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Aelorian Lustonia

5 Level (0/14000 XP for level-up) Swordsman Background Godkin (human) Race / Species / Heritage lawful neutral Alignment
Swordsoul Elementalist
Level 5
Hit Dice: 4/5
1d12+0 Class 1

STR
17
+3
DEX
13
+1
CON
10
+0
INT
12
+1
WIS
12
+1
CHA
15
+2
40
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
35ft
Speed (walk/run/fly)
14
Passive Perception
1 / 3
Will Power
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+4 Dexterity
+3 Constitution
+1 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+2 Deception CHA
+1 History INT
+2 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+4 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
long sword +6 STR 1d10+3 slashing
Golden Strike +6 STR 4d4+3 radiant
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light Blade +5 2+2
 Notes:Radiant
Light Beam +5 15ft 1d8+2
Thunderclap Strike +5 6ft 1d8+2
Wave of Lightning +5 6ft/10ft 1d4+2
Lightning Strike +5 20ft 2d6+2
Innate Loyalty: "My inherent sense of honor compels me to be fiercely loyal to those I deem worthy, standing by their side through any trial or tribulation."

Unyielding Resolve: "Once I set my mind to a goal, I am almost forced to pursue it with relentless determination, letting nothing stand in my way until it is achieved."

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: , Gold: 0, Platinum: 0 Money
Common, Uncommon, Celestial

Languages & Proficiencies
Honorable Warrior: "I live by a code of honor and integrity, always striving to fight fairly and protect the weak."

Thrill Seeker: "The rush of combat is exhilarating, and I feel most alive when I'm in the heat of battle."

Mistrustful: "Betrayal has left me wary of others, and I find it hard to place my trust in anyone."

Loyal Defender: "Once my trust is earned, my loyalty is unwavering, and I will fight to the death to defend those I care about."

Cautiously Curious: "I'm intrigued by new allies and experiences, but I approach with caution, always watching for signs of deceit."

Stoic Exterior: "I rarely show my emotions, masking my fears and doubts behind a stoic and unyielding façade."

Strategic Mind: "Combat is as much about strategy as it is about strength. I plan my moves carefully, anticipating my opponent's actions."

Battle-Hardened: "I've seen and survived countless battles, which has made me resilient but also somewhat jaded."

Self-Reliant: "Having been betrayed, I've learned to rely on my own skills and judgment above all else."

Protector of Honor: "I despise treachery and dishonorable conduct, and I will go out of my way to expose and punish such behavior."

Vengeful Spirit: "Those who betray me or my allies will face my wrath, as I believe in exacting retribution."

Reserved Companion: "I keep my distance emotionally, even from close companions, to shield myself from potential hurt."

Seeker of Truth: "I value honesty and transparency, and I have little patience for lies and deception."

Fearless Fighter: "Fear has no place in my heart. I charge into battle with courage, ready to face any foe."

Unyielding Determination: "I never back down from a challenge and will fight with relentless determination until my last breath."

Personality Traits
Companionship: To find happines and trusted allies to share good and meaningful memories.

Combat and Power: He wishes to be as strong as possiible so he can protect what he holds dear to him, also to enjoy battles with stronger foes

Ideals


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, 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" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

DnD 5e Dungeon Master's Guide

Bag of Devouring

Wondrous Item Very Rare

This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.   The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.   Inanimate Objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any Objects inside it and spits them out into another plane of existence. The DM determines the time and plane.   If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Weight: 0.5lbs


 

SRD

Ring Of Protection

Ring You gain a +1 bonus to AC and Saving Throws while wearing this ring. Rare (this item requires attunement)


 

The statblocks of your class features

Swordsoul Elementalist

This revised class was given to the godkin known as Aelorian by the god Solarin who made a deal with the elemental gods to give Aelorian there blessings, it allows for a versatile and powerful character capable of fighting and controlling various elemental powers through a sword. The Swordsoul Elementalist can eventually master all elemental pathways, making it adaptable to a wide range of playstyles and character concepts, with continuous enhancement to their Radiant Fist ability.
hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 + your Constitution modifier
armor proficiencies: Light armor, medium armor
weapon proficiencies: Any Sword
tools: None
saving throws: Strength, Charisma
skills: Athletics, Perception, Religion
starting equipment:

