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Solaria Lunetta Dathnet in Dungeons & Dragons 5e

Solaria Lunetta Dathnet

35 Level (0/? XP for level-up) Celestial Heir Background Asymar Race / Species / Heritage Lawful Good // Lawful Evil Alignment
Sorcerer (Celestial Soul)
Level 35
Hit Dice: 35/35
1d8+20 Class 1

STR 20

+5

DEX 40

+15

CON 50

+20

INT 40

+15

WIS 40

+15

CHA 60

+25

980
Hit Points
+15
Initiative (DEX)
25
Armor Class (AC)
+10
Prof. Bonus
30ft
Speed (walk/run/fly)
35
Passive Perception
35 / 35
Metamagic
Spellcasting ...
+35 Attack mod
CHA Ability
+25 Abi Mod
43 Save DC
+20 Expertise Bonus
+10 Proficiency Bonus
+5 Strength
+15 Dexterity
+30 Constitution
+15 Intelligence
+15 Wisdom
+35 Charisma
saving throws
+15 Acrobatics DEX
+15 Animal Handling WIS
+25 Arcana INT
+5 Athletics STR
+45 Deception CHA
+25 History INT
+15 Insight WIS
+45 Intimidation CHA
+15 Investigation INT
skills
+15 Medicine WIS
+15 Nature INT
+25 Perception WIS
+45 Performance CHA
+45 Persuasion CHA
+25 Religion INT
+15 Sleight of Hand DEX
+15 Stealth DEX
+15 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Molten star +35 CHA 20d20 Void
 A molten thick liquid that shines like stars and it purple glow has the effect of the outerspace and the void. It can be shaped as imagination with seemingly infinite source from the gift of Xalaveth
Attacks

Spell Book

Level 2: Font of Magic


You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.


You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.


You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.


Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).


Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.


Any spell slot you create with this feature vanishes when you finish a Long Rest.


Creating Spell Slots


Level 2: Metamagic


Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Meta­magic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.


You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.


Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.


Metamagic Options


The following options are available to your Meta­magic feature. The options are presented in alphabetical order.


Careful Spell


Cost: 1 Sorcery Point


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, 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, and it takes no damage if it would normally take half damage on a successful save.


Distant Spell


Cost: 1 Sorcery Point


When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.


Empowered Spell


Cost: 1 Sorcery Point


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), and you must use the new rolls.


You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.


Extended Spell


Cost: 1 Sorcery Point


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.


If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.


Heightened Spell


Cost: 2 Sorcery Points


When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.


Quickened Spell


Cost: 2 Sorcery Points


When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.


Seeking Spell


Cost: 1 Sorcery Point


If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.


You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.


Subtle Spell


Cost: 1 Sorcery Point


When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.


Transmuted Spell


Cost: 1 Sorcery Point


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


Cost: 1 Sorcery Point


When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.


Level 5: Sorcerous Restoration


When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.


Level 7: Sorcery Incarnate


If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.


In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.


Level 19: Epic Boon


You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.


Level 20: Arcane Apotheosis


While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.



evel 3: Celestial Soul Magic Spells

Your sorcerous heritage ensures that you always have certain spells at the ready.


When you reach a Sorcerer level specified in the Celestial Soul Magic Spells table, you thereafter always have the listed spells prepared. They are Sorcerer spells for you and do not count against your Prepared Spell limit.


  Font Fueled. You can cast spells from this list at their lowest level without a spell slot or spell components other than costly materials, by spending Sorcery Points equal to the spell's level (cantrips cost 0 Sorcery Points).


Celestial Soul Magic Spells
Sorcerer LevelSpells
3Aid, Cure Wounds, Healing Word, Prayer of Healing, Protection from Evil and Good, Sacred Flame
5Aura of Vitality, Revivify
7Aura of Life, Death Ward
9Mass Cure Wounds, Summon Celestial

Level 3: Empowered Healing

The celestial energy coursing through you can empower healing spells. Once per turn if you aren't Incapacitated, whenever you or an ally you can see within 60 feet of yourself would roll dice to determine a number of Hit Points for a creature to regain, you can spend 1 Sorcery Point to use half the maximum amount that could be rolled on the dice (rounded up) plus your Charisma modifier as the result (instead of rolling).


Alternately, you can spend 2 Sorcery Points to use the maximum amount that could be rolled on the dice plus your Charisma modifier as the result (instead of rolling).


Level 6: Favored by the Gods

Celestial power guards your destiny. If you fail a d20 Test, you can spend 1 Sorcery Point to add 1d4+1 to the total, potentially changing the outcome to a success.


Level 14: Angelic Form

If you are not wearing armor, you can use a Bonus Action and spend 2 Sorcery Points to manifest a pair of angelic or spectral wings (choose when you gain this feature) from your back. While the wings are present and you are not encumbered, you have a Fly Speed of 60 feet. The wings remain until you die, put on armor, dismiss them (no action), or finish a Long Rest.


Level 18: Unearthly Recovery

You gain the ability to heal grievous injuries. As a Bonus Action you can spend any number of remaining Sorcery Points to regain a number of Hit Points equal to 2d6 per Sorcery Point spent, plus your Charisma modifier. Alternately, a creature you can see within 60 feet of yourself regains the Hit Points instead of you.


Additionally, if the target of this feature has the Blinded, Deafened, Paralyzed, Poisoned, or Stunned conditions, all of those conditions are ended if 5 or more Sorcery Points are spent.





Features & Traits

-Gift of Xalaveth: A mysterious stone embodied in the chest of Luni that allows her to conjure the magic of stars


-The moon wheel: The moonlike artifect following the moon cycles (affects charachter behaviour and spell intensity (ask DM for moon cycle and its buff))






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


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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.

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