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Nyx

5 Level (0/14000 XP for level-up) Background Splicer/succubus Race / Species / Heritage Alignment
Ronin
Level 5
Hit Dice: 5/5
1d10+4 Class 1

STR
14
+2
DEX
18
+4
CON
18
+4
INT
10
+0
WIS
13
+1
CHA
19
+4
55
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+4 Dexterity
+7 Constitution
+0 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+4 Deception CHA
+0 History INT
+1 Insight WIS
+7 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
sanguine Talons +5 STR 1d6+2
 after hit drain some blood to recharge if target has any can also expend a charge to cause blood poising for 1d4 damage for 3 turns
blood poison +2 STR 1d4+2
Pugilism +5 STR 1d8+2
 Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 increases to d8.
cock [Huge] +5 STR 1d12+2 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
life force drain +7 1d8
 Notes:When in bodily contact tap into your succubus nature and drain the life force out of them and heal for half of the damage will deal more damage depending on how long the contact was and where it was CAN ONLY BE USED OUT OF COMBAT OR ON A CHARMED/SUDUCED TARGET YENO!!!!
Quick Text (Message) +3
 Notes:LEVEL Trick CASTING TIME 1 Action RANGE/AREA 120 ft COMPONENTS V, S, M * DURATION 1 Round SCHOOL Manipulation ATTACK/SAVE None DAMAGE/EFFECT Communication (...) You point your finger toward a creature within range and text a message. The target (and only the target) sees the message and can reply in a text that only you can see. You can cast this tech through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of concrete, 1 inch of common metal, a thin sheet of lead, or 3 feet of polysteel blocks the Tech. The Tech doesn't have to follow a straight line and can travel freely around corners or through openings. Influencer / Source Coder / Techwizard / Mechanist

Level 1 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Detox (Purify Food and Drink Ritual) +3
 Notes:LEVEL 1st CASTING TIME 1 Action Ritual RANGE/AREA 10 ft (5 ft ) COMPONENTS V, S DURATION Instantaneous SCHOOL Manipulation ATTACK/SAVE None DAMAGE/EFFECT Utility All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Available For: ordinator Shut-in enforcer Mechanist
Emergency Evacuation (Expeditious Retreat) +3
 Notes:LEVEL 1st CASTING TIME 1 Bonus Action RANGE/AREA Self COMPONENTS V, S DURATION Concentration 10 Minutes SCHOOL Manipulation ATTACK/SAVE None DAMAGE/EFFECT Movement This Tech allows you to move at an incredible pace. When you cast this Tech, and then as a bonus action on each of your turns until the Tech ends, you can take the Dash action. Available For: Source Coder streamer Techwizard Mechanist

Level 2 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Cloak Engage (Invisibility) +3
 Notes:LEVEL 2nd CASTING TIME 1 Action RANGE/AREA Touch COMPONENTS V, S, M * DURATION Concentration 1 Hour SCHOOL Deception ATTACK/SAVE None DAMAGE/EFFECT Invisible A creature you touch becomes invisible until the Tech ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The Tech ends for a target that attacks or casts a Tech. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. * - (a vial of mirrored nanobots) Classes: INFLUENCER, SOURCE CODER, STREAMER, TECHWIZARD, MECHANIST, BIOME COMPLEX (GRASSLAND)
Digital Dash (Misty Step) +3
 Notes:LEVEL 2nd CASTING TIME 1 Bonus Action RANGE/AREA Self COMPONENTS V DURATION Instantaneous SCHOOL Manifestation ATTACK/SAVE None DAMAGE/EFFECT Teleportation Briefly digitizing your body, you teleport up to 30 feet to an unoccupied space that you can see. Classes: SOURCE CODER, STREAMER, TECHWIZARD, BIOME COMPLEX (COAST,) CLAUSE OF THE ANCESTORS, CLAUSE OF THE AVENGER
Digital Resizing (Enlarge/Reduce) +3
 Notes:LEVEL 2nd CASTING TIME 1 Action RANGE/AREA 30 ft COMPONENTS V, S, M * DURATION Concentration 1 Minute SCHOOL Manipulation ATTACK/SAVE CON Save DAMAGE/EFFECT Buff You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the Tech has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the Tech ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the Tech ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). * - (a resizing engram) Classes: SOURCE CODER TECHWIZARD MECHANIST

Level 3 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Implant Bug[or Upload Virus] (Bestow Curse) +3
 Notes:LEVEL 3rd CASTING TIME 1 Action RANGE/AREA Touch COMPONENTS V, S, DURATION1 Minute Conc SCHOOL Biochemistry ATTACK/SAVE Wis Save DAMAGE/EFFECT Debuff You jam a drive into a creature's port, and that creature must succeed on a Wisdom saving throw or become faulty for the duration of the Tech. When you cast this Tech, choose the nature of the virus from the following options: Choose one ability score. While faulty, the target has disadvantage on ability checks and saving throws made with that ability score. While faulty, the target has disadvantage on attack rolls against you. While faulty, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is faulty, your attacks and Techs deal an extra 1d8 Entropic damage to the target. A Remove Virus Tech ends this effect. At the DM's option, you may choose an alternative virus effect, but it should be no more powerful than those described above. The DM has final say on such a virus' effect. At Higher Levels. If you cast this Tech using a Tech slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a Tech slot of 5th level or higher, the duration is 8 hours. If you use a Tech slot of 7th level or higher, the duration is 24 hours. If you use a 9th level Tech slot, the Tech lasts until it is dispelled. Using a Tech slot of 5th level or higher grants a duration that doesn't require concentration. Influencer / Ordinator / Tech Wizard/ Voided Clause/ Clause of The Tyrant
Arc Cannon (Lightning Bolt) +3 8d6
 Notes:LEVEL 3rd SCHOOL Altercation Casting Time: 1 action Range: Self, 100 feet Components: V, S, M Duration: Instantaneous An arc of electricity forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The electricity ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this tech using a Tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Tech Lists. Source Coder, techwizard, Home of the Sense Tank (mountain), The HentaiHub, Armorer Ask Jeeves(commune)
Remove Curse +3 30
 Notes:LEVEL 3rd SCHOOL Protection Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed technical item, its curse remains, but the Tech breaks its owner's attunement to the object so it can be removed or discarded. Tech Lists. ordinator, enforcer, streamer, techwizard
Counter EMP Burst(CounterTech) +3 60
 Notes:LEVEL 3rd SCHOOL Protection Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a Tech Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a Tech. If the creature is casting a Tech of 3rd level or lower, its Tech fails and has no effect. If it is casting a Tech of 4th level or higher, make an ability check using your Techcasting ability. The DC equals 10 + the Tech's level. On a success, the creature's Tech fails and has no effect. At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the interrupted Tech has no effect if its level is less than or equal to the level of the Tech slot you used. Tech Lists. source coder, streamer, techwizard
Ronin Table
Proficiency

Level Bonus Features

1 +2 Fighting Style, Second Wind

2 +2 Action Surge (one use)

3 +2 Martial Archetype

4 +2 Ability Score Improvement, Martial Versatility

5 +3 Extra Attack

6 +3 Ability Score Improvement, Martial Versatility

7 +3 Martial Archetype feature

8 +3 Ability Score Improvement, Martial Versatility

9 +4 Indomitable (one use)

10 +4 Martial Archetype feature

11 +4 Extra Attack (2)

12 +4 Ability Score Improvement, Martial Versatility

13 +5 Indomitable (two uses)

14 +5 Ability Score Improvement, Martial Versatility

15 +5 Martial Archetype feature

16 +5 Ability Score Improvement, Martial Versatility

17 +6 Action Surge (two uses), Indomitable (three uses)

18 +6 Martial Archetype feature

19 +6 Ability Score Improvement, Martial Versatility

20 +6 Extra Attack (3)

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
- Pugilism. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 increases to d8.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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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

Level 1 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

Level 2 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

Level 3 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

Level 4 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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