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SCREM

Sorcerer 5 Class & Level
Noble Background
Harpy Race
AHHH Alignment

Strength 8
-1
Dexterity 19
+4
constitution 17
+3
intelligence 9
-1
wisdom 14
+2
charisma 18
+4
Total Hit Dice 5
Hit Die
1d6+3
+3 proficiency bonus
-1 Strength
+4 Dexterity
+6 Constitution
-1 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
-1 Arcana
-1 Athletics
+7 Deception
+2 History
+5 Insight
+4 Intimidation
-1 Investigation
+2 Medicine
-1 Nature
+2 Perception
+4 Performance
+7 Persuasion
-1 Religion
+4 Sleight of Hands
+4 Stealth
+2 Survival
skills Insight, Persuasion, Deception, History proficiencies

 
14
Armor Class
37
Hit Points
+4
Initiative

Speed
Attacks
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Language: Goblin, Giant, Elvish
Proficiences

Heroes Enabled

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

The statblocks of your class features

[block: Font of Magic At 2nd level]
[block: which allow you to create a variety of magical effects.   Sorcery Points You have 2 sorcery points]
[block: 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]
[block: 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. The created spell slots vanish at the end of a long rest.   Metamagic At 3rd level]
[block: 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]
[block: unless otherwise noted.   • Careful Spell When you cast a spell that forces other creatures to make a saving throw]
[block: 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]
[block: you can spend 1 sorcery point to double the range of the spell.   When you cast a spell that has a range of touch]
[block: you can spend 1 sorcery point to make the range of the spell 30 feet.   • Empowered Spell When you roll damage for a spell]
[block: 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]
[block: 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]
[block: 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]
[block: 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]
[block: 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]
[block: a spell must be incapable of targeting more than one creature at the spell's current level.   Wild Magic Surge Starting when you choose this origin at 1st level]
[block: roll on the Wild Magic Surge table to create a random magical effect.   Tides of Chaos Starting at 1st level]
[block: you must finish a long rest before you can use this feature again.   Any time before you regain the use of this feature]
[block: 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. ]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: You have the following traits in common with other harpy.   Ability Score Increase: Your Dexterity score increases by 2]
[block: and your Charisma score increases by 1.   Age: -   Size: Your size is Medium.   Speed: Your base walking speed is 20 feet]
[block: and you have a flying speed of 40 feet.   Grace of Song: You have proficiency in the performance skill   Claws: Your claws are natural weapons]
[block: instead of bludgeoning damage normal for an unarmed strike.   Innate Spellcasting: You know the friends cantrip. When you reach 3rd level]
[block: you can cast the enthrall spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Language: You can speak]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Level 1 Spells

Level 2 Spells

Level 3 Spells

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


Created by

Unintentional Onion.

Statblock Type

Character Sheet (Legacy)

Link/Embed