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Raiden
Level 25 (0/535000 XP for level-up)
Background Eldritch
Size Large
Species Eldritch (Inaris)
Sorcerer
Subclass Storm Sorcery
Level 20
Hit dice 20/20
1d6+7
Fighter
Subclass Eldritch Knight
Level 5
Hit dice 5/5
1d10+7

STR 22
+6
STR save: +14
DEX 26
+8
DEX save: +8
CON 25
+7
CON save: +15
INT 18
+4
INT save: +4
WIS 18
+4
WIS save: +4
CHA 26
+8
CHA save: +16

Initiative (DEX)
+8
Speed
60 / 60
Passive Perception
22
Heroic Inspiration
Armor Class (AC)
16
Breastplate
Hit Points
312 / 312
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+16
Ability
CHA
Abi Mod
+8
Save DC
24
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Shadowvoid +14 STR 3d6+6 necrotic (1d10)
  Properties: shortsword, 3 lbs, finesse, light
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Breastplate 22
Skills
P/E Bonus Skill Abi
+16 Acrobatics DEX
+4 Animal Handling WIS
+4 Arcana INT
+14 Athletics STR
+16 Deception CHA
+12 History INT
+12 Insight WIS
+16 Intimidation CHA
+4 Investigation INT
+4 Medicine WIS
+4 Nature INT
+12 Perception WIS
+16 Performance CHA
+16 Persuasion CHA
+12 Religion INT
+8 Sleight of Hand DEX
+8 Stealth DEX
+12 Survival WIS

+16 Expertise Bonus
+8 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
Proficiencies, Languages, and Talents
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Languages: Common, Abyssal, Eldritch, Inaris
Features & Traits
Race

Eldritch Arcana. Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Eldritch Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.

Eldritch Arcana Spells

Roll the Dice
1d6 1st Level3rd Level5th Level
1Dancing LightsBurning HandsAlter Self
2True StrikeCharm PersonDarkness
3LightMagic MissileInvisibility
4MessageCure WoundsLevitate
5Spare the DyingTasha's Hideous LaughterMirror Image
6PrestidigitationThunderwaveSpider Climb


Abyssal Fortitude. Your hit point maximum increases by half your level (minimum 1).
Sorcerer

Metamagic. At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • 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.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • 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.
  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

  • Sorcerous Restoration. At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

    Storm Sorcery

    Wind Speaker. The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
    Tempestuous Magic. Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
    Heart of the Storm. At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
    Storm Guide. At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
    Storm's Fury. Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
    Wind Soul. At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

    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" with a large format like A3.
    Then print the resulting PDF to whichever format you need with "fit to page" selected.

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