+1 | Strength |
+3 | Dexterity |
+0 | Constitution |
+3 | Intelligence |
+6 | Wisdom |
+6 | Charisma |
+3 | Acrobatics |
+3 | Animal Handling |
+6 | Arcana |
+1 | Athletics |
+3 | Deception |
+7 | History |
+3 | Insight |
+3 | Intimidation |
+3 | Investigation |
+6 | Medicine |
+3 | Nature |
+6 | Perception |
+3 | Performance |
+6 | Persuasion |
+7 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+3 | Survival |
Dagger | 1d20+6 | 1d4+3 Piercing, Finesse, Light, Thrown, Range (20/60) | |
---|---|---|---|
Ray of Frost | 1d20+6 | 1d8 Cold, Verbal, Somantic, Range (60) | |
Ice Knife | 1d20+6 | 1d10 Cold Piercing, 5ft (2d6 cold), Range (60), S/M Water or Ice | |
Unarmed Strike | 1d20+4 | 4 bludgeoning | |
Reforged dagger | +6 | 1d4+3 | piercing, finesse, light, thrown (20/60) |
Sneak attack | 1d6 | ||
Radiant dagger | +6 | 1d4+3 | Radiant, piercing, finesse, light, thrown (20/60) |
Wooden Dagger (2) | +6 | 1d4+3 | |
Wasp Dagger | +6 | 1d4+3 | Has chamber to add poison for injection when stabbed. |
Crossbow, Light | +6 | 1d8+3 | Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320) |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
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.
Level | Proficiency Bonus | Sorcery Points | Cantrips Known | Spells Known | Max Spell Level |
---|---|---|---|---|---|
1 | +2 | 4 | 4 | 2 | 1st |
2 | +2 | 8 | 4 | 3 | 1st |
3 | +2 | 17 | 4 | 4 | 2nd |
4 | +2 | 21 | 5 | 5 | 2nd |
5 | +3 | 32 | 5 | 6 | 3rd |
6 | +3 | 38 | 5 | 7 | 3rd |
7 | +3 | 45 | 5 | 8 | 4th |
8 | +3 | 52 | 5 | 9 | 4th |
9 | +4 | 66 | 5 | 10 | 5th |
10 | +4 | 74 | 6 | 11 | 5th |
11 | +4 | 84 | 6 | 12 | 6th |
12 | +4 | 85 | 6 | 12 | 6th |
13 | +5 | 96 | 6 | 13 | 7th |
14 | +5 | 97 | 6 | 13 | 7th |
15 | +5 | 109 | 6 | 14 | 8th |
16 | +5 | 110 | 6 | 14 | 8th |
17 | +6 | 124 | 6 | 15 | 9th |
18 | +6 | 134 | 6 | 15 | 9th |
19 | +6 | 142 | 6 | 15 | 9th |
20 | +6 | 153 | 6 | 15 | 9th |
you start with the following equipment in addition to the equipment granted by your background (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol
As a conduit for divine power, you can cast cleric spells.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Dark Vision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Skill Versitility: You gain proficiency in two skills of your choice. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages. Common, Elvish, and one extra language of your choice
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
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).
Xanathar's Guide to Everything
0-level (Cantrip) Conjuration
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your 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).
0-level (Cantrip) Evocation
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
0-level (Cantrip) Transmutation
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.
1-level Transmutation
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
1-level Divination
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
1-level Conjuration
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage
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.
1-level Evocation
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.
1-level Divination
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
1-level Abjuration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
1-level Evocation
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
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
Xanathar's Guide to Everything
2-level Evocation
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.