Alduin
Alduin
Class: Sorcerer, Level 4 | Subclass: Storming Soul |
Race: Gold Metallic Dragowrought | Alignment: Neutral Good |
Background: Sage | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 14/11 | Initiative Bonus: +0 |
Max HP: 25 | Speed: 30ft |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Firebolt | Ranged, 120ft | 1d20+6 | N/A | 1d10 Fire Damage | N/A |
Chaos Bolt | Ranged, 120ft | 1d20+6 | 1st Level Spell Slot | 1d6 + 2d8 Damage | Look at spell |
Chaos Bolt, Level 2 | Ranged, 120ft | 1d20+6 | 2nd Level Spell Slot | 2d6 + 2d8 Damage | Look at spell |
Witchbolt | Ranged, 30ft | 1d20+6 | 1st Level Spell Slot | 2d12 Lightning Damage | You can use your action on subsequent turns to deal 2d12 Lightning Damage to the target until the spell ends. |
Witchbolt, Level 2 | Ranged, 30ft | 1d20+6 | 2nd Level Spell Slot | 4d12 Lightning Damage | You can use your action on subsequent turns to deal 2d12 Lightning Damage to the target until the spell ends. |
Jolt of Pain | Ranged, 30ft | 1d20+6 | 2nd Level Spell Slot | 5d8 Lightning Damage | Target can't take Reactions until next turn, has disadvantage and -4 on Concentration saves this causes. |
Dagger | Melee, Thrown 20/60ft | 1d20+3 | N/A | 1d4+1 Piercing Damage | After attacking with a light hammer, handaxe or dagger, you can attack again with the dagger, however you only deal 1d4 Piercing damage. |
Light Hammer | Melee, Thrown 20/60ft | 1d20+2 | N/A | 1d4 Bludgeoning Damage | After attacking with a light hammer, handaxe or dagger, you can attack again with the light hammer. |
Handaxe | Melee, Thrown 20/60ft | 1d20+2 | N/A | 1d6 Slashing Damage | After attacking with a light hammer, handaxe or dagger, you can attack again with the handaxe. |
Name | Range | Saving Throw | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Mind Sliver | 60ft | DC14 Intelligence | N/A | 1d6 Psychic Damage, none if successful Save | On failed save, target subtracts 1d4 from next save they make before end of your next turn. |
Storms' Lightning Bolt | 100ft Long, 5ft Wide Line | DC15 Dexterity, half damage on success. | 1 of 3 Uses | 8d6 Lightning Damage | Ignites flammable objects not being worn or carried. |
Shooting Star | 120ft, 5ft Square | N/A | N/A | 1d10 Radiant Damage | Start of your next turn targets in the area take the damage. |
Draconic Scorcher | 30ft Line | DC14 Dexterity | N/A | 3d8 Fire Damage, half if successful Save | N/A |
Caustic Brew | Line, 30x5ft | DC14 Dexterity, coated in acid on fail. | 1st Level Spell Slot | 2d4 Acid Damage at the start of a coated creatures turn. | Lasts for 1 minute, creatures can use action to scrape acid off. |
Caustic Brew, Level 2 | Line, 30x5ft | DC14 Dexterity, coated in acid on fail. | 2nd Level Spell Slot | 4d4 Acid Damage at the start of a coated creatures turn. | Lasts for 1 minute, creatures can use action to scrape acid off. |
Thunderwave | 15ft Cube from self | DC14 Constitution Save. | 2nd Level Spell Slot | 2d8 Thunder damage and pushed 10ft, half damage on Save. | N/A |
Thunderwave | 15ft Cube from self | DC14 Constitution Save. | 2nd Level Spell Slot | 3d8 Thunder damage and pushed 10ft, half damage on Save. | N/A |
Shatter | 60ft, 10ft Radius Sphere | DC14 Constitution Save. | 2nd Level Spell Slot | 3d8 Thunder damage and pushed 10ft, half damage on Save. | Creatures made of inorganic material have disadvantage on the Save. |
Fire Breath | 15ft Cone | DC11 Dexterity, half damage on success. | 1 of 2 Uses | 1d10 Fire Damage. | N/A |
Stats
Strength: 0 (10) | Dexterity: +1 (13) | Constitution: +1 (12) |
Intelligence: +4 (18) | Wisdom: +1 (12) | Charisma: +2 (15) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (0) | No | +1 |
Dexterity (+1) | No | +0 |
Constitution (+1) | Yes (+2) | +1 |
Intelligence (+4) | No | +3 |
Wisdom (+1) | No | +2 |
Charisma (+2) | Yes (+2) | +6 |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (0) | No | +0 |
Animal Handling | Wisdom (+1) | No | +1 |
Arcana | Intelligence (+4) | Yes (+2) | +6 |
Athletics | Strength (0) | No | +0 |
Deception | Charisma (+2) | No | +2 |
History | Intelligence (+4) | Yes (+2) | +6 |
Insight | Wisdom (+1) | Yes (+2) | +3 |
Intimidation | Charisma (+2) | No | +2 |
Investigation | Intelligence (+4) | No | +4 |
Medicine | Wisdom (+1) | No | +1 |
Nature | Intelligence (+4) | Yes (+2) | +6 |
Perception | Intelligence (+4) | No | +4 |
Performance | Charisma (+2) | No | +2 |
Persuasion | Charisma (+2) | Yes (+2) | +4 |
Religion | Intelligence (+4) | No | +4 |
