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Artorias Vigo

Sorcerer 5 Class & Level
Noble Background
Human Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 13
+1
constitution 14
+2
intelligence 15
+2
wisdom 10
+0
charisma 18
+4
Total Hit Dice 5
Hit Die
1d6+2
+3 proficiency bonus
+0 Strength
+1 Dexterity
+5 Constitution
+2 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+2 Arcana
+0 Athletics
+6 Deception
+4 History
+0 Insight
+3 Intimidation
+2 Investigation
+0 Medicine
+2 Nature
+0 Perception
+3 Performance
+7 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills Skills:
  • History (Background - Noble)
  • Persuasion (Background - Noble)
  • Arcana (Class - Sorcerer)
  • Deception (Class - Sorcerer)

  •   proficiencies

     
    11
    Armor Class
    40
    Hit Points
    +1
    Initiative
    30
    Speed
    WeaponAttackDamageRange
    Dagger 1d20+3 1d4+1 (Piercing)20/60
    Crossbow, Light 1d20+3 1d8+1 (Piercing)80/320
    Fire Bolt 1d20+7 2d10 (Fire)120
    Quarterstaff 1d20+3 1d6+1 (Bludgeoning)20/60
    Attacks
    Armour:
  • None

  • Weapons:
  • Daggers (Class - Sorcerer)
  • Darts (Class - Sorcerer)
  • Slings (Class - Sorcerer)
  • Quarterstaffs (Class - Sorcerer)
  • Light crossbows (Class - Sorcerer)

  • Tool Proficiency:
  • Deck of Cards (Background - Noble)

  • Saving Throws:
  • Constitution (Class - Sorcerer)
  • Charisma (Class - Sorcerer)

  • Languages:
  • Common (Race - Human Variant)
  • Draconic (Race - Human Variant)
  • Celestial (Background - Noble)
  • Proficiences
    1st level spell slots: 4
    2nd level: 3
    3rd level: 2

    SORCERY POINTS: 4

    Spell Scroll (Cantrip) scroll, common (Ray of Frost)

    Spell Scroll (1st Level) scroll, common (Chromatic Orb, Disguise Self, Fog Cloud) x3

    Spell Scroll (2nd Level) scroll, uncommon (Darkvision)

    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).

    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.

    Quickened Spell
    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.


    SPELLCASTING ABILITY
  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier (15)
  • Spell attack modifier = your proficiency bonus + your Charisma modifier (7)

  • SPELLCASTING FOCUS
  • You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

  • Class abilities:

    Blazing Form
    Starting at 6th level, you can unleash the phoenix fire that
    blazes within your soul.
    As a bonus action, you can spend 2 sorcery points to
    magically wreathe yourself in swirling fire and your eyes glow
    like hot coals. you gain the following benefits for 1 minute:
    You shed bright light in a 30-foot radius and dim light for
    an additional 30 feet.
    You magically ignite a flammable objects that aren't being
    worn or carried within 5 feet of you. An objects, such as a
    piece of tinder, or the hem of drapes.
    You gain resistance to fire damage.
    Whenever you roll fire damage on your turn, the roll gains
    a bonus equal to your Charisma modifier.
    When you cast any of the spells gained from your One
    With Fire feature, you can cast it by expending a spell slot
    as normal or by spending a number of sorcery points equal
    to the spell's level. If you cast the spell using sorcery points,
    it requires no components.
    You can extinguish Blazing Form earlier as a free action on
    your turn

    Spellcasting
    Equipment:
  • Two daggers (Class - Sorcerer)
  • Light crossbow & 20 bolts (Class - Sorcerer)
  • A component pouch (Class - Sorcerer)
  • A dungeoneer's pack (Class - Sorcerer)
  • Set of fine clothes (Background - Noble)
  • Signet ring (Background - Noble)
  • Scroll of pedigree (Background - Noble)
  • Purse containing 25gp (Background - Noble)
  • Two bottles of wine and one bottle of mead
  • Unknown amulet
  • Spell Gem for 1st level spell
  • One arquebus gun (In storage)
  • One sending stone
  • An inkpen, inkwell, and a book
  • Four sets of manacles
  • A tent
  • A door ram
  • A magnifying glass
  • One small gem with strange markings
  • Cap of water breathing
  • One potion of greater healing (4d4+4)
  • Five potions of healing (2d4+2)
  • Dust Of Disappearance
  • Scroll of Protection (Undead)
  • Diamond worth 5,000 gold
  • Pouch full of 10 black onyx stones worth 150 gold each

  • Dispell Magic Scroll (Third level)

  • 120 GP 44SP 15CP

    4,000 gold in the bank
    Equipment
    Elemental Adept
    -Fire spells you cast ignore resistance to damage of the chosen type.

