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Andronicus Levi

Sorcerer Wild Magic 5 Class & Level
Soldier Background
Half Human Half Devil Race
Neutral Alignment

Strength 10
+0
Dexterity 13
+1
constitution 17
+3
intelligence 12
+1
wisdom 11
+0
charisma 17
+3
Total Hit Dice 0
Hit Die
1d6+3
+5 proficiency bonus
+0 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+6 Acrobatics
+0 Animal Handling
+1 Arcana
+0 Athletics
+8 Deception
+1 History
+0 Insight
+8 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+3 Performance
+8 Persuasion
+1 Religion
+4 Sleight of Hands
+1 Stealth
+0 Survival
skills You can speak, read and write Common.   You can read, write and speak Infernal.   Armor: Light Armour   Weapons: Darts, Daggers, Slings, quarterstaffs, Light Crossbows, Katanas   Tools: None   Saving Throws: Constitution, Charisma   Skills: Deception, Intimidation, Animal Handling, Persuasion, Athletics.  
  proficiencies

 
13
Armor Class
38
Hit Points
+0
Initiative
30
Speed
Katana[1d20][1d8+2]Two Handed[1d20]]1d10+2[
Attacks

Heroes Enabled

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

Katana

Weapon Finesse, Versatile Uncommon

Type Damage Damage Range Properties
Martial Melee 1d8 / 1d10 Slashing Finesse, Versatile

Cost: 10 gp Weight: 3 lb


 

The statblocks of your class features

Sorcerer


Hit Points

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

Proficiences

Armor: None
Weapons: Darts, daggers, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Overview & Creation

Level Prof. Bonus Features Sorcery Points Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2
2nd +2 Font of Magic 2 4 3
3rd +2 Metamagic 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 5 5 4 3 2
6th +3 Sorcerous Origin feature 6 5 4 3 3
7th +3 7 5 4 3 3 1
8th +3 Ability Score Improvement 8 5 4 3 3 2
9th +4 9 5 4 3 3 3 1
10th +4 Metamagic 10 6 4 3 3 3 2
11th +4 11 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 4 3 3 3 2 1
13th +5 13 6 4 3 3 3 2 1 1
14th +5 Sorcerous Origin feature 14 6 4 3 3 3 2 1 1
15th +5 15 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 4 3 3 3 2 1 1 1
17th +6 Metamagic 17 6 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin feature 18 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 5 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Restoration 20 5 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, from the list of available origins. 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 one additional point every time you level up, to a maximum of 20 at level 20. 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 created spell slots vanish at the end of a long rest. 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.    
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot into 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.  

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.   When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.  

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 doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, 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.  

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.


Starting Equipment

You may chose (a) or (b):

  • (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
  Alternatively, you can ignore the equipment from your class and background, and start with 3d4 x 10 gp.


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.  

Cantrips

You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, learning a 5th cantrip at 4th level and a 6th at 10th level.  

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 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.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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. 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 as a spellcasting focus for your sorcerer spells.


Subclass Options

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.   A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.  

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.   In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Affinity Spell
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutrality Protection From Evil and Good

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.  

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.  

Otherworldly Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.   The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.  

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.   Once you use this feature, you can't use it again until you finish a long rest.  

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.  

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.   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.
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.   Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.  

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.  

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.   You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.  

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.  

Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.   The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
d6 Shadow Magic Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don't appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.   When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.  

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:  
  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
  The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.  

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.  

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.   You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.  

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.   Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.  

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.  

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.  

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.  

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.   If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.   If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.  

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.  

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.   You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.  

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.  

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.   If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 07-08 You cast Fireball as a 3rd-level spell centered on yourself.
09-10 You cast Magic Missile as a 5th-level spell. 11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast Confusion centered on yourself. 15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 19-20 You cast Grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight. 27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast Levitate on yourself. 47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days. 55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. 59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you must shout when you speak. 63-64 You cast Fog Cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. 67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. 71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast Mirror Image. 87-88 You cast Fly on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94 Your size increases by one size category for the next minute. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute. 99-00 You regain all expended sorcery points.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.   Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.  

