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Little Smartie

sorcerer 1 Class & Level
Hermit Background
Lizardfolk Race
True Neutral Alignment

Strength 12
+1
Dexterity 8
-1
constitution 12
+1
intelligence 15
+2
wisdom 15
+2
charisma 13
+1
Total Hit Dice 7
Hit Die
1d6+1
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+1 Medicine
+1 Nature
+0 Perception
+0 Performance
+0 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
13
Armor Class
9
Hit Points
+0
Initiative
30
Speed
Attacks
herbalism kit, winter blanket, 5gp
Equipment
Natural Armor
  • without armor or with armor of lesser AC, his AC remain 13

  • Draconic origin
  • Green Dragon - poison. ( story for it later )
  • Draconic Resiliance is upgraded Natural Armor, adding him +1 life every time he levels up
    -Other Draconic ancestry isnt open till he reaches certain levels ( 6,14,18 )

    Cunning artisan
  • at short rest can scavenge materials ( bones, leather,... ) of a small to large creature. To do so he has to have a knife or special tools.

  • Hold Breath
  • He can hold breath up to 15 minutes.

  • Hunter's Lore
  • gain proficiency in two of the following: Animal Handling, Nature, Perception, Stealth, and Survival. Chosen : Nature and Survival

  • Biting Jaw
  • Can use mouth as unarmed weapon, 1d6+strength modifier piercing damage
  • in battle can go into feeding frenzy, having bite as a bonus action. If the bite hits, it deals piercing damage of above and temporarily restores hp ( min 1 ) equal to const. modifier. Cant be used again till long rest.
  • 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.

    Level 0 Spells

    Poison Spray

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 10ft
    Duration Instantaneous
    Components V, S

    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).

    Class(es): Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 Minute
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Two lodestones

    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

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

    Acid Splash

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    You hurl a bubble of acid. Choose one target you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
    At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Sorcerer, 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)

    Ray of Sickness

    1-level Necromancy

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Artificer (Alchemist), Cleric (Death Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Undying)

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


    Created by

    RaskaTheSlaanesh.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed