+0 | Strength |
+3 | Dexterity |
+7 | Constitution |
+4 | Intelligence |
+1 | Wisdom |
+8 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+10 | Arcana |
-1 | Athletics |
+7 | Deception |
+10 | History |
+3 | Insight |
+4 | Intimidation |
+4 | Investigation |
+0 | Medicine |
+7 | Nature |
+3 | Perception |
+7 | Performance |
+7 | Persuasion |
+4 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d8 | Piercing | 80/320 ft | Ammunition, Loading, Two-Handed |
Cost: 25 gp Weight: 5 lb
Wondrous Item
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Uncommon
Liquid | Max Amount |
---|---|
Acid | 8 ounces |
Basic poison | 1/2 ounce |
Beer | 4 gallons |
Honey | 1 gallon |
Mayonnaise | 2 gallons |
Oil | 1 quart |
Vinegar | 2 gallons |
Water, fresh | 8 gallons |
Water, salt | 12 gallons |
Wine | 1 gallon |
The statblocks of your class features
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | 5 | - | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | 6 | Sorcerous Origin Feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | 14 | Sorcerous Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Sorcerous Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You start with the following equipment, in addition to the equipment granted by your background:
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Sorcerer Level | Feature |
---|---|
1st | Divine Magic, Favored by the Gods |
6th | Empowerer Healing |
14th | Otherworldly Wings |
18th | Unearthly Recovery |
Affinity | Spell |
---|---|
Good | cure wounds |
Evil | inflict wounds |
Law | bless |
Chaos | bane |
Neutrality | protection from evil and good |
• Choose: light crossbow and 20 bolts; or any simple weapon
• Choose: a component pouch; or an arcane focus
• Choose: a dungeoneer's pack; or an explorer's pack
• Two daggers
Dragon Color | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Green | Poison |
Red | Fire |
White | Cold |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Silver | Cold |
Lvl | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | |||||||||||
2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | ||||||||||
3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | |||||||||
4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | |||||||||
5th | +3 | 5 | 5 | 6 | 4 | 3 | 2 | |||||||||
6th | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | ||||||||
7th | +3 | 7 | 5 | 8 | 4 | 3 | 3 | 1 | ||||||||
8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | |||||||
9th | +4 | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | |||||||
10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | ||||||
11th | +4 | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | |||||
13th | +5 | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||||
14th | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | ||
18th | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | ||
19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Skills. You gain proficiency in one skill of your choice. Feat. You gain one feat of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB pg. 285
0-level (Cantrip) Enchantment
XGtE pg. 168
0-level (Cantrip) Evocation
Basic Rules , pg. 259
0-level (Cantrip) Transmutation
Basic Rules , pg. 267
0-level (Cantrip) Transmutation
PHB: P. 248
0-level (Cantrip) Divination
PHB pg. 277
0-level (Cantrip) Necromancy
PHB: P. 223
1-level Enchantment
PHB pg. 219
1-level Enchantment
Basic Rules , pg. 256
1-level Abjuration
PHB: P. 250
1-level Evocation
PHB
1-level Divination (ritual)
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
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. * - which you take when you are hit by an attack or targeted by the magic missile spell
PHB: P. 237
2-level Transmutation
PHB: P. 267
2-level Evocation
PHB: P. 250
3-level Transmutation
PHB: P. 272
3-level Necromancy
PHB
3-level Divination
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Statblocks for your Trinkets, businesses, building, castles, empires.