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.  

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.  

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half Devil

Ability Score Increase Your Constitution score increases by 2
Size Medium
Speed Your base walking speed is 30 feet.


Physical Description

Half-devils are humanoids with features both human and devil. They have the form of humans, with respect to their shape of having limbs and a head on a neck. Their ears are usually pointed to a degree, though wider and sharper than an elf. When young, they may have small horns or sharp teeth. These devilish properties have chances of either being emphasized or reducing visibility as they mature. Their skin can sometimes look ashen maroon if their devilish blood is particularly strong. All half-devils are known to have slit-pupil eyes, though to a lesser degree than other creatures like fiends or dragons. Many have regular human skin tones. Often the mature half-devils are described to have more angled features, like a long nose, pointed chin, and leaner body than the regular human. these small differences sometimes are the only thing that can help identify half-devils at a glance.  
History

Half-devils are the offspring of a mortal species and one of the nine greater devils of the Hells. Often times, half-devils only are seen in the levels of Hell, as they were usually killed upon birth in other places. even though they are allowed to live in the Hells, however, they are not regarded highly and are typically the subject of discrimination. Tieflings and other hellish beings alike consider half-devils inferior "half-bloods"; descendants of infernal beings who couldn't mix their devilish blood completely with their mortal bodies. Their bodies are the subject of their shameful limit, unable to fully encompass the powers other creatures have. They are a rather rare creature in the Hells, though that is possibly due to their concealment.   If a human bore a conspicuous half-devil and it was known, the child would be drowned in purified salt water and the parent would thusly become a pariah as well. Therefore, when such a child is born, they are usually kept a secret in societies. Not only humans have recorded half-devil births, but elves and dwarves and many others as well. Sometimes the child is allowed to grow into their society and remain hidden. Other times, they mature and their secret can no longer be obscured and they flee from their birthplace in the Material Realm. They keep with them what they learn from their society which raised them and wander, trying to settle and not be persecuted some day.  
Society

They lack a true society due to their small number. However, they traditionally take after the parent who raised them. Half-devils find it hard to live with others due to their physical traits, so many try to hide their features. In known societies of the Material Realm, they try to imitate others within that society to fit in. Normally, that is the society where one of their birth parents chose to keep them, so they often have some claim to the traits of that lineage. However, sometimes they are misplaced, abandoned perhaps, and taken in unknowingly by another society. Half-devils are amazingly adaptable and versatile. As children growing up, their bodies are wired to gain the advantageous abilities of that around them to best aid survival. So to fit in with elves and avoid being found out and killed at a young age, the child may develop properties alike to the elven ancestry and grow immune to magical sleep. Despite this, half-devils are often found out and ousted, forced to be wanderers of a disowned race.  
Half-Devil Names

Half-Devils have names either given to them by their devilish or human parent depending on who is raising them. Sometimes if they are orphaned or despised, they are given a derogatory name often linked to either their cursed devilish nature or weak mortal self.   Male: K'nukurrith, Smallsword, Bane   Female: Bratia, Cain's Wife, O'Hretia  
Half-Devil Traits

A being borne of human and a greater devil. Ability Score Increase. Your Constitution score increases by 2. Age. Half-devils mature around 25 and do not physically or mentally age beyond that point. Alignment. Half-devils have received a lot of abuse, leading them to often be evil. However, some who did experience some compassion can be otherwise. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet 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. Hellish Ancestry. You are resistant to fire damage. Languages. You can speak, read and write Common. You also know one more language given by the subrace of your half-devil. Subrace. Half-devils can be deterministic and choose a path for themselves, eschewing their past and carving out their own destiny. Alternatively, they can utilize their past of growing up in a certain society to emulate the values of that society. Choose one from either the paths of magic, power, shadows, or beauty, or the societies of human, elven, dwarven, or gnomish. You can only choose either one path or one society, not one from both.  
Path of Magic

