph of Warding

  • Create 4m Glyph on the ground that, when stepped on, triggers the selected effect
    • Sleep
      • Puts creatures to Sleep for 2 turns
    • Detonation
      • Pushes creatures back
    • Thunder
      • 5d8 Thunder Damage
      • +1d8 per upcast
    • Lightning
      • 5d8 Lightning Damage
      • +1d8 per upcast
    • Fire
      • 5d8 Fire Damage
      • +1d8 per upcast
    • Cold
      • 5d8 Cold Damage
      • +1d8 per upcast
    • Acid
      • 5d8 Acid Damage
      • +1d8 per upcast

- Spirit Guardians (Concentration)

  • Summons spirits in 3m radius for 10 turns
    • 3d8 Radiant or Necrotic Damage per turn
    • Enemies Movement Speed halved
  • Caster cannot become Invisible
  • +1d8 per upcast

--------------------LEVEL 7--------------------

Cleric 6

Unlocks:

- +1 Level 4 Spell Slot

- +1 Channel Divinity Charge

- Thunderbolt Strike

  • When dealing Thunder or Lightning damage, you can push the target 3m

Prepared Spell: Any

--------------------LEVEL 8--------------------

Sorcerer 2

Unlocks:

- +1 Level 4 Spell Slot

- +2 Sorcery Points

- Create Sorcery Points

  • Spend Spell Slots to create Sorcery Points

- Create Spell Slot

  • Spend Sorcery Points to create Spell Slots

Metamagic:

- Careful Spell (1 SP)

  • Allies automatically succeed Saving Throws against spells that require them

- Extended Spell (1 SP)

  • Doubles the duration of Conditions, summons, and surfaces caused by spells

Spell:

- False Life

  • Gain 7 Temporary HP
  • +5 Temporary HP per upcast

--------------------LEVEL 9--------------------

Sorcerer 3

Unlocks:

- +1 Level 4 Spell Slot

- +1 Level 5 Spell Slot

- +1 Sorcery Point

Metamagic:

- Quickened Spell (3 SP)

  • Can cast spells using your Bonus Action

Spell:

- Featherfall (Ritual)

  • Grant you and your allies Immunity to Falling Damage within 9m for 10 turns

--------------------LEVEL 10--------------------

Sorcerer 4

Unlocks:

- +1 Level 5 Spell Slot

- +1 Sorcery Point

Cantrip:

- Friends

  • Advantage on Charisma Checks against Non-Hostile creatures

Spell:

- Magic Missile

  • 1d4 + 1 Force Damage per missile
  • Always hits
  • +1 missile per upcast

Feat:

- Ability Improvement

  • +2 Wisdom

--------------------LEVEL 11--------------------

Sorcerer 5

Unlocks:

- +1 Level 6 Spell Slot

- +1 Sorcery Point

Spell:

- Lightning Bolt

  • 8d6 Lightning Damage to all creatures in 30m Line
  • Targets take Half Damage on DEX Save
  • +1d6 per upcast

--------------------LEVEL 12--------------------

Sorcerer 6

Unlocks:

- +1 Sorcery Point

- Heart of the Storm (Reaction)

  • When you deal Lightning or Thunder Damage with a Level 1 or higher Spell, you can cause a Storm
    • Enemies within 6m take Sorcerer Level / 2 Lightning or Thunder Damage

- Heart of the Storm: Resistance

  • Lightning Resistance
  • Thunder Resistance

Spell:

- Haste (Concentration)

  • Hastened for 10 turns
    • +2 AC
    • Advantage on DEX Saving Throws
    • Movement Speed doubled
    • Additional Action per turn
    • When Hastened ends, become Lethargic
      • Cannot move or take actions for 1 turn

Note: You unlock Sorcerer versions of Call Lightning, Sleet Storm, Gust of Wind, Create Water, and Thunderwave. These versions will use your Charisma Modifier, so I don't recommend using them.

--------------------GEAR--------------------

Important Items: N/A

-------ACT 1-------

Head:

- Holy Lance Helm

  • +1 Constitution Saving Throws
  • Creatures who missed their Attack Roll against wear must make a DC 14 DEX Save or take 1d4 Radiant Damage

Location: Found in a painted chest in Rosymorn Monastery X: 120 Y: 35, accessible from the top level

- Diadem of Arcane Synergy

  • When you inflict a condition, gain Arcane Synergy for 2 turns
    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek

------------------------------

Chest:

- Luminous Armour

  • Medium Armour
  • 15 AC + DEX Modifier (Max 2)
  • When the wearer deals Radiant Damage, they cause a Radiant Shockwave
    • Inflict Radiating Orb in a 3m Radius
      • Entity has -1 to Attack Rolls per remaining turn
      • Entity sheds light around it

Location: Found in a locked and trapped Opulent Chest in the Selûnite Outpost area of the Underdark X: 176 Y: -247. The chest is behind a hidden door revealed by a Perception check, or it can be accessed by jumping from the room with the waypoint

