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Thamior

Sorcerer 3 Class & Level
Background
Half Elf Race
Alignment

Strength 5
-3
Dexterity 17
+3
constitution 19
+4
intelligence 10
+0
wisdom 11
+0
charisma 20
+5
Total Hit Dice 6
Hit Die
1d6+4
+2 proficiency bonus
-3 Strength
+3 Dexterity
+6 Constitution
+0 Intelligence
+0 Wisdom
+7 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+2 Arcana
-3 Athletics
+5 Deception
+0 History
+2 Insight
+5 Intimidation
+2 Investigation
+0 Medicine
+0 Nature
+0 Perception
+5 Performance
+5 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+0 Survival
skills Arcana Insight
  proficiencies

 
16
Armor Class
29
Hit Points
+3
Initiative
30
Speed
Crossbow light 1d20+5 1d8+3
2x Dagger 1d20+5 1d4+3
Chill touch 1d20+7 1d8 Necrotic
Ray of frost 1d20+7 1d8 Cold
1st level Ice knife 1d20+7 1d10 Piercing15 dex saving trow fail > 2d6 Cold
2st level Ice knife 1d20+7 1d10 Piercing15 dex saving trow fail > 3d6 Cold
(Ice needs a drop of water or ice to cast!)
Attacks
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbow
Proficiences
Cantrips :
Mending: Touch // Repairs broken item.
Minor Illusion: 30ft // Creates an illusion. Need Fleece!

Spells: 1st level
Shield: +5 AC 1 turn

Spells: 2nd level
Mirror Image: Create 3 duplicates // 3 = roll higher then 6 // 2 = 8 // 1 = 11. Duplicate AC 13.
Snilloc's Snowball Swarm: 90ft ,5ft Aoe // 3d6 Cold dmg on dex 15 save fail. Success half of the dmg.

Spellcasting
Arcane Focus
Backpack
Bedroll
Light crossbow and 20 bolts
2x Dagger
Mess kit
Rope 50ft
Tinderbox
Torch
Waterskin
Equipment
Dragon Ancestor: Silver dragon

Font of Magic:
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.

Creating Spell Slots
Spell slot level // Sorcery point 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.

Metamagic :
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).

Empowered Spell: 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.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

PetalzZz.

Statblock Type

Character Sheet (Legacy)

Link/Embed