Vornalla Helviar

Sorceress, favored by her god Vulkoor, the scorpion. A predator, seeking prey.


Vornalla is a chosen of Vulkoor. This has been known since a scorpion was found where she lay – an infant on a pile of furs – standing guard over her heart. She grew up in a Vulkoori tribe, among tribal hunters who worship their totem spirits, including the scorpion Vulkoor, The Hunter.

She is driven by dreams to find greater and greater enemies to hunt. This quest took her from her tribal lands to the great Vulkoori city, to fight the aberrations and the daelkyr in the deep below, along with others assigned to her unit of the Iron Guard.

She has scarred herself with scorpion venom, since adolescence, as many of the Vulkoori do, even blinding herself in one eye. But no matter how hideous the scars, Vulkoor’s favor grants her an unmistakable charisma. The aura of the spirit-touched.

Vulkoor is a great hunter. He respects those who can hunt, and take care of themselves. She must be self-sufficient and ruthless. He hunts to protect the people from that which would harm them; she can do no less.

30 pt buy (since drow)
Cha 15 (9 pts) + 1 drow + 2 at 4th level = 18 (+ 4)
Wis 14 (7 pts) = (+ 2)
Con 14 (7 pts) = (+ 2)
Int 8 (0 pts) = (- 1)
Dex 14 (7 pts) = (+ 2 elf) = 16 (+ 3)
Str 8 (0 pts) = (- 1)


  • Superior Darkvision (to 120 feet)
  • Sunlight Sensitivity (Disadv on attack rolls & Wis perception) in direct sunlight
  • Drow magic: Dancing lights cantrip; faerie fire 1x per long rest; darkness 1x per long rest
  • Drow weapon training: Proficiency with rapiers, shortswords, hand crossbows
  • Speed 30 feet
  • Age: Adult from age 100; lifespan to 750 years
  • Fey ancestry: Advantage on saving throws vs. charm. Magic cannot put you to sleep.
  • Trance: Meditates for 4 hours a day, rather than full sleep.
  • Languages: Undercommon; Elvish; Daelkyr


  • Hit points 1d6 per sorcerer level
  • 1st level = 8; 2nd – 6th = 6 = 38 hit points
  • Armor: none
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows (class) + rapier, shortsword, crossbow (from drow)
  • Tools: Thieves tool (from background); She calls them “trap making/disabling tools”
  • Saving throws: Con, Cha, all saves at +1 from cloak of protection


  • Perception (from elf) and Survival (from background) are at +5; all other Wisdom skills at +2
  • Intimidation, Persuasion (from class), are at +7; all other Charisma skills at +4
  • Stealth (from background) is at +6; all other Dex skills at +3
  • All Str skills at -1
  • All Int skills at -1


  • 10 gp from background + 2530 = 2540; After purchasing equipment listed below, she has 260 gp left for use during game.
  • Cloak of protection. (1300 gp) +1 to all saves, +1 to AC
  • Weapon of warning. (275 gp) Her weapon of warning is a rapier, called Vulkoor’s Sting. This magic weapon warns you of danger. While the weapon is on your person, you have Adv on initiative rolls. In addition, you and any of your companions within 30 ft of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. You are awakened, in this case, by a sting of sharp pain.
  • Trinket: A satchel that preserves contained food, keeping it fresh for up to three weeks
  • Her spiritual weapon form (when she casts spell) is: A drow scorpion chain resembles a regular spiked chain in many respects, but is slightly longer than a normal spiked chain and features a daggerlike blade at each end. The movement of the weapon is as if an invisible person was holding it behind their back, and then flipping it up over their head to strike.
  • From background: A hunting trap, a trophy from an animal you killed, a set of traveler’s clothes
  • From class: Light crossbow, 20 bolts; arcane focus (wooden rod, carved in the shape of a scorpion’s tail); dungeoneer’s pack (includes climbing gear, 10 days rations, etc.); two daggers
  • From further purchase: Component pouch (25 gp); 10 potions of healing (500 gp) – gives 2d4 +2; one jar of scorpion venom for ritual purposes (100 gp); ascender (4 gp); bedroll (1 gp); climber’s kit (25 gp); area map (5 gp); explorer’s pack (10 gp, includes 50 feet rope, 10 days rations, etc.); thieves tools (25 gp) – she calls this hunting trap making/disabling tools; camouflage clothes (10 gp)

AC = mage armor + dex bonus + cloak of protection = 17 (22 w/shield)

Custom Background: Spirit-Touched Hunter [variant Outlander]

  • You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
  • Skill Proficiencies: Stealth, Survival
  • Tool Proficiencies: Trap making/disabling tools [Thieves tools]
  • Languages: Daelkyr [language of aberrations in Eberron, which she particularly hunts for Vulkoor
  • Equipment: A hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp
  • Feature: Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth

Alignment = NE (like Vulkoor)


  • I have a lesson for every situation, drawn from observing nature.
  • I can stare down a hellhound without flinching.

Ideal: Predation. I am a predator. All that moves is my prey. If I can see you, I have thought about how to kill you. If I ever run out of creatures that offend my god, and threaten my people to kill, I am not sure what I will do. Maybe then I will have to be the monster that threatens my people, so they stay hard and strong. Hunters need prey. And the prey need predators. [Evil]

Bond: I suffer awful visions of a coming disaster and will do anything to prevent it. I assume this is Vulkoor’s calling for me. The creatures surging up from the depths of the underdark must be hunted to extinction.

