Character Creation: Phonamar

[color=orange]Final Ability Scores, after bonuses[/color]

  • STR: 9
  • DEX: 14
  • CON: 12
  • INT: 10
  • WIS: 14
  • CHA: 18

[color=orange]All Skill Proficiencies[/color]

  • Arcana
  • Athletics
  • Deception
  • Intimidation
  • Perception

[color=orange]Feats/Ability Score Improvements[/color]

  • Actor (+1 CHA)
  • Observant (+1 WIS)
  • War Caster

[color=orange]Ability Scores (27-point buy)[/color]

  • STR: 9 (1 points)
  • DEX: 14 (7 points)
  • CON: 12 (4 points)
  • INT: 9 (1 points)
  • WIS: 13 (5 points)
  • CHA: 15 (9 points)

[color=orange]Race: Derkesthai (Human)[/color]

[color=green]Ability Scores.[/color] +1 Int, +2 Cha. Derkesthai have the mind and force of personality of a dragon.

[color=green]Speed.[/color] 30 feet.

[color=green]Darkvision.[/color] Derkesthai have superior vision in dark and dim conditions. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Color cannot be discerned in these conditions, only black and white.

[color=green]Heightened Senses.[/color] You have proficiency with Perception checks.

[color=green]Draconic Metabolism.[/color] Your veins course with magic. You only need four hours of sleep each night to obtain a full night’s rest. You enjoy decadent foods and your scales always glimmer a little more after you’ve had a good meal.

[color=green]Gold Lust.[/color] You have a keen eye for fine items, and you want them all the same. You have a strong desire for fancy, shiny, objects and will likely find yourself enticed by such demands–the peasant’s life isn’t quite your style. You have advantage when attempting to determine the value of an object. You have advantage on Persuasion and Deception checks when bartering.

[color=green]Claws.[/color] You have a claw attack which deals 1d4 slashing damage.


  • Draconic
  • Common

[color=orange]Background: Soldier (Scout)[/color]

[color=green]Skill Proficiencies:[/color]

  • Athletics
  • Intimidation

[color=green]Tool Proficiencies:[/color]

  • Gaming Set: Dragonchess
  • Land Vehicles

[color=orange]Class: Sorcerer[/color]

[color=green]Class Features:[/color]

  • Spellcasting (CHA)
  • Font of Magic
  • Metamagic
  • Empowered Spell
  • Heightened Spell
  • Quickened Spell
  • Dragon Ancestor (Red)
  • Draconic Resilience
  • Elemental Affinity (Fire)
  • Dragon Wings

[color=orange]Copper Half-Dragon Template[/color]

  • Blindsense: 10 ft.
  • Resistance to Acid
  • Breath Weapon


  • Weapon: [color=teal]Glaive of Frost[/color]. Requires attunement. See the Staff of Frost found in the 5e Dungeon Master’s Guide.
  • Secondary: [color=teal]Pearl of Power[/color]. Requires attunement.
  • Armor: [color=teal]Bracers of Defense of Force Resistance[/color]. Unarmored Defense +2. Resistance to Force Damage.
  • Item #1: [color=teal]Your template[/color]
  • Item #2: [color=teal]Your template[/color]
  • Item #3: [color=teal]Heward’s Handy Haversack[/color]
  • Item #4: [color=teal]Wand of Dimension Door[/color]
  • Boon: [color=teal]Your template[/color]
  • Handmade Item: [color=teal]Kuveran Paddy Hat[/color]. Made by Phonamar’s mother, a spellweaver. Requires attunement.
  • Once per short rest, Phonamar may turn any standard action spell into a reaction spell.
  • Once per short short, Phonamar may cast the Expeditious Retreat spell on himself without expending a spell slot or having it on his list of known spells.
  • Every time Phonamar casts a cantrip, he adds 5 feet to his total movement for that turn. If the cantrip is a reaction, Phonamar can move 5 feet upon casting the cantrip.

[color=orange]Phonamar’s Half-Dragon Template Breath Weapon:[/color]

Recharge on 6.
Phonamar can choose one of two options for his breath weapon:

[color=green]Acid Breath.[/color] Phonamar exhales acid in a 20-foot line that is 5 feet wide. Each creature in the line must make a Dexterity Save (8 + Con Mod + Proficiency), taking 4d8 acid damage on a failed save, or half as much on a successful one.

[color=green]Slowing Breath.[/color] Phonamar exhales a 15-foot cone. Each creature in the cone must succeed on a Constitution Save (8 + Con Mod + Proficiency). On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

##[color=teal]Phonamar’s Spell List[/color]

##[color=orange] Cantrips, 6 known [/color]

  • [color=teal]Breath Flare[/color]
  • Control Flame (EEPC)
  • Create Bonfire (EEPC)
  • Fire Bolt
  • Light
  • Mage Hand
  • Minor Illusion

##[color=orange] 14 Spells Known [/color]

#[color=ora] Level 1 Spells [/color]

  • Charm Person
  • Comprehend Languages
  • Detect Magic

#[color=ora] Level 2 Spells [/color]

  • Alter Self
  • [color=teal]Beast Sense[/color]
  • Blur
  • Hold Person
  • [color=teal]Ice Ship[/color]
  • Invisibility

#[color=ora] Level 3 Spells [/color]

  • Clairvoyance
  • Counterspell
  • [color=teal]Column of Ice[/color]
  • [color=teal]Crowstorm[/color]
  • Dispel Magic

#[color=ora] Level 4 Spells [/color]

  • Storm Sphere

#[color=ora] Level 5 Spells [/color]

  • Seeming

#[color=ora] Level 6 Spells [/color]

  • [color=teal]Investiture of Ice[/color]

  • Investiture of Fire

#[color=ora] Level 7 Spells [/color]

#[color=ora] Level 8 Spells [/color]

  • Earthquake

[color=teal]Color text[/color] = Power Infusion

Information regarding Items:

[color=orange]Heward’s Handy Haversack[/color]
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles.

  • Always weighs 5 pounds.
  • [color=green]Two side pouches[/color]
  • Volume: 2 cubic feet/1 quart
  • Weight Capacity: 20 pounds
  • [color=green]One central portion[/color]
  • Volume: 8 cubic feet
  • Weight Capacity: 80 pounds

[color=orange]Glaive of Frost[/color]

  • Gain cold resistance while wielding in hand
  • 10/10 charges (Use your own save DC)
  • [color=teal]Cone of Cold[/color] (5 charges)
  • [color=teal]Fog Cloud[/color] (1 charge)
  • [color=teal]Ice Storm[/color] (4 charges)
  • [color=teal]Wall of Ice[/color] (4 charges)
  • Regain 1d6+4 charges @ dawn


  • Made by elemental earth peoples
  • [color=teal]Harmonious[/color]. 1 minute to attune
  • [color=teal]Prophecy[/color]. The wielder will play a key role in some event
  • Painful to use

[color=orange]Pearl of Power[/color]

  • Use action to speak command word to regain expended spell slot up to 3rd level.
  • Once per day.

[color=orange]Blue Ice Bracers of Defense[/color]

  • +2 to unarmored AC when not wearing armor or shield
  • Resistance to force

[color=orange]Wand of Dimension Door[/color]

  • 7 charges
  • Gains 1d6+1 expended charges @ dawn
  • If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
  • 500 ft. Exactly @ spot you desire/describe