    One with Fire (Sorcerer)
  • You know the Produce Flame and Control Flames cantrips. Those cantrips doesn’t count against your number of cantrips known.
  • You learn additional spells when you reach certain levels in this class. These spells counts as a sorcerer spells for you, but they doesn't count against the number of sorcerer spells you know. (Lvl 1: Hellish Rebuke, Burning Hands)

  • Position of Privilege:
  • Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are.
  • The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere.
  • You can secure an audience with a local noble if you need to.
  • Features & Traits

    Heroes Enabled

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

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    D&D 5e

    Crossbow (Light)

    Weapon Ammunition, Loading, Range, Two-handed Varies

    Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range Properties
    Simple Ranged 1d8 Piercing 80/320 Ammunition, Loading, Range, Two-handed

    Cost: 25gp Weight: 5lbs


     

    D&D 5e

    Crossbow Bolts

    Ammunition Varies

    Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

    Cost: 1gp Weight: 1 1/2 lbs


     

    The statblocks of your class features

    Sorcerer


    Hit Points

    Hit Dice: d6 per Sorcerer level
    Hit Points at first Level: 6 + CON modifier
    Hit Points at Higher Levels: 1d6 (or 4) + CON modifier per sorcerer level after 1st

    Proficiences

    Armor: None
    Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    Tools: None
    Saving Throws: CON, CHA
    Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

    Overview & Creation

    Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.   Raw Magic
    Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.   The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.   Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.   Unexplained Powers
    Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.   Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.   Creating a Sorcerer
    The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?   How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

    Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st lvl slots 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 - Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
    2nd +2 2 Font of Magic 4 3 3 - - - - - - - -
    3rd +2 3 Metamagic 4 4 4 2 - - - - - - -
    4th +2 4 Ability Score Improvement 5 5 4 3
    5th +3 5 - 5 6 4 3 2
    6th +3 6 Sorcerous Origin Feature 5 7 4 3 3 - - - - - -
    7th +3 7 - 5 8 4 3 3 1 - - - - -
    8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
    9th +4 9 - 5 10 4 3 3 3 1 - - - -
    10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
    11th +4 11 - 6 12 4 3 3 3 2 1 - - -
    12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
    13th +5 13 - 6 13 4 3 3 3 2 1 1 - -
    14th +5 14 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1 - -
    15th +5 15 - 6 14 4 3 3 3 2 1 1 1 -
    16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
    17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
    18th +6 18 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1
    19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
    20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

     


    Class Features

    Sorcerous Origin
      Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.   Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.    
    Font of Magic
      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.
    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
      At 3rd level, you gain the ability to twist your spells to suit your needs. 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.   Careful Spell
    When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.   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.   Extended Spell
    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.   Heightened Spell
    When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.   Quickened Spell
    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.   Subtle Spell
    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.   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, 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.  
    Ability Score Improvement
      When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  
    Sorcerous Restoration
      At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.


    Starting Equipment

    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a component pouch or (b) an arcane focus
    • (a) a dungeoneer’s pack or (b) an explorer’s pack
    • Two daggers

     


    Spellcasting

    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. See Spells Rules for the general rules of spell casting and the Spells Listing for the sorcerer spell list.  

    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 (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.