Sleight of Hand | Dexterity (+1) | No | +1 |
Stealth | Dexterity (+1) | No | +1 |
Survival | Wisdom (+1) | No | +1 |
Proficiencies
Languages. Common, Elemental, Primal, Draikyaan, Dwarvish
Weapons. Daggers, Darts, Light Hammers, Slings, Quarterstaffs, and Light Crossbows
Features
Sorcerer Features
Font of Magic. You have a number of Sorcery Points equal to your level (3), and regain Sorcery Points up to your maximum at the end of a long rest. As a bonus action you can convert sorcery points to spell slots (2 Points = Level 1 Slot, 3 Points = Level 2 Slot), you can also convert spell slots into sorcery points (Level 1 Slot = 1 Point, Level 2 Slot = 2 Points).
Metamagic. Can use these to transmute spells, one per spell.
- Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
- Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Storming Soul Features
Tempestuous Magic. On your turn you can use a Bonus Action immediately before or after you cast a 1st level spell to fly 10ft without provoking opportunity attacks.
Metallic Dragonwrought Features
Breath Weapon. As an action on your turn you exhale a 15ft cone of fire. Each creature in the area must make a DC 11 Dexterity Saving Throw. Roll 1d10, creatures who fail the save take Fire Damage equal to the roll, those who succeed take half as much damage. You can use this ability twice per long rest.
Draconic Resistance. You have Resistance to Fire Damage, meaning, whenever you take Fire Damage, you take half damage, rounded down.
Feats
Gift of the Chromatic Dragon.
Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction twice per long rest.
Sage Feature
Researcher. When you attempt to recall information and do not that information, you most likely know where you can learn it. Also you probably get preferential treatment as a professional courtesy.
Spells
4 Level 1 Spell Slots
2 Level 2 Spell Slots
Cantrips
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 60ft | Duration: Instant | Components: S |
You choose nonmagical flame that you can see within 60ft and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: Instant | Components: VS |
Choose a target within 120ft of you and make a Ranged Spell attack (roll 1d20+6). On a hit, the target takes 1d10 Fire Damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Level: Cantrip | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: Instant | Components: V |
Choose a creature within 60ft of you, they make a DC 14 Intelligence Saving Throw. On a failed Save, they take 1d6 Psychic damage and subtract 1d4 from the next saving throw they make before the end of your next turn. They suffer no effect on a successful Save.
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: 1 Round | Components: VS |
Choose a point within 120ft, it glows with radiant light. At the start of your next turn, each creature within 5ft of that point takes 1d10 Radiant Damage.
Level 1
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 30ft Line | Duration: 1 Minute (Concentration) | Components: VSM (a bit of rotten food) |
You shoot a 30ft line of acid that's 5ft wide. Each creature in the line makes a DC14 Dexterity Saving Throw or is covered in acid. A creature covered in acid takes 2d4 Acid Damage at the start of its turn. A creature can use an action to remove the acid from itself or another creature.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: Instant | Components: VS |
Choose a creature within 120ft and make a Ranged Spell attack against them (1d20+6). On a hit, roll 1d6 and 2d8. The target takes damage equal to the roll. The type of damage is determined by the roll, 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, choose a creature within 30ft of the original target, repeat this spell targeting that creature. A creature can be targeted only once by each casting of this spell.
Level: 1 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 8 Hours | Components: VSM (a piece of cured leather) |
You touch a willing creature who isn't wearing armor, that creatures AC becomes 13 + its Dexterity Modifier until the spell ends. The spell ends early if the target puts on armor or you dismiss the spell as an action.
Level: 1 | Casting Time: 1 Minute | Conjuration |
Range: 30ft | Duration: Instant | Components: VSM (a red or orange gem worth 30GP which is consumed by the spell) |
After the casting of the spell, a Fire Mephit appears in a point you choose within range. It is neutral towards you but not under your control.