- The Jolty Vest

  • Medium Armour
  • 14 AC + DEX Modifier (Max 2)
  • Take 1 less Slashing Damage
  • When the wearer takes damage while having Lightning Charges, the attacker must succeed a Dexterity Saving Throw or become Shocked

Location: Sold by Brem in the Zhentarim Hideout

- The Protecty Sparkswall

  • Clothing
  • 10 AC + DEX Modifier
  • +1 Spell Save DC
  • +1 AC while having Lightning Charges
  • +1 Saving Throws while having Lightning Charges

Location: Looted from a Gilded Chest at the end of the trapped bridge in Grymforge X: -645 Y: 360

------------------------------

Gloves:

- Gloves of Belligerent Skies

  • When dealing Thunder, Lightning, or Radiant Damage, inflict 2 turns of Reverberation on the target

Location: Inside an elegant chest in the Inquisitor's Chamber of Crèche Y'llek, along the southern wall of the room, on the western side

------------------------------

Boots:

- Boots of Stormy Clamour

  • When you inflict a condition on a creature, also inflict 2 turns of Reverberation
    • Reverberation
      • Entity has a -1 penalty to STR, DEX, and CON Saving Throws per remaining turn
      • When the entity has 5 or more turns of this, it takes 1d4 Thunder Damage and has a chance to fall Prone (DC 10 CON Save)
      • Creatures Immune to Thunder cannot receive Reverberation

Location: Sold by Omeluum

- The Speedy Lightfeet

  • +1 Athletics
  • When the wearer Dashes or makes a similar action, gain 3 Lightning Charges

Location: Found inside a Heavy Chest in the cellar behind the windmill in the Blighted Village

- The Watersparkers

  • When standing in water during combat, it becomes Electrified
  • If the weared starts their turn on an Electrified Surface, gain 3 Lightning Charges

Location:  Found in a gilded chest in Minthara's area of the Shattered Sanctum. X: 339 Y: 41

------------------------------

Cloak: N/A

------------------------------

Amulet:

- Necklace of Elemental Augmentation

  • When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier

Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek

- The Blast Pendant

  • Lightning Blast (Long Rest)
    • Next Lightning Spell or Cantrip deals bonus Lightning Damage equal to your remaining Lightning Charges
    • On hit, all Lightning Charges are consumed

Location: Worn by Dhourn, the petrified Drow near the Selunite Outpost

- Pearl of Power Amulet

  • Pearlescent Restoration (Long Rest)
    • Restore a Level 3 Spell Slot or lower

Location: Purchased from Omeluum

------------------------------

Rings:

- Ring of Elemental Infusion

  • When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit
    • +1d4 Elemental Damage with Weapon Attack

Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek

- Strange Conduit Ring

  • +1d4 Psychic Damage on Weapon Attacks while Concentrating

Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657

- Ring of Arcane Synergy

  • When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns
    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Can be looted from Gish Far'aag in Crèche Y'llek

- Ring of Protection

  • +1 AC
  • +1 Saving Throws

Location: Reward for Steal the Sacred Idol

- The Sparkswall

  • Cannot be Electrocuted
  • Lightning Resistance

Location: Arcane Tower Basement

------------------------------

Shield:

- Safeguard Shield

  • +2 AC
  • +1 Saving Throws

Location: Purchased from Dammon

- The Real Sparky Sparkswall

  • Lightning Aura (Long Rest)
    • Consume 3 Lightning Charges to Damage and Jolt enemies around wielder for 3 turns
    • Jolted
      • 1d4 Lightning Damage per turn
      • Can’t take Reactions

Location: Obtained from a locked and trapped chest in Grymforge X: -695 Y: 420

------------------------------

Melee Weapons:

- Blood of Lathander

  • +3 Enchantment
  • When HP is 0, regain 2d6 HP and allies within 9m regain 1d6 HP Once per Long Rest
  • Sheds light in 6m radius
  • Light blinds Fiends and Undead if they fail a DC 14 CON Save
  • Sunbeam (Concentration) (Long Rest)
    • 6d8 Radiant Damage
    • Blinds creatures
    • Can be recast without expending spell slot

Location: Creche

- The Sparky Points

  • When the wielder does damage with this weapon, gain 2 Lightning Charges

Location: Reward for rescuing Florrick at Waukeen’s Rest

- The Spellsparkler

  • When dealing damage with this weapon, gain 2 Lightning Charges

Location: Reward for rescuing Florrick at Waukeen’s Rest

- Rain Dancer

  • Create Water (Short Rest)

Location: Sold by Arron in the Druid Grove

------------------------------

Ranged Weapons:

- Bow of Awareness

  • +1 Enchantment
  • +1 Initiative

Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp

------------------------------

-------ACT 2-------

Head:

- Hat of Storm Scion’s Power

  • Whenever the wearer deals Thunder damage, gain Arcane Acuity
    • Arcane Acuity
      • +1 Spell Attack Rolls for each remaining turn
      • +1 Spell Save DC for each remaining turn
      • Duration reduced by 2 when entity takes damage
      • Max 10 turns

