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Torren

Sorcerer 3 Class & Level
Inheritor Background
Tiefling Race
CG Alignment

Strength 15
+2
Dexterity 15
+2
constitution 15
+2
intelligence 14
+2
wisdom 12
+1
charisma 17
+3
Total Hit Dice 3
Hit Die
1d6+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+4 Constitution
+0 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+4 Arcana
+0 Athletics
+0 Deception
+4 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+5 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills arcana, history, persuasion, survival common, infernal. light armor, shovels, herbalism kit. proficiencies

 
14
Armor Class
16
Hit Points
+2
Initiative
30
Speed
SerratedShovel 1d20+4 [2d4 + 2]
Sling, 1d20+4 [2d4 + 2]
Ray of frost, 1d20+5 [1d8]
Attacks
common, infernal.
light armor, shovels, herbalism kit.
Proficiences
SPELL CASTING - Sorcerer
charisma is spell casting ability
Spellcasting
shovel, studded leather, serrated shovel,
bedroll, backpack, herbalist kit, map,16 days of rations, healers kit, rope, Map of my Inherited farm.
Equipment
resist fire damage
DARKVISION
can see 60ft in the dark
LEGACY OF SYGIA
Ray of frost +5 1d8 -E disadvantage if hit 3RD level cast armor of agathys at 2nd level once per long rest. 5TH cast darkness once a long rest.
Features & Traits

Heroes Enabled

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

| [2d4 + 2] Sling 1d20+4 | [2d4 + 2]]

The statblocks of your class features

[block: SORCERER ORIGIN - FARM proficient with shovels]
[block: and rakes. these do 2d4 instead of their normal damage die. become proficient with light armor and herbalism kit. FONT OF MAGIC have sorcery points equal to your level. can convert points into slots META MAGIC Quikened-spell - 2 points to cast a spell as bonus action Subtle-spell - cost equal to spell level(cantrips are 1) can hit a second target.]

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

SRD

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Instantaneous
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).
Available for: Druid, Sorcerer, Warlock, Wizard

PHB: P. 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 1*D8 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 1*D8 when you reach 5th level (2*D8), 11th level (3*D8), and 17th level (4*D8).
Available for: Artificer, Sorcerer, Wizard

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a 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.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 ft
Components: V, M
Materials: a weapon
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.   At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.  
Available for: Sorcerer, Warlock, Wizard

Elemental Evil Player's Companion

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid, 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

XGtE P. 150 / EE: P. 15 / PotA: P. 233

Absorb Elements

1-level Abjuration

Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1*D6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

PHB: P. 275

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/Area: Self
Components: V, S
Duration: 1 round
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.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

PHB: P. 221

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a diamond worth at least 50 gp
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
Available for: Sorcerer, Wizard

Level 2 Spells

PHB: P. 260

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space.
Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
  Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
  If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
  A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
  A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Available for: Artificer (Armorer), Sorcerer, Warlock, Wizard

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

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


Created by

hampedro.

Statblock Type

Character Sheet (Legacy)

Link/Embed