  • A longsword

  • An explorer's pack

  • A set of light armor and a component pouch


spellcasting:
class features:
1st Level:
  • Elemental Infusion: Choose one elemental type and gain the abilities related to that element. Each elemental pathway provides unique abilities as you level up.
  2nd Level:
  • Elemental Wall: By performing a upwards slash you can create aelemental wall of any pathway you have access too. you can use this twice per short rest + Dex modifier.
  3rd Level:
  • Elemental Pathways: Choose a secondary elemental path to follow and gain access to the abilitys up to your current level of that pathway.
  4th Level:
  • Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  5th Level:
  • Multi-Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Twin-Sword Proficiency: you gain the skill to wield two swords in each hand, however you must be able to weild them with one hand.
  6th Level:
  • Elemental Armour Teir I: You can use the ability Elemental Armour at its base teir from any of the different pathways you have unlocked. You can use your Elemental Armour for 1 battle every long rest.
  • Elemental Beginer: Choose an additional elemental pathway you have not previously chosen. You gain access to the abilitys up to your current level of that pathway.
  7th Level:
  • Sword Mastery: You become truly a master of the sword, you gain +2 slashing damage For every +1 on Attack Bounus .
  8th Level:
  • Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  9th Level:
  • Elemental Burst: As an action, you can unleash a burst of elemental energy in a 30-foot radius. Choose one element you have mastered; each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they take 6d6 damage of that type, or half as much on a successful save. You can use this feature once per long rest.
  • Elemental Blade: You can create a elemental blade of any pathway you have access too, each sword has different properties,buffs and uses, however you can only use the abilitys of the correspending elemental pathways with each sword. You can make a sword at any time but while in combat it takes 1 bounus action to do so.
  10th Level:
  • Elemental Versatility: You can learn an additional elemental pathway that you did not initially choose. You gain access to the abilitys up to your current level of that pathway.
  • Elemental Armour Teir II:
  11th Level:
  • Elemental Master: You can choose one elemental pathway that you did not initially choose. You gain access to the abilitys up to your current level of that pathtway.
  12th Level:
  • You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  • Elemental Armour Teir III:
  13th Level:
  • Elemental Savant: You gain access to another elemental pathway you have not previously chosen. You gain access to the abilitys up to your current level of that pathway.
  14th Level:
  • Ultimate Elemental Mastery: You can use your Elemental Burst feature twice per long rest.
  • Elemental Armour Teir IV:
  15th Level:
  • Elemental Convergence: Once per long rest, as an attack you can use the ability Elemental Convergence which is a slashing move that deals 3d6 per elemental damage of each type you have mastered.
  • Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  17th Level:
  • Elemental Ascendant: Choose an additional elemental pathway you have not previously chosen. You gain access to the abilitys up to your current level of that pathway.
  18th Level:
  • Elemental Armour Teir V:
  19th Level:
  • Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  20th Level:
  • Master of All Elements: You gain access to all elemental pathways and there abilitys.
  • Elemental Zenith: You are given the Sword Elemental Zenith.
subclass options:
Subclasses: Elemental Pathways     [Path of Light]   Blessing of Light:   -Light Resistance: Gain a advantage on taking damage when being attacked with Holy/Radiant damage.   -Shining Light: you can summon a small ball of light to light up an area .   -Divine Restration: When taken below a quarter health you regain 1d4 + Level hit points as a bonus action. You can use Divine Restration once + Wisdom modifier per short rest.  
  • 1st Level : You gain the ability Light Blade: you imbue your sword radiance making it glow extremely bright (can be used as a light source) when it touches something it deals 2 Holy damage + Charisma modifier.
  • 2nd Level: You gain the abilities:
 
    Wall of Light:
 
    Light Beam: When pointing your sword at your target you can send a beam of light in a straight line up to 15ft dealing 1d8 Holy damage + Charisma modifier, shooting this beam at a flammable object (e.g: wood) it will set alight or char it.
 
  • 3rd Level: You gain the abilities:
 
    Holy Field: You put your hands together and channel energy into an aura, which then expands into a 60ft pyramid. all living creatures that bare a want to harm you must roll a wisdom saving throw, if they fail they have a disadvantage on attack roll against you, if a creature is undead they have half damage on attack roll.
 
  • 6th Level: You gain the abilities:
 
    Golden Vow Armour Teir I:
  1. AC of 15
  2. Holy Immunity I: when attacked with Holy damage take 3/4's of the damage
 
  • 9th Level: You gain the abilities:
 
  • Celestial Sabre:
 
  1. Disintagration Ray: You Raise your sword in the air and say "Disintagration" and then bring your sword down, after doing this a beam of light (10ft,10ft circle) will come down from the sky hitting your target to a max of 30ft in front of you and dealing 4d12 Holy damage + Charisma modifier. anyone hit in the radius has to make a dex saving throw and beat your spell save, if they pass half the damage. Any object in the circle except for the ground with an AC of less than 10 will be disintegrated.
 