Level: 2 | Casting Time: 1 Action | Transmutation |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: VM (a small iron ingot) |
You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 15ft Cube | Duration: Instant | Components: VS |
All creatures within 15ft of you must make a DC14 Constitution Saving Throw. Roll 2d8, all creatures how fail take that much damage and are pushed 10ft away from you, all those who succeed take have as much damage and aren't pushed. Unsecured objects in the area are also pushed 10ft away from you, and you make a loud boom, audible out to 300ft.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 30ft | Duration: 1 Minute (Concentration) | Components: VSM (a twig from a tree that has been struck by lightning) |
Choose a creature within 30ft, make a Ranged Spell Attack (1d20+6), if you hit you deal 2d12 Lightning Damage. For the rest of the spells duration the target cannot move and you can use your action to deal 2d12 Lightning Damage to the target automatically. If the target is more then 30ft away from you, you use your action to do something else, or has full cover against you, the spell ends.
Level 2
Level: 2 | Casting Time: 1 Action | Evocation |
Range: 30ft Line | Duration: 1 Minute (Concentration) | Components: VSM (a bit of rotten food) |
You shoot a 30ft line of acid that's 5ft wide. Each creature in the line makes a DC14 Dexterity Saving Throw or is covered in acid. A creature covered in acid takes 4d4 Acid Damage at the start of its turn. A creature can use an action to remove the acid from itself or another creature.
Level: 2 | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: Instant | Components: VS |
Choose a creature within 120ft and make a Ranged Spell attack against them (1d20+6). On a hit, roll 2d6 and 2d8. The target takes damage equal to the roll. The type of damage is determined by the roll, 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, choose a creature within 30ft of the original target, repeat this spell targeting that creature. A creature can be targeted only once by each casting of this spell.
Level: 2 | Casting Time: 1 Action | Evocation |
Range: 30ft | Duration: Instant | Components: VS |
Choose a creature within 30ft, make a Ranged Spell Attack (1d20+6), if you hit, the target takes 5d8 Lightning Damage. Additionally, the target cannot take Reactions until the end of your next turn. If the target was Concentrating on a spell, they have disadvantage on their Concentration save, and the DC is increased by 4.
Level: 2 | Casting Time: 1 Action | Evocation |
Range: 60ft | Duration: Instant | Components: VSM (a chip of mica) |
Choose a point within 60ft, all creatures within 10ft of that point make a DC14 Constitution Saving Throw. Roll 3d8, all creatures who fail take that much Thunder damage, all creatures who succeed take half as much damage. Creatures made of inorganic material have disadvantage (roll 2d20 and take the lowest) on the Save.
Level: 2 | Casting Time: 1 Action | Evocation |
Range: 15ft Cube | Duration: Instant | Components: VS |
All creatures within 15ft of you must make a DC14 Constitution Saving Throw. Roll 3d8, all creatures how fail take that much damage and are pushed 10ft away from you, all those who succeed take have as much damage and aren't pushed. Unsecured objects in the area are also pushed 10ft away from you, and you make a loud boom, audible out to 300ft.
Level: 2 | Casting Time: 1 Action | Evocation |
Range: 30ft | Duration: 1 Minute (Concentration) | Components: VSM (a twig from a tree that has been struck by lightning) |
Choose a creature within 30ft, make a Ranged Spell Attack (1d20+6), if you hit you deal 4d12 Lightning Damage. For the rest of the spells duration the target cannot move and you can use your action to deal 2d12 Lightning Damage to the target automatically. If the target is more than 30ft away from you, you use your action to do something else, or has full cover against you, the spell ends.
Level: 2 | Casting Time: 1 Action | Evocation |
Range: 30ft | Duration: Instant | Components: VSM (a red dragon's scale) |
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Magic Item
Rare
Alduin's Rod of Storms
Rod, Rare
This silver rod crackles with energy and can redirect or release powerful electric surges. As a Reaction when a creature within 30ft of you takes Lightning Damage to halve that Lightning Damage, then choose a creature within 30ft of you, it makes a DC15 Dexterity Saving Throw, on a failed Save, it takes the Lightning Damage you reduced from the first creature.
Spells. You can also cast the Lightning Bolt Spell three times a day, it uses a Spell Save DC of 15, or your Spell Save DC, whichever is higher.
Level: 3 | Casting Time: 1 Action | Evocation |
Range: 100ft Line, 5ft Wide | Duration: Instant | Components: VSM (a bit of fur and a rod of amber, crystal, or glass) |
A stroke of lightning 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 lightning ignites flammable objects in the area that aren't being worn or carried.