You choose to be a wielder of magic, whether you come from a race that is one of proficient spellcasters or not.
Ability Score Increase. Your Wisdom score increases by 1. Arcane Cunning. You are proficient in the Arcana skill. Training of the Mind. You are resistant to psychic damage. Languages. You can read, write and speak Infernal.  
Path of Power

You want to pursue physical prowess, even if your original parent left you with less than desirable strength.
Ability Score Increase. Your Strength score increases by 1. Close Combat. Your fists are powerful as you hone them. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. Fiery Power. In battle, you can deliver a hard punch that burns with the flames of hell. As a bonus action, you can make a special attack with your close combat. If the attack hits, it deals its normal damage, and additionally deals fire damage equal to your level + your Strength modifier. You can't use this trait again until you finish a short or long rest. Languages. You can read, write and speak Infernal.  
Path of Shadows

The world despises you, so you learned to hide from the world, no matter where you hail from. Ability Score Increase. Your Dexterity score increases by 1. Silent Stalker. You are proficient in the Stealth skill. Dark Heritage. You are resistant to necrotic damage. Languages. You can read, write and speak Infernal.  
Path of Beauty

No matter where you come from, it is the looks that first determine your fate. So you decide to be irresistible. Ability Score Increase. Your Charisma score increases by 1. Art of the Word. You are proficient in the Persuasion skill. Bewitching Words. You can cast the charm person spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell. Languages. You can read, write and speak Infernal.  
Human Society

You grew up in a normal place, with human norms. You internalized their ways of thought and their versatile lifestyles of choice. Ability Score Increase. One other ability score of your choice increases by 1. Skill Versatility. You are proficient in one skill of your choice. Tool Versatility. You are proficient in any one weapon or tool of your choice. Languages. You know one other language of your choice.  
Elven Society

Having been around the elves and their proud fey ancestry, you learned to adapt some of their traits for your own out of survival. Ability Score Increase. Your Dexterity score increases by 1. Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep. Keen Senses. You are proficient in the Perception skill. Languages. You can read, write and speak Elvish.  
Dwarven Society

You grew up among the stalwart dwarves and learned their craft, which you carry with you to this day. Ability Score Increase. Your Strength score increases by 1. Dwarven Combat Training. You are proficient with the battleaxe, handaxe, light hammer, and warhammer. Stonecunning. Whenever you make a Wisdom (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Languages. You can read, write and speak Dwarvish.  
Gnomish Society

You learned the love of wit and humor from gnomes, whose imprint cannot be washed away. Ability Score Increase. Your Intelligence score increases by 1. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages. You can read, write and speak Gnomish.  

Random Height and Weight Base Height Height Modifier* Base Weight Weight Modifier** 5′ 6″ +2d6 175 lb. × (2d4) lb. *Height = base height + height modifier **Weight = base weight + (height modifier × weight modifier)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB pg. 271

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V, S
Duration: Instantaneous
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).
Available for: Sorcerer, Wizard

PHB: P. 259

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a short piece of copper wire
Duration: 1 round

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.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

PHB pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Up to 1 hour
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 illusionary image that can fit in you 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.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
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 magical items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB: P. 257

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
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.
Available for: Artificer (Armorer), Sorcerer, Wizard

PHB pg. 224

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
Duration: 1 Hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB pg. 220

Burning Hands

1-level Evocation

Casting Time: 1 Action
Range/Area: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
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.
Available for: Sorcerer, Wizard

PHB pg. 233

Disguise Self

1-level Illusion

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 1 Hour
You make yourself - including your clothing, armor, weapons, and other belongings on you person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same base arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Bard, 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

Level 3 Spells

PHB: P. 241

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: A tiny ball of bat guano and sulfur
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point 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.
Available for: Artificer (Artillerist), Sorcerer, Wizard

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


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KrispyG.

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