Flaws: Don’t expect me to repeatedly save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

Spells: Final list:

  • Cantrips: toll the dead (cleric); sacred flame (cleric); guidance (cleric); acid splash (sorcerer); minor illusion (sorcerer)
  • 1st: healing word (cleric), shield (sorcerer); mage armor (sorcerer)
  • 2nd: see invisible (sorcerer), spiritual weapon (cleric)
  • 3rd: fireball (sorcerer), spiritual guardians (cleric), counterspell (sorcerer)

See below for spell and other class feature detail…



Cantrips (choose from cleric or sorcerer list)
5 known

Toll the Dead
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Necromancy cantrip
A creature you can see must pass a Wisdom save or take damage. If it’s missing any hit points, the damage is 1d12 necrotic damage; otherwise, it’s 1d8.
The damage increases by one die when you reach 5th, 11th, and 17th level.
NOTES: Currently at 2d12 / 2d8 necrotic. Can be twinned, or range-extended.

Sacred Flame
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Evocation cantrip
The target must pass a Dexterity save or take 1d8 radiant damage. It gains no benefit from cover for this save.
The damage increases by 1d8 when you reach 5th, 11th, and 17th level.
NOTES: Currently at 2d8 radiant; can be twinned or range-extended.

Acid Splash
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Conjuration cantrip
Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity save or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th, 11th, and 17th level.
NOTE: Currently at 2d6 acid, each. Cannot twin. But can range extend.

Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 minute
Divination cantrip
Touch a willing creature. It can add a 1d4 to one ability check of its choice. The spell then ends. It can roll the die before or after making the check.

NOTES: Can be twinned. Can be range-extended to 30 feet.

Minor Illusion
Casting Time 1 action
Range 30 feet
Components S M (Fleece)
Duration 1 minute
Illusion cantrip
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, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times.
If you create an image of an object it must be no larger than a 5-foot cube. The image can’t create any sensory effects. Physical interaction with the image reveals it to be an illusion.
A creature can use its action to make an Investigation check on the illusion. If it discerns the illusion for what it is, the illusion becomes faint to it.

NOTES: Cannot twin. Can range extend.

7 spells known (1st to 3rd)

1st Level:

Healing Word
Casting Time 1 bonus action
Range 60 feet
Components V
Duration Instantaneous
1st-level evocation
A creature you can see regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d4 for each slot level above 1st.

NOTES: Can be twinned, or range-extended.

Mage Armor
Casting Time 1 action
Range Touch
Components V S M (Cured leather)
Duration 8 hours
1st-level abjuration
Touch a willing creature who isn’t wearing armor. 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.

Casting Time 1 reaction
Range Self
Components V S
Duration 1 round
1st-level abjuration
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile.

2nd level

Spiritual Weapon
Casting Time 1 bonus action
Range 60 feet
Components V S
Duration 1 minute
2nd-level evocation
You create a floating weapon that lasts for the duration or until you cast this spell again. It can take any form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 force damage + your spellcasting ability modifier.
As a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
At Higher Levels: The damage increases by 1d8 for every two slot levels above the 2nd.
NOTES: Cannot be twinned. Could be range-extended.

See Invisibility
Casting Time 1 action
Range Self
Components V S M (Talc, powdered silver)
Duration 1 hour
2nd-level divination
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent

3rd level

Spirit Guardians
Casting Time 1 action
Range Self (15ft radius)
Components V S M (Holy symbol)
Duration Conc. Up to 10 minutes
3rd-level conjuration
Spirits float around you up to 15 feet away. If you are good or neutral, they appear angelic or fey. If you are evil, they appear fiendish.
When you cast the spell, you can choose unlimited creatures you can see to be unaffected. An affected creature’s speed is halved in the area, and when it enters the area for the first time or starts its turn there, it must make a Wisdom save. On a failure, the creature takes 3d8 radiant damage (good/neutral) or 3d8 necrotic damage (evil). On a success, the creature takes half damage.
At Higher Levels: The damage increases by 1d8 for each slot level above 3rd.

NOTES: Cannot be twinned. Can be range/radius extended!

Casting Time 1 action
Range 150 feet
Components V S M (Bat guano, sulfur)
Duration Instantaneous
3rd-level evocation
Each creature in a 20-foot-radius sphere centered on a point you choose must make a Dexterity save. A target takes 8d6 fire damage on a failed save, or half as much on a success. The fire spreads around corners and ignites flammable objects that aren’t being worn or carried.
At Higher Levels: The damage increases by 1d6 for each slot level above 3rd.

NOTES: Can be range extended.

Casting Time 1 reaction
Range 60 feet
Components S
Duration Instantaneous
3rd-level abjuration
You attempt to interrupt a creature that you can see casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it’s a spell of 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell’s level. On a success, the spell is interrupted.
At Higher Levels: The interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

NOTES: Can be range-extended.

4 1st lvl slots per day
3 2nd lvl slots per day
2 3rd lvl slots per day

Proficiency bonus +3
Sorcery points = 6 pts

Sorcerous Origin: Divine Soul
Font of Magic
Ability Score Improvement
Sorcerous Origin Feature

Font of Magic
At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. 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 created spell slots vanish at the end of a long rest. 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.
Slot Level Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
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.

At 3rd level, you gain two of the following 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.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Twinned Spell
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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.

Divine Magic
Your link to the divine allows you to learn spells normally associated with the Cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
[NOTE: She had Inflict Wounds, and replaced out with Healing Word]

Favored by the Gods
Starting at 1st level, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Empowered Healing
Starting at 6th level, whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.

Otherworldly Wings
At 14th level, using a bonus action, you can manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery
At 18th level, as a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.

Vornalla Helviar

The Irons of Khyber Randy kath_fam