Location: Purchased from Araj in Moonrise Towers

------------------------------

Chest: N/A

------------------------------

Gloves: N/A

------------------------------

Boots: N/A 

------------------------------

Cloak:

- Thunderskin Cloak

  • When a creature inflicted with Reverberation deals damage to the wearer, the creature must make a CON Saving Throw or become Dazed

Location: Purchased from Araj in Moonrise Towers

- Cloak of Protection

  • +1 AC
  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

------------------------------

Amulet:

- Spineshudder Amulet***

  • When you deal damage with a Ranged Spell Attack, inflict 2 turns of Reverberation

Location: Looted from the Mimic X: -171 Y: -195 in the bedroom on the upper floor of Moonrise Towers

- Spellcrux Amulet

  • Spell Slot Restoration (Long Rest)
    • Replenish any Level Spell Slot as a Bonus Action

Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650

------------------------------

Rings:

- Ring of Spiteful Thunder

  • When the wearer deals Thunder damage to a creature with Reverberation, it must succeed a DC 13 CON Save or become Dazed for 2 turns

Location: Roah Moonglow in Moonrise Towers

- Coruscation Ring

  • When the wearer deals Spell Damage while Illuminated, inflict 2 turns of Radiating Orb on the target

Location: Found in a trapped Heavy Chest in the cellar X: 47 Y: -738 of Last Light Inn

------------------------------

Shield:

- Ketheric’s Shield

  • +2 AC
  • +1 Spell Attack Rolls
  • +1 Spell Save DC
  • Advantage on DEX Saves

Location: Ketheric Thorm

------------------------------

Melee Weapons: N/A

------------------------------

Ranged Weapons: N/A

------------------------------

-------ACT 3-------

Head: N/A

------------------------------

Chest: N/A

------------------------------

Gloves: N/A

------------------------------

Boots: N/A

------------------------------

Cloak: N/A

------------------------------

Amulet:

- Amulet of the Devout***

  • +2 Spell Save DC
  • +1 Channel Divinity Charge per Long Rest

Location: Chest in Stormshore Tabernacle

- Spell Savant Amulet

  • Gain an additional Level 2 Spell Slot

Location: Vault 1 in the Counting House

------------------------------

Rings: N/A

------------------------------

Shield:

- Viconia’s Walking Fortress

  • +3 AC
  • Rebuke of the Mighty (Reaction)
    • When hit with a Melee Attack, deal 2d8 Force Damage and have a chance to knock them Prone
  • Advantage on Saving Throws against Spells
  • Spell Attack Rolls against wielder have Disadvatange
  • Reflective Shell (Short Rest)
    • Projectiles are reflected back to their origin
  • Warding Bond (Long Rest)
    • Resistant to all Damage
    • +1 AC
    • +1 Saving Throws
    • Each time target takes damage, spellcaster takes the same damage

Location: Viconia De'Vir

------------------------------

Melee Weapons:

- Nyrulna

  • +3 Enchantment
  • +1d6 Thunder Damage
  • +3m Movement Speed
  • +3m Jump Distance
  • Immunity to Falling Damage
  • Cannot be disarmed
  • When thrown, returns to hand
  • When thrown, creates 3d4 Thunder Damage Explosion centered on target with 6m radius
  • Shines Light in a 6m radius
  • Zephyr Flash (Short Rest)
    • Rush forward 12m
    • 6d8 Thunder Damage
    • DC 15 DEX Save to Half Damage
    • Chance to inflict Bleeding
    • Pushes targets back 2m
  • Zephyr Break (Short Rest)
    • Imitates Gust of Wind and deals 6d6 Thunder Damage
    • STR Save to Half Damage

Location: Jackpot from Akabi, Circus

- Trident of the Waves

  • +1 Enchantment
  • On hit, inflict Wet and create 2m water surface around target

Location: Vault 4 in Counting House

- The Sacred Star

  • +2 Enchantment
  • +1d4 Radiant Damage
  • Inflicts 1 Radiating Orb on hit
  • Undead creatures have a chance to be Turned
  • Dawnburst Strike
    • Deal bonus Radiant Damage equal to Proficiency Modifier
    • Light in 3m radius around you
    • Enemies must succeed CON Save or become Blinded

Location: Sold by Vicar Humbletoes in the Stormshore Tabernacle

Note: Markoheshkir 

------------------------------

Ranged Weapons:

- Hellfire Engine Crossbow

  • +2 Enchantment
  • Lightning Arrow (Long Rest)
    • 4d8 Lightning Damage
    • 2d8 Lightning Damage 3m AoE (Dexterity Save to Halve Damage)
  • Reposition Malefactor
    • Pull a creature 9m closer to you
    • 15 DC Dexterity Saving Throw

Location: Crafted in the Steel Watch Foundry

------------------------------

Comments

No comments found for this post.