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Emmerian

5 Level (0/14000 XP for level-up) Background Elf Race / Species / Heritage Alignment
Allogene
Level 5
Hit Dice: 5/5
1d8+0 Class 1

STR
11
+0
DEX
18
+4
CON
11
+0
INT
18
+4
WIS
6
-2
CHA
13
+1
28
Hit Points
+4
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+4 Dexterity
+0 Constitution
+4 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+7 Acrobatics DEX
-2 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+1 Deception CHA
+4 History INT
-2 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
+1 Elemental mastery WIS
skills
-2 Medicine WIS
+4 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
rapier +4 DEX 1d8+4 Piercing
Offhand dagger +4 DEX 1d4+4 Piercing or slash
Throw dragger +0 STR 1d4 Pierce
Wind boost dash into a slash +4 DEX 2d12+4 Slashing
Wind boost to dodge or dash +4 DEX
Double peirce when thrusting rapier +4 DEX 1d8+1d12+4 Piercing
 Anomes form around the blade to peirce again
ult,forms anome blades around each weapon letting me shoot them off as projectiles +4 DEX 4d10+4 Slashing
Attacks

Celer Latro TRAVERSER OF ROOF AND TREE When you acquire this constellation at level 3, your experience exploring and common need for a quick exit has taught you the skills required to effortlessly maneuver across most any landscape. Your speed increases by 10 feet, and you gain both a climbing and a swimming speed, both of which are equal to your walking speed. Additionally, your long and high jump distances both increase by a number of feet equal to twice your Dexterity modifier. SWIFTNESS UNMATCHED Additionally at 3rd level, you gain the ability to escape from a grapple, take the Disarm action, or take the Dash action as a bonus action on your turn. RETURN TO SENDER Beginning at 6th level, when you are hit with a ranged attack you may use your reaction to reflect the attack if you are wielding a weapon. Roll to hit against an AC equal to the original to hit result of the attack. If you hit the projectile, it is reflected back at the attacker using the to hit result you used to attack the deflected projectile. This attack deals the damage it would have originally dealt to you plus an additional 2d6 elemental damage.If you miss the projectile the attack hits you as it would have, and you become vulnerable to the damage dealt.


BOUNCE BACK When you reach 10th level, your understanding of not only your own movements but the technical application of your elemental abilities has allowed you to take risks others wouldn’t even dream of. When you would begin to fall, you can use your reaction to expend an elemental burst to fly a number of feet up to twice your movement speed. Any creature you move within 5 feet of during this movement must succeed a Dexterity saving throw against your Elemental Save DC or suffer 1d6 of elemental damage for every 5 feet of movement you had left at the time you passed them. UNRELIABLERELIABLEINSTINCTS At level 14 your elemental abilities have become as wild as you are. When you would expend your reaction, you can choose to roll a d20. On a result of 10 or higher you regain the use of your reaction. If the result is 9 or lower, you take 2d6 elemental damage plus an additional 1d6 elemental damage for every elemental burst you have expended since your last long rest. You cannot resist this damage, and it applies elemental effects as normal. EXPLOSIVE DELIVERY When you reach 17th level, your ability to control your movements has reached its peak. As a bonus action on your turn, you can expend an elemental burst to move up to five times your movement speed, over the course of which you cannot turn more than once, and it cannot be more than a 90°turn. When you stop moving you can immediately use your action to make a weapon attack. This attack deals an additional 1d6 elemental damage for every 10 feet you moved as a part of this feature.




Features & Traits


Light armor ,13000 mora ,anemo vision,




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


TWO WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.




Notes


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