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Maijira

Sorcerer 8 Class & Level
Smuggler Background
Human Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 16
+3
constitution 13
+1
intelligence 10
+0
wisdom 10
+0
charisma 18
+4
Total Hit Dice 8
Hit Die 1d6+1
3 proficiency bonus
10 Passive perception
0 Strength
3 Dexterity
4 Constitution
0 Intelligence
0 Wisdom
7 Charisma
saving throws
6 Acrobatics
0 Animal Handling
0 Arcana
0 Athletics
7 Deception
0 History
3 Insight
7 Intimidation
0 Investigation
0 Medicine
0 Nature
0 Perception
4 Performance
7 Persuasion
0 Religion
6 Sleight of Hands
6 Stealth
0 Survival
skills
13
AC
42
Hit Points
3
Initiative
30ft
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30ft Underwater with Waterbreathing

Speed
Weapon: Crossbow [Light]; Dagger; Dart; Quarterstaff; Sling
Tools: Forgery Kit; Water and Land Vehicles; Dice Set; Three-Dragon Ante Set
Language: Common; Dwarvish
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Thieves' Cant

Proficiencies
NameAttackDamageType
Dagger 1d20+6 1d4+3 Piercing
Crossbow 1d20+6 1d8+3 Piercing

Bonus Actions

Flexible Casting: As a bonus action, you can convert sorcery points into spell slots
Spell Slot
Point Cost
1st
2
2nd
3
3rd
5
4th
6
5th
7
You can also convert spell slots into sorcery points equal to the slot's level.
Quick-Fingered: You can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Actions

Menacing: When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

Reactions

Watery Defense: You gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest. Attacks

Sorcerer Points

Total: 8

Spell Casting

Spell Save DC: 15
Spell Attack Bonus: 1d20+7

Cantrips


Frostbite

School:
Evocation
Casting:
Action
Range:
60ft
Components:
V,S
Duration:
Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw.

On a failed save, the target takes 2d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Lightning Lure

School:
Evocation
Casting:
Action
Range:
15ft
Components:
V
Duration:
Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 2d8 lightning damage if it is within 5 feet of you.

Shocking Grasp

School:
Evocation
Casting:
Action
Range:
Touch
Components:
V,S
Duration:
Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 2d8 lightning damage, and it can't take reactions until the start of its next turn.

Wind Lash

School:
Evocation
Casting:
Action
Range:
20ft
Components:
V,S
Duration:
Instantaneous
Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 2d8 slashing damage from the shearing winds and is pushed 5 feet away from you.

Shape Water

School:
Transmutation
Casting:
Action
Range:
30ft
Components:
S
Duration:
Varies
You choose an area of water that you can see within range and that fits within a 5ft cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action

1st Level


Fog Cloud

School:
Conjuration
Casting:
Action
Range:
120ft
Components:
V,S
Duration:
Conc. Up to 1 hour
A 20ft radius sphere of fog appears within range of you until a wind of at least 10 miles per hour blows it away, or until the spell ends. The fog is centered on a point you choose, spreading around corners and heavily obscuring the area it fills.

The radius of the fog cloud increases by 20 feet for each spell level you cast this spell above the first.

Feather Fall

School:
Transmutation
Casting:
Reaction
Range:
60ft
Components:
V,M (feather/down)
Duration:
1 minute
Choose up to five falling creatures. Its descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for it.

Detect Magic

School:
Divination
Casting:
Action
Range:
Self
Components:
V,S
Duration:
Conc. Up to 10 minutes
An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.

This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

2nd Level


Knock

School:
Transmutation
Casting:
Action
Range:
60ft
Components:
V
Duration:
Instantaneous
A loud knock sounds as far as 300 feet away and an object that has been held shut by mundane or magical means becomes unlocked, unstuck, or unbarred. If the object is held shut in more than one way, only one of the ways is undone.

If the object was held shut with Arcane Lock, it can be opened and closed normally for 10 minutes before the spell returns.

3rd Level


Lightning Bolt

School:
Evocation
Casting:
Action
Range:
Self (100ft Line)
Components:
V,S,M (fur, rod of amber/crystal/glass)
Duration:
Instantaneous
100ft long, 5ft wide lightning strikes from you in a direction you choose. Each creature in the line must make a Dexterity save. The spell deals 8d6 lightning damage on a failed save, or half as much on a successful one. Flammable objects that aren't being worn or carried are ignited.

The damage increases by 1d6 for each slot level above 3rd.

Dispel Magic

School:
Abjuration
Casting:
Action
Range:
120ft
Components:
V,S
Duration:
Instantaneous
Choose one object, creature, or magic effect within range. Any spell of 3rd level or lower on the target ends. If the spell is 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell ends.

You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Counterspell

School:
Abjuration
Casting:
Reaction
Range:
60ft
Components:
S
Duration:
Instantaneous
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.

The interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

4th Level


Ice Storm

School:
Evocation
Casting:
Action
Range:
300ft
Components:
V,S,M (dust, water)
Duration:
Instantaneous
Each creature in a 20ft radius, 40ft high cylinder must make a Dexterity save. A creature takes 2d8 bludgeoning and 4d6 cold damage on a failed save, or half on a success. Additionally, the area is difficult terrain until the end of your next turn.

The bludgeoning damage increases by 1d8 for each slot level above 4th.

Watery Sphere

School:
Conjuration
Casting:
Action
Range:
90ft
Components:
V,S,M (water)
Duration:
Conc. Up to 1 minute
A 5ft radius water sphere appears at point you choose. It can hover up to 10ft off the ground.

Any creature in the sphere's space must make a Strength saving throw. On a success, it's pushed to the nearest unoccupied space of the creature's choice. On a failure, it's restrained. At the end of its turns, it can repeat the save. A Huge or larger creature succeeds automatically, and a Large or smaller creature can choose to fail.

The sphere can restrain four Medium or smaller creatures, or one Large creature. If the sphere exceeds this capacity, a random creature that was restrained falls out and lands prone within 5ft.

As an action, you can move the sphere up to 30ft in a straight line. If it moves over a drop-off, it descends until it's hovering by 10ft. Any creature restrained moves with it. You can ram the sphere into creatures, forcing them to make the save.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30ft. Any creature restrained is knocked prone in the space where it falls. The water vanishes.

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws

Features


Sea Sorcerer

Resistances: Fire
Soul of the Sea: Your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
Curse of the Sea: You learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):

Cold Damage: If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell
already reduces the target’s speed, use whichever reduction is greater.

Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.

Forced Movement: If the target is moved by your spell, increase the distance it is moved by 15 feet.
Subtle Spell: Spend 1 Sorcery Point to cast a spell without somatic or verbal components
Quickened Spell: Spend 2 Sorcery Points to convert a casting of a spell with 1 action casting time to 1 bonus-action.

Feats

Gambler:

  • You have advantage on Charisma (Deception) checks to bluff opponents in games of chance, and Charisma (Persuasion) checks to convince others to join you for a game.
  • You have a reputation as a card shark in some circles. Some folks may avoid playing you for this reason, while other gamblers may seek you out specifically.
  • When you take the Carousing downtime action, you may reroll your result once, but must keep the results of the second roll.

Background


Smuggler:

Contacts: You have contacts in every major city along the trade routes flowing through the Pinch. You may be able to call on them for help — perhaps you need a place to lay low, someone to fence your goods, or help paying off some guards. However, their help is not always reliable, and they will generally not put themselves in direct danger for you except in truly special circumstances.
Features & Traits

Created by

vitharr.

Statblock Type

Character Sheet (2018)

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