  • 11th Level: You gain the abilities:
  [Path of Darkness/Space]   Blessing of Darkness:   -Gain an advantage on taking damage when being attacked with Necrotic damage  
  • 1st Level: You gain the ability Dark Slash: your blade is covered in darkness, and when you swing it sends a dark slash projectile(5ft,1ft) in a straight line up to 20ft dealing 1d8 Necrotic damage + Charisma modifier.
  • 2nd Level: You gain the abilities:
 
    Wall of Darkness:
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
 
    Void Armour Tier I:
 
  • 9th Level: You gain the abilities:
 
    Ecliptic edge:
 
  • 11th Level: You gain the abilities:
    [Path of Fire]   Blessing of Fire:  
-Bolstering Flame: When igniting your sword your attack bonus for your weapon decides the size of the swords flame (every +1 the flame grows (length- 1ft+, width - 1ft) gaining +1 fire damage each time).
-Gain an advantage on taking damage when being attacked with Fire damage.  
  • 1st Level: You gain the ability Blazing Cleave: When you set your sword of fire, attacking a target deals 1d8 Fire damage + Charisma modifier.
  • 2nd Level: You gain the abilities:
 
    Wall of Fire:
 
    Searing Detonation: after making contact with a target you can activate Searing Detonation Exploding a 4ft,4ft area, anyone in that area is burned and takes every turn its applied 1d8 fire damage (how many turns its applied is equal to your Charisma modifier)
   
  • 3rd Level: You gain the abilities:
 
    Inferno Spiral: After you set a sword ablaze and spin it round making a fire circle around yourself, you can then send it outwards from you hitting whoever's within 10ft of you dealing 1d10 Fire damage + Charisma modifier.
 
    Downfall of Cinder: Rasing you sword in the air channels a flame at the end of your blade which then shoots up 20ft in the air and rains down a bombardment of flaming cinder dealing 2d8 + Charisma modifier.
 
  • 6th Level: You gain the abilities:
 
    Infernal Armour Tier I:
 
    Flames of Gehenna:
 
  • 9th Level: You gain the abilities:
   
    Flamebrand Curve:
   
  • 11th Level: You gain the abilities:
    [Path of Water/Ice]   Blessing of Water:   -Gain an advantage on taking damage when being attacked with Water or ice damage  
  • 1st Level: You gain the ability Tidal Slash: Deals 1d8 Water damage + Charisma modifier.
  • 2nd Level: You gain the abilities:
 
    Wall of Water:
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
 
    Bifrost Armour Tier I:
 
  • 9th Level: You gain the abilities:
 
    Frostfall Blade:
 
  • 11th Level: You gain the abilities:
    [Path of Air]   Blessing of Air:   -Enhanced movement: You gain 10ft onto your current movement speed   -Enhanced Reaction: Gain an advantage on Initiative rolls.  
  • 1st Level: You gain the ability Gale Cutter: when your sword is swung create a whirlwind and send those hit 10ft in the air, when making contact with anything like a person or the ground it causes 1d4 Bludgeoning + Charisma modifier, on their next turn there movement is cut in half and gain a disadvantage on attack rolls.
  • 2nd Level: You gain the abilities:
 
    Wall of Wind
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
 
    Vortex Armour:
 
  • 9th Level: You gain the abilities:
 
    Cloud Slasher:
 
  • 11th Level: You gain the abilities:
    [Path of Earth/Nature]   Blessing of earth:    
  • 1st Level: You gain the ability Stone Surge Strike: if you hit the ground with your sword you make rocks fly out the ground hiting choesn targets targets dealing 1d4 + Charisma modifier Bludgeoning damage per rock (Roll 1d4 for how many rocks).
  • 2nd Level: You gain the abilities:
 
    Wall of Earth:
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
   
    Mountain Armour Tier I:
     
  • 9th Level: You gain the abilities:
 
    Earthbreaker Greatsword:
 
  • 11th Level: You gain the abilities:
    [Path of Lightning/Electricity]   Blessing of Lightning:  
  • 1st Level: You gain the ability Thunderclap Strike: You can move to a target within 6ft in an instant and strike them 1d8 Lighting damage + Charisma modifier. When something is hit with Thunderclap Strike it makes a large boom sound Disorientating those in a 10ft area excluding yourself, if affected you have a Disadvantage on Wisdom Saving Throws.
  • 2nd Level: You gain the abilities:
   
    Wave of Lightning: You gain the ability Wave of Lightning which send out a wave of lightning in a 6ft cone traveling 10ft, if anyone is hit with it has to roll a Con saving throw, if its a fail take 1d4 damage + Charisma modifier lightning and the target is immobilized for a round, if its a pass you take half damge.
   
  • 3rd Level: You gain the abilities:
 
    Lightning Strike: You gain the ability Lightning Strike, you raise your sword in the air and thrust it up, lightning will stike a target in a 20ft rage dealing 2d6 + Charisma modifier lightning damage, they must also roll a charisma saving throw if it fail the target is paralized.
 