    Subclass Options

    Sorcerous Origins
    Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Choose the draconic bloodline below or one from another source.  
    Phoenix Soul
      Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you. That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not.      One With Fire
    At 1st level, the fiery energy within you grows restless and vengeful. It surges outward to represent your a fiery nature.   You know the Produce Flame and Control Flames cantrips. Those cantrips doesn’t count against your number of cantrips known.   Also, You learn additional spells when you reach certain levels in this class, as shown on the One With Fire Spells table. These spells counts as a sorcerer spells for you, but they doesn't count against the number of sorcerer spells you know.  
    Sorcerer Level Spells
    1st Hellish Rebuke, Burning Hands
    3rd Continual Flame, Scorching Ray
    5th Fireball, Melf's Minute Meteors
    7th Fire Shield, Wall of Fire
    9th Immolation, Flame Strike
        Blazing Form
    Starting at 6th level, you can unleash the phoenix fire that blazes within your soul.   As a bonus action, you can spend 2 sorcery points to magically wreathe yourself in swirling fire and your eyes glow like hot coals. you gain the following benefits for 1 minute:
    • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
    • You magically ignite a flammable objects that aren't being worn or carried within 5 feet of you. An objects, such as a piece of tinder, or the hem of drapes.
    • You gain resistance to fire damage.
    • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
    • When you cast any of the spells gained from your One With Fire feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components.
    You can extinguish Blazing Form earlier as a free action on your turn.     Phoenix Spark
    Starting at 14th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.   If you are reduced to 0 hit points while under your Blazing Form, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to your sorcerer level + your Charisma modifier.   Once you use this feature, you can’t use it again until you finish a long rest.   World On Fire
    At 18th level, you can fully release all the power of your inner flames, letting it to consume everything on its path. While you are in your Blazing Form, you gain immunity to fire damage instead of resistance.   Also, as an action you can release powerful spherical wave of fire. Every creature within 60ft of you must succeed Dexterity saving throw, or will be set on fire for 1 minute. You can choose amount of creatures up to your Charisma modifier that gains advantage on the saving throw against this effect. Objects capable of burning that aren't being worn or carried within the range are automatically set on fire. These magical flames can't be extinguished by nonmagical means.   Creatures set on fire by this feature sheds bright light in a 15-foot radius and dim light for an additional 15 feet. They also takes 4d8 fire damage at the start of their turn. At the end of their turns they can make Constitution saving throw to end this effect. Objects that are set on fire by this feature takes 4d8 fire damage at the start of each round and sheds bright light in a 15-foot radius and dim light for an additional 15 feet.   Once you use this feature, you can't use it again until you finish a long rest.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Human

    Ability Score Increase +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA
    Size Medium
    Speed 30ft

    Human

      Ability Score Increase
    Your ability scores each increase by 1.   Age
    Humans reach adulthood in their late teens and live less than a century.   Alignment
    Humans tend toward no particular alignment. The best and the worst are found among them.   Size
    Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Speed
    Your base walking speed is 30 feet.    

    Variant Human

      Ability Score Increase
    Two different ability scores of your choice increase by 1.   Skills
    You gain proficiency in one skill of your choice.   Feat
    You gain one feat of your choice.

    Languages. Common, one language of your choice, and one Human language of your choice.

    Noble

    You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.   Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?   What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?   Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?   These details help establish your family and your title as features of the world of the campaign.

    Skill Proficiencies History, Persuasion
    Tool Proficiencies One type of gaming set
    Languages One of your choice
    Equipment A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp

    Features

    Position of Privilege
    Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

    Suggested Characteristics

    Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

    Traits

    Ideal

    Bond

    Flaw

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Firebolt

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    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).

    Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 30ft
    Duration 1 Minute
    Components V, S

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Message

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 120ft
    Duration 1 Round
    Components V, S, M
    Materials A short piece of copper wire

    You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Shocking Grasp

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    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 1d8 lightning damage, and it can't take reactions until the start of its next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

    Class(es): Sorcerer, Wizard

    Produce Flame

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range Self
    Duration 10 Minutes
    Components V, S

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Druid, Cleric (Nature Domain)

    Control Flames

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 60 feet
    Duration Instantaneous
    Components S

    You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:  

    • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
    • You instantaneously extinguish the flames within the cube.
    • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
    • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
      If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard

    Prestidigitation

    0-level (Cantrip) Abjuration

    Casting Time 1 action
    Range 10 feet
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.   • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.   • You instantaneously light or snuff out a Candle, a torch, or a small campfire.   • You instantaneously clean or soil an object no larger than 1 cubic foot.   • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.   • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.   • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    Level 1 Spells

    Shield

    1-level Abjuration

    Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
    Range Self
    Duration 1 Round
    Components V, S

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

    Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

    Mage Armor

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration 8 hours
    Components V, S, M
    Materials a piece of cured leather

    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

    Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Hellish Rebuke

    1-level Evocation

    Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range 60ft
    Duration Instantaneous
    Components V, S

    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.

