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Ley

27 Level (0/565000 XP for level-up) Badlands Scorpars Rider Background Crystal Gem Dragonborn Race / Species / Heritage True Neutral Alignment
Collector
Level 27
Hit Dice: 27/27
1d12+19 Class 1

STR
29
+9
DEX
14
+2
CON
48
+19
INT
19
+4
WIS
20
+5
CHA
18
+4
1009
Hit Points
+2
Initiative (DEX)
40
Armor Class (AC)
+8
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
6 / 6
Attunement
0 / 6
Corrupted Attunement
+16 Expertise Bonus
+8 Proficiency Bonus
+32 Strength
+25 Dexterity
+42 Constitution
+27 Intelligence
+28 Wisdom
+27 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+4 Arcana INT
+25 Athletics STR
+4 Deception CHA
+4 History INT
+5 Insight WIS
+12 Intimidation CHA
+4 Investigation INT
+13 Martial WIS
skills
+5 Medicine WIS
+4 Nature INT
+21 Perception WIS
+12 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+13 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Asi & Feats
Background : Mounted combat
Lvl 4: +2 Con & Tough
Lvl 8: +2 Con & Mutant (Skeleton 2: Bonus action become immune to all damage for one turn one per long rest)
Lvl 12: +1 Con, +1 Wis & Aberrant Dragon mark: Boon of Boon of Recovery (Poison Spray and Silver barbs)
Lvl 16: +2 Wis & Lucky
Lvl 19: +2 Wis & Strong Will
Lvl 21: +2 Cha +2 Con & Strong Will
Lvl 22: +4 Con & GWM
Lvl 23: +4 Con & Tough
Lvl 24: +4 con & Tough
Lvl 25: +4 con & Tough
Lvl 26: +4 con & Tough
Lvl 27: +4 Cha & Whelming Ancestry (Cold)

Infusions:
Replicate Magic Item: Bracers of defense
Enhanced Weapon Kokugetsu
Enhanced Weapon Alwyn
Enhanced Defence Kokugetsu
Enhanced Defence Alwyn
Replicate Magic Item: Necklace of adaptation

Assimilated items
Black Razor (Right Leg)
Uranium Javelin (This is such a mistake but where my heart would be, if not avalible then spine)
Mad god's chosen spear (Right arm)
Eyes of the soul keeper (Right eye aka the one without the hourglass)


Tomb of Levistus
XGE
p57
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can't use it again until you finish a short or long rest.

Whelming Ancestry

The essence of a true dragon’s breath flows through you, allowing your own breath weapon to be as ready as the ancient draconic entities'. You gain the following benefits:

If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet.

You can use your Breath Weapon or Dragon's Fear as a bonus action.

You can choose a second ancestry but it cannot be of the opposite element (Cold/Fire).

Features & Traits
Eternal Blue Rose
This enchanting blue rose never wilts, maintaining its vibrant color and delicate fragrance eternally. Legends speak of the Eternal Blue Rose as a symbol of enduring love, undying hope, and the eternal beauty found in the most unexpected places.

Everlasting Beauty: The Eternal Blue Rose grants advantage on Charisma (Persuasion) checks when presented as a gift. Those who gaze upon it find themselves captivated by its beauty, making negotiations and interactions more favorable.

Healing Aroma: Once per day, as an action, you can crush a petal of the Eternal Blue Rose, releasing a soothing fragrance that restores 2d6 hit points to a creature of your choice within 30 feet. Additionally, the aroma removes any effect/s of your choice on those creatures.
-----------------------------------------------------------------
Greater restoration Bandaid
+3 Anti Regen Javelin
Puppeteer's Guise (Dominate monster sphere)
Eyes of the soul keeper (Astral projection ring)
Mad god's chosen spear (+3 Shadow Javelin 60 foot scream of darkness if they start they turn in darkness 2d6 necrotic, 1 mintue. if at 0hp heal from the damage that knocked you to 0.)
Belt of Storm giant strength
Blood Fury Tattoo
Black Razor
Cloak of Billowing
Head band of Intellect
Horn of Valhalla, Iron
1726173 Gold
3 cannibal counter
Negate planar power
True-Ice Shards (Dagger)
Orange Sickle 1d4 fire +3 : on crit extra 2d4, make a dc con or be reduced to 0
Pure gold monicle with ruby lens: Soul sight and determine alightnemnt and all forms on sight

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Inability to feel sad

Personality Traits
Evaelynn's Commandments
Heart: Those Ive chosen as my family are above myself and the world

Body: Impossible tasks dont exist. Rewite the world if you have to, accomplish your goal no matter what

World: Power is meant to protect. If you can save a life do so

Will: Dreams, Honor and Bonds are sacred, Allow no one to trample on them.

Soul: Never accept help from a god you dont truly know. They are all cowards

Mind: Despair fills the world, even if your drowning in it dont give up.

Ideals
Ez collector cheat sheet

Lvl 1: Barbarian
Lvl 2: Artificer Wizard
Lvl 3: Metamorphosis Enchanter
Lvl 4: Monk Slowfall
Lvl 5: Fighter Extra attack (May swap to Rouge Uncanny dodge)
Lvl 6: Paladin aura
Lvl 7: Enchanter Ethereal Nexus
Lvl 8: Ranger Fleet of foot
Lvl 9: Ranger Expertise Athletics and Perception
Lvl 10: Rouge Asi and Feat + 2 Cha & Skilled
Lvl 11: Fighter Extra attack 2 (In Rouge uncanny dodge swap to Rouge reliable talent)
Lvl 12: F
Lvl 13: Mystic Arcanum 7th lvl Force cage (Unless I have to take the Enchanter nexus upgrade)
Lvl 14: Monk Diamond Soul
Lvl 15: Ranger Hunter's Smell
Lvl 16: F
Lvl 17: Mystic Arcanum 9th lvl Foresight (Unless upgrade nexus)
Lvl 18: Druid Timeless Body I guess
Lvl 19: F
Lvl 20: Barbarian Primal Champion



True-Ice Shards (Dagger)
When using the magic dagger, you gain a +3 bonus to your AC, as long as it is used as your offhand weapon, and it does 1d6 cold damage instead of its regular damage.
Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time.

Random Properties. The True-Ice Shards have the following random properties:
2 major beneficial properties
2 minor detrimental properties
1 major detrimental property
Sub-Zero. Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards, rather than double.
After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest.

Mental Command. While attuned to the True-Ice Shards, you can use an action to cast the Detect Thoughts spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails.
As long as you maintain concentration, you can use a bonus action to send a telepathic message to the focused creature. It can reply—using a bonus action to do so—as long as the focus and concentration continue.

Omniscient. You can use the True-Ice Shards to cast a variety of divination spells. Locate Animals or Plants, Locate Creature, and Locate Object may be cast at will, and don't have a maximum range. Other limitations of the spells still apply, and they can't detect subjects on other planes of existence.
Additionally, you may cast Scrying (with a spell save DC of 20) and Find the Path. Once either spell is cast, you must finish a long rest before casting either of them again.

Destroying the Shards. While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Reverse 6 of wands: private acheivment, fall from grace, egotism
create your own definition of success, strict of self, value other people rather then what i want, goals of what i wave vs other people. possibly receive no feed back and wallow in regret. Possibly not comprehended something, bringing self importance, dont be selfish or you might get someone killed.

Notes


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