  • 6th Level: You gain the abilities:
 
    Electroplate Armour Tier I:
 
  • 9th Level: You gain the abilities:
 
    Thunderstrike blade:
 
  • 11th Level: You gain the abilities:
    [Path of Nature]   Blessing of Nature:   -Nature's Gift: you can understand the nature around you like the trees who can give you assistance if asked correctly.   -Nature Friend: peaceful animals and wildlife see you as a trusted ally and friend.   -Poison Resistance: Gain an advantage on taking damage when being attacked with Poison damage  
  • 1st Level: You gain the ability Thornwhip: You channel Nature's blessing into your sword growing 4 Thorn vines which can be used as whips, if a target is hit it deals 1d4 poison damage + Charisma modifier per vine.
  • 2nd Level: You gain the abilities:
 
    Wall of Nature:
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
 
    Elderwood Armour Tier I:
 
  • 9th Level: You gain the abilities:
 
    Blossomblade:
 
  • 11th Level: You gain the abilities:

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Godkin - Solarin

The Godkin are chosen at conception to be inheritors of a gods essence and powers, they are simmilar to a child of the god however not a directly from them, the person will have physical features and personally traits inherrited from the god that they are decendend from. A Godkin can be any race with a certain intellegance and conscience and can gain different traits based on there Birth race.
ability score increase: Your Strength +2, Charisma +1, and Wisdom +1
age: 1000+
alignment: usually lawful good
Size: Medium
speed: 35
Languages: celesistal, common, uncommon
race features:
Solarin Godkin Features:   Combat Prowess: You are proficient in one martial weapon of your choice gaining advantage on attack rolls and get a +1 with the Insight skill.   Divine Willpower: You have advantage on saving throws against being charmed or frightened, gain a +1 and a Proficiency in Wisdom.   Divine Allure: "My godly heritage imbues me with an irresistible charisma that naturally draws people to me, often inciting romantic and sexual attraction.", you gain a advantage on charisma and persuasion rolls to people affected with this.   Celestial Blessing: Once per long rest, you can call upon your divine heritage to gain advantage on an attack roll, ability check, or saving throw. You must finish a long rest before you can use this feature again.   Radiant fist: 1st Level:
  • Higher power: Gain a proficiency in strength
  2nd Level:
  • Golden Strike: Your unarmed strikes deal radiant damage instead of bludgeoning damage. You can add your Charisma modifier to the damage of your unarmed strikes.
  • Radiant Aura: As a bonus action, you can cause your fists to glow with a golden aura for 1 minute. During this time, your unarmed strikes deal additional radiant damage equal to your proficiency bonus. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all uses after a long rest.
  • Golden blessing: Gain a proficiency in unarmed strikes.
  3rd Level:
  • Radiant Enhancement I: Your Radiant Fist's damage increases by 1d4 radiant damage.
  • Gain proficiency in a Ability Score or stat of your choice.
  4th Level:
  • Radiant Enhancement II: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 3d4).
  5th Level:
  • Radiant Enhancement III: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 4d4).
  • Gain proficiency in a Ability Score or stat of your choice.
  6th Level:
  • Radiant Enhancement IV: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 4d4).
  • Divine Resilience: If you have no more than half of his hit points left, you can use a bonus action to heal yourself for an amount equal to his proficiency bonus. You can use this ability a number of times equal to your proficiency bonus, and you regains all expended uses when he finishes a long rest.
  7th Level:
  • Radiant Enhancement V: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 5d4).
  8th Level:
  • Radiant Enhancement VI: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 6d4).
  • Gain proficiency in a Ability Score or stat of your choice.
  9th Level:
  • Radiant Enhancement VII: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 7d4).
  10th Level:
  • Radiant Enhancement VIII: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 8d4).
  11th Level:
  • Radiant Enhancement IX: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 9d4).
  12th Level:
  • Radiant Enhancement X: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 10d4).
  • Gain proficiency in a Ability Score or stat of your choice.
  13th Level:
  • Radiant Enhancement XI: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 11d4).
  14th Level:
  • Radiant Enhancement XII: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 12d4).
  15th Level:
  • Radiant Enhancement XIII: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 13d4).
  • Gain proficiency in a Ability Score or stat of your choice.
  16th Level:
  • Radiant Enhancement XIV: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 14d4).
  17th Level:
  • Radiant Enhancement XV: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 15d4).
  18th Level:
  • Radiant Enhancement XVI: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 16d4).
  • Gain proficiency in a Ability Score or stat of your choice
  19th Level:
  • Radiant Enhancement XVII: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 17d4).
  20th Level:
  • Radiant Enhancement XVIII: Your Radiant Fist's damage increases by another 1d4 radiant damage (total of 18d4).
  • Gain proficiency in a Ability Score or stat of your choice

Human

Ability Score Increase 2 of choice +1
Size Medium
Speed 30m

Languages. Common

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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Uliptis.

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