    Class(es): Warlock, Paladin (Oathbreaker)

    Burning Hands

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cone)
    Duration Instantaneous
    Components V, S

    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Monk (Way of the Sun Soul), Rogue (Arcane Trickster), Warlock (The Fiend)

    Basic Rules , pg. 257

    Magic Missile

    1-level Evocation

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

    Damage Type: Force   Saving Throws: None   Description: 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.

    Class(es): Sorcerer, Wizard

    PHB, page 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

      The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    Level 2 Spells

    PHB: P. 273

    Scorching Ray

    2-level Evocation

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

    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2*D6 fire damage.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
    Available for: Artificer (Artillerist), Druid (Wildfire), Sorcerer, Wizard

    PHB: P. 264

    Phantasmal Force

    2-level Illusion

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S, M
    Materials: a bit of fleece
    Duration: Concentration, Concentration, up to 1 minute
    You craft an illusion that takes root in the mind of a creature that you can see within range.
    The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
      The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
      The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
      While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
      An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
    Available for: Bard, Sorcerer, Wizard

    PHB: P. 227

    Continual Flame

    2-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: Ruby dust worth 50 gp, which the spell consumes
    Duration: Until dispelled
    A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
    Available for: Artificer, Cleric, Wizard

    Detect Thoughts

    2-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a copper piece

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

    Class(es): Bard, Sorcerer, Wizard, Artificer (Archivist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

    Player's Handbook, 260

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

    Damage Type: Teleportation   Attack/Save Throw: None   Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Class(es): Paladin

    Level 3 Spells

    Player's Handbook

    Dispel Magic

    3-level Abjuration

    Casting Time 1 action
    Range 120ft
    Duration Instantaneous
    Components Verbal, Somatic


    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.   At Higher Levels When you cast this spell using a spell slot of 4th level or higher, 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.

    Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer, Trickery Domain, Arcana Domain, Oath of Devotion

    Player's Handbook

    Fly

    3-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration Concentration, 10 minutes
    Components V,S,M (a wing feather)

    You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

    Class(es): Sorcerer, Warlock, Wizard

    Player's Handbook

    Fireball

    3-level Evocation

    Casting Time 1 action
    Range 150 feet
    Duration Instantaneous
    Components V,S,M (ball of bat guano and sulfur)

    A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Class(es): Sorcerer, Wizard

    Elemental Evil Player's Companion , pg. 161

    Melf's Minute Meteors

    3-level Evocation

    Casting Time 1 Action
    Range Self
    Duration 10 Minutes
    Components V, S, M
    Materials Niter, sulfur, and pine tar formed into a bead.

    Damage Type: Fire   Saving Throws: Dexterity   Description: You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 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 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

    Class(es): Sorcerer, Wizard

    Basic Rules , pg. 228

    Counterspell

    3-level Abjuration

    Casting Time 1 Reaction
    Range 60 ft
    Duration Instantaneous
    Components S

    Damage Type: Negation   Saving Throws: None   Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

    At higher levels:
    When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

    Class(es): Sorcerer, Warlock, Wizard

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

    D&D 5e

    Dungeoneer's Pack

    Adventuring Gear Common

    Backpack, crowbar, hammer, piton (10), torch (10), tinderbox, rations (10), waterskin, hempen rope (50ft)

    Cost: 12gp Weight: 61.5lbs


     

    D&D 5e

    Component Pouch

    Adventuring Gear Varies

    A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

    Cost: 25gp Weight: 2lbs


     

    D&D 5e

    Clothes, Fine

    Adventuring Gear Uncommon

    This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

    Cost: 15gp Weight: 6lbs


     

    D&D 5e

    Signet Ring

    Adventuring Gear Uncommon

    Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

    Cost: 5gp Weight: --


     

    DnD 5e SRD

    Scroll of Pedigree

    Adventuring Gear Common

    A scroll of pedigree proves a character's noble lineage.   It is one of the starting items for characters with the Noble background and is non-magical. It may be presented to other nobility and royalty and may include the character's family tree.


     

    Created by

    badwolf007.

    Statblock Type

    Character Sheet (Legacy)

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