Tiburklau Saphira
  1. Characters

Tiburklau Saphira

This character is dead.
Tiburklau Saphira header image

Type
Player Character

Races
Dragonborn

Races
Gem Dragonborn

Races
Crystal Dragonborn

Races
Sage (background)

Families
Tiburklau

Families
Iskgaulir

Age
18

Gender
Female

Pronouns
She/Her

Appearance

Height
5'2"

Weight
160 lb

Scales
White/Crystal

Eyes
Blue

Background Features

Researcher (Sage) - Background Feature

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Specialty (Sage) - Background Feature

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

d8Specialty
1Alchemist
2Astronomer
3Discredited academic
4Librarian
5Professor
6Researcher
7Wizard's apprentice
8Scribe

Class Features

Class Table (Sorcerer) - Class Feature

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

The SorcererSpell Slots per Spell Level
LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2-Spellcasting, Sorcerous Origin422--------
2nd+22Font of Magic433--------
3rd+23Metamagic4442-------
4th+24Ability Score Improvement, Sorcerous Versatility (Optional)5543-------
5th+35Magical Guidance (Optional)56432------
6th+36Sorcerous Origin feature57433------
7th+37584331-----
8th+38Ability Score Improvement, Sorcerous Versatility (Optional)594332-----
9th+4951043331----
10th+410Metamagic61143332----
11th+411612433321---
12th+412Ability Score Improvement, Sorcerous Versatility (Optional)612433321---
13th+5136134333211--
14th+514Sorcerous Origin feature6134333211--
15th+51561443332111-
16th+516Ability Score Improvement, Sorcerous Versatility (Optional)61443332111-
17th+617Metamagic615433321111
18th+618Sorcerous Origin feature615433331111
19th+619Ability Score Improvement, Sorcerous Versatility (Optional)615433332111
20th+620Sorcerous Restoration615433332211

Font of Magic (Sorcerer) - Class Feature

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
    • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
    • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Creating Spell Slots
Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7

Metamagic - Empowered Spell (Sorcerer) - Class Feature

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). You must use the new rolls.

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

Metamagic - Quickened Spell (Sorcerer) - Class Feature

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Metamagic - Subtle Spell (Sorcerer) - Class Feature

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Metamagic - Twinned Spell (Sorcerer) - Class Feature

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost and chromatic orb are.

Metamagic (Sorcerer) - Class Feature

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the Metamagic options of your choice. You gain another one at 10th and 17th level.


You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Spellcasting (Sorcerer) - Class Feature

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Draconic Resilience (Draconic Bloodline) - Subclass Feature

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Dragon Ancestor (Draconic Bloodline) - Subclass Feature

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon ColorDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Faction Features

Cold Logic (Followers of Hrodel) - Faction Feature

You overvalue cold logic and undervalue intuition. You receive a -1 penalty to Insight and Persuasion checks. 

Note: Follower of Hrodel Flaw

Crystalline Insight (Followers of Hrodel) - Faction Feature

You gain advantage on one Intelligence (Investigation) check of your choice each long rest when examining gemstones, minerals, crystal structures, or psionically-touched objects. You must decide to use this advantage before rolling.

Note: Rank 1 Feature

Shield of the Righteous (Order of the Gauntlet) - Faction Feature

You gain proficiency in either Athletics or Religion (your choice).

In addition, when you make a saving throw against being frightened, you can add a +2 bonus to that roll.

Note: Rank 1 Feature

Unyielding Judgement (Order of the Gauntlet) - Faction Feature

You have disadvantage on Insight checks made to determine whether a creature’s harmful actions were justified, coerced, or accidental. When you witness an act you consider unjust, you must succeed on a DC 10 Wisdom saving throw or you become compelled to confront or stop the offender immediately.

Note: Order of the Gauntlet Flaw

Feats

Magic Initiate (Feat) - Feat

Source: Unknown


Choose a class: Bard, Cleric, Druid, Sorcerer, Warlock, Witch or Wizard. You learn two cantrips of your choice from that class's spell list.


In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.


Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Metamagic Adept (Feat) - Feat

Prerequisite: Spellcasting or Pact Magic feature


You've learned how to exert your will on your spells to alter how they function:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Source: Tasha's Cauldron of Everything


Note: Empowered Spell, Subtle Spell

Species Features

Breath Weapon (Gem Dragonborn) - Subspecies Feature

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes an amount of damage equal to 2d4 + your Constitution modifier of the damage type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 2d4 when you reach 5th level (4d4), 9th level (6d4), 13th level (8d4), and 17th level (10d4). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance (Gem Dragonborn) - Subspecies Feature

You have resistance to the damage type associated with your Gem Ancestry.

Gem Ancestry (Gem Dragonborn) - Subspecies Feature

Gem Ancestry
DragonDamage Type
AmethystForce
CrystalRadiant
EmeraldPsychic
SapphireThunder
TopazNecrotic

Gem Flight (Gem Dragonborn) - Subspecies Feature

Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

Psionic Mind (Gem Dragonborn) - Subspecies Feature

You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.

Spells

Blade Ward - 0 Level

Source: Player's Handbook

Abjuration cantrip

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Chill Touch - 0 Level

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Eldritch Blast - 0 Level

Source: Player's Handbook

Evocation cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Spell Lists. Warlock

Fire Bolt - 0 Level

Source: Player's Handbook

Evocation cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Spell Lists. Artificer, Sorcerer, Wizard

Mind Sliver - 0 Level

Source: Tasha's Cauldron of Everything

Enchantment cantrip

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spell Lists. Sorcerer, Warlock, Wizard

Minor Illusion - 0 Level

Source: Player's Handbook

Illusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Poison Spray - 0 Level

Source: Player's Handbook

Conjuration cantrip

Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

Hellish Rebuke - 1st Level

Source: Player's Handbook

1st-level evocation

Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Spell Lists. Warlock

Mage Armor - 1st Level

Source: Player's Handbook

1st-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Spell Lists. Sorcerer, Wizard

Magic Missile - 1st Level

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Spell Lists. SorcererWizard

Witch Bolt - 1st Level

1st-level evocation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Spell Lists. Sorcerer, Warlock, Wizard

Tasha's Mind Whip - 2nd Level

2nd-level enchantment


Casting Time: 1 action
Range: 90 feet
Components: V
Duration: 1 round


You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.


Spell Lists. Sorcerer, Wizard


Source: Tasha's Cauldron of Everything

Web - 2nd Level

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20- foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.