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Dacrya Whitwood

Sorcerer(Wild Magic) 1 Class & Level
Noble Background
Tiefling Race
CN Alignment

Strength 6
-2
Dexterity 11
+0
constitution 16
+3
intelligence 16
+3
wisdom 15
+2
charisma 18
+4
Total Hit Dice 1
Hit Die
1d6+3
+2 proficiency bonus
-2 Strength
+0 Dexterity
+5 Constitution
+3 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+3 Arcana
-2 Athletics
+6 Deception
+5 History
+4 Insight
+4 Intimidation
+3 Investigation
+2 Medicine
+3 Nature
+2 Perception
+4 Performance
+6 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills Bkg: History, Persuasion Class: Insight, Deception   Saving Throws: Con, Cha proficiencies

 
10
Armor Class
9
Hit Points
+0
Initiative
30
Speed
Dagger (x2)+21d4 piercing
Light Crossbow01d8 -2 piercing
-20 bolts
Attacks
LANGUAGES:
Infernal
Common
Sylvan

TOOLS:
Daggers, darts, slings, quarterstaffs, Light crossbows
Playing Cards
Proficiences
https://5thsrd.org/spellcasting/spell_lists/sorcerer_spells/
Spellcasting Ability: CHA | DC: 14 | Spell Attack Bonus: 6

Wild Magic Surge table: https://www.dandwiki.com/wiki/Wild_Magic_Surge_Table,_Variant_(5e_Variant_Rule)

CANTRIPS:
Thaumaturgy
Prestidigitation
Light
Message
Ray of Frost

LEVEL ONE SPELLS:
Mage Armor
Magic Missile
Spellcasting
Set of fine clothes
Signet ring
Scroll of Pedigree
Arcane focus (crystal necklace)
Explorer's Pack: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope

MONEY:
25 gp

Equipment
~ Very loyal to the people she's close to and trusts
~ Doesn't like when people are treated as if they're inherently evil because of their race or class/occupation
Personality Traits
~ Freedom
~Friendship/People/Family
~ Noble Obligation/Nation
Ideals
~ My family
~ The people who my family resides over
~ Allison, a High Elf Gardener servant whom she befriended
Bonds
~ A bit of an adrenaline junkie
~ Can hold grudges against things, specifically petty things, for a long time. (not always)
~ Will sometimes deny knowing or being close to someone she loves to protect them
Flaws
RACE:

Darkvision

Hellish Resistance: Resistant to Fire damage

Infernal Legacy

BKG:

Position of Privelege:
https://www.dndbeyond.com/backgrounds/noble

CLASS:

Wild Magic Surge: Casts spell 1st level+, roll d20. If its a 1, roll on wild magic surge table

Tides of Chaos: ADV on next attack, check, or saving throw
1/long rest OR if player casts spell 1st lvl or higher and DM makes player roll on Wild Magic Surge table

Features & Traits

Heroes Enabled

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

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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase +2 Constitution/Intelligence +2 Charisma
Size Medium
Speed 30 feet

TODO  

Traits:

  Age. Tieflings mature at the same rate as humans but live a few years longer.   Darkvision. Thanks to your Infernal heritage, you have superior vision in dark and dim Conditions. 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 Resistance. You have Resistance to fire damage.   Infernal Legacy. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness 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.
 

Languages. Common, Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Tina Chel.

Statblock Type

Character Sheet (Legacy)

Link/Embed