-1 | Strength |
+2 | Dexterity |
+3 | Constitution |
+1 | Intelligence |
+0 | Wisdom |
+5 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+1 | Arcana |
-1 | Athletics |
+5 | Deception |
+1 | History |
+0 | Insight |
+5 | Intimidation |
+1 | Investigation |
+0 | Medicine |
+1 | Nature |
+0 | Perception |
+3 | Performance |
+5 | Persuasion |
+1 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+0 | Survival |
Card Throw | 1d20+2 | 1d6+2 |
---|---|---|
Hunting Knife | 1d20+2 | 1d4 |
Revolver | 1d20+2 | 1d6+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
By chance, you met an elemental, visited an elemental plane, or were hit by the elemental chaos as it broke through into the world. Your innate magic draws from your connection to earth, flame, sky, and sea. Now elemental energy courses through you, each element battling to enter the world. As a Cardslinger, your expertise with playing cards goes beyond sleight of hand tricks and beating fools at the poker table. Through experience and experimentation, you've found that cards allow you to channel the chaotic energies coursing through you. you've also discovered that your skill with playing cards is uncanny, allowing you to throw cards with deadly accuracy. The random act of drawing a card connects you with the forces of chaos, unleashing the extraordinary and unexpected. With each shuffle of your deck, you come closer to understanding your gift and realizing your true potential.
Sorcerer Level | Feature |
---|---|
1st | Magical Cards, Cardshark |
6th | Enhanced Cardslinging |
14th | Luck of the Draw |
18th | Wild Card |
d4 | Suit | Damage Type |
---|---|---|
1 | Club | Lightning or Thunder |
2 | Diamond | Ice |
3 | Heart | Fire |
4 | Spade | Acid |
see Sorcerer
see Sorcerer
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision. You can see in dim light within 60 feet 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 Resistance. Your Infernal heritage grants you resistance against fire damage. Infernal Legacy. Your birth was in some way connected to one of the archdukes of Hell. Choose one legacy as your heritage.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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.
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) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
0-level (Cantrip) Enchantment
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
1-level Abjuration
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
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
Xanathar's Guide to Everything
2-level Evocation
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire 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 1d8 for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.