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Fazora

Sorcerer 1 Class & Level
Runaway Background
Human Race
Chaotic Neutral Alignment

Strength 17
+3
Dexterity 12
+1
constitution 13
+1
intelligence 10
+0
wisdom 16
+3
charisma 18
+4
Total Hit Dice 1
Hit Die
1d6+1
+2 proficiency bonus
+3 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+0 Arcana
+5 Athletics
+4 Deception
+0 History
+5 Insight
+4 Intimidation
+0 Investigation
+3 Medicine
+0 Nature
+3 Perception
+4 Performance
+6 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+5 Survival
skills Athletics (Mobile feat), Persuasion, Insight, Sleight of Hand, Survival, Stealth proficiencies

 
14
Armor Class
7
Hit Points
+1
Initiative
40
Speed
Dagger1d20+51d4+3Piercing
Dagger1d20+51d4+3 Piercing
PushDC15 (STR save normally, CON save if pushed into lethal terrain)1d6 Force
Fire Bolt1d20+61d10 Fire
Chill Touch1d20+61d8 Necrotic (undead have disadvantage on attack rolls til your next turn)
Chromatic Orb1d20+63d8 acid, cold, fire, lightning, thunder, or poison (needs diamond)
Charm Person - Charm a person for 1 hour, they think you are their friend for an hour until you attack them, roll disadvantage if you are fighting this person
Disguise Self - For 1 hour you change your look, your clothing and can look like whatever humanoid form you want. People can investigate you and see who you are if they touch you their hands will pass through you. A creature can investigate over your spell DC to figure out who you are.
Prestidigitation - Basic magical effect, light or snuff out any fires, open or close windows/doors, chill warm or flavor up food you hold, make a color or mark or symbol appear on an object on an hour, create a illusory image in your hand can be anything, make a puff of wind, faint musical notes, or odors
Spell Save DC = 14
Attacks
25 gold pieces
a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope

Armor: None (roll disadvantage whenever wearing armor)
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Gaming set,

Can speak Common, Dwarvish, Draconic

You also have the feat Mobile, which makes you exceptionally quick raising your speed by 10 also when you Dash difficult terrain doesn't hinder you, and if you attack someone even if you miss they aren't fast enough to attack you back. You also have proficieny in Atheltics.
Proficiences
Push
Evocation cantrip
Casting time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous
You blast a creature in range with raw kinetic force. The target must make a Strength save. On a failure, it takes 1d6 force damage and is laterally pushed up to 15 feet in a direction of your choice.
If the target would be pushed into terrain it knows is lethal, such as being pushed into a pool of molten rock or over a sheer cliff, it is granted a Constitution save. On a success, it is pushed no further.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Fire Bolt
Evocation cantrip
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mage Hand
Conjuration cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.


Chill Touch
PHB
p221
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter
Races: Elf (Eladrin), Elf (High), Elf (Shadar-kai), Elf (Zendikar) (Mul Daya Nation)
Source: PHB, page 221. Available in the SRD.

Prestidigitation
Transmutation cantrip
Casting time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Disguise Self
1st-level illusion
Casting time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Charm Person
1 enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Chromatic Orb
Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Spell Lists. Sorcerer, Wizard
Spellcasting
A ring, with the face of Shamterall on it. It was a gift from your grandmother. You're not sure why she had it or where she got it. (unidentified)
a Backpack
a Bedroll
a Mess kit
a Tinderbox
10 torches
8 days of Rations
a Waterskin
50 feet of Hempen rope
set of travelers clothes
belt pouch containing 15 gp
Playing cards
Equipment
5 If you hurt me or mine, I will not stop hunting you until you are dead or worse.

Personality Traits
Power. I've got to put myself first before anyone, or I will not get what I want.
Ideals
4 I owe everything to my mentor after I left my family.
Bonds
5 I have lost everything and my broken pride makes me hesitant to accept help.
Flaws
5' 4" Pale with Bright Sapphire blue eyes, and Short Black hair looks like Elizabeth from Bioshock.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

Myself

Ring of Shamterall

Ring

Legendary Unknown Requires Attunement

A ring, with the face of Shamterall on it. It was a gift from your grandmother. You're not sure why she had it or where she got it. (unidentified)


The statblocks of your class features

Sorcerer


Hit Points

Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 1d6
Hit Points at Higher Levels: 1d6 + your Constitution modifier

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbow
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Starting Equipment

(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneers pack or (b) an explorers pack two daggers


Spellcasting

An event in your past, or in your life of a parent or ancestor, left and indelible mark on you. infusing you with arcane magic. this font of magic, whatever its origin. fuels your spells.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human Variant

Ability Score Increase Choose 2 from: Str, Dex, Con, Int, Wis, Cha
Size Medium
Speed 30ft

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.

Level 0 Spells

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft.
Duration Instantanious
Components V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Artificer, Sorcerer, Wizard

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 120 ft.
Duration 1 round
Components V, S

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard

Prestidigitation

0-level (Cantrip) Abjuration

Casting Time 1 action
Range 10 feet
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.   • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.   • You instantaneously light or snuff out a Candle, a torch, or a small campfire.   • You instantaneously clean or soil an object no larger than 1 cubic foot.   • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.   • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.   • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.

Class(es): Bard, Sorcerer, Warlock, Wizard

Dnd Wiki

Push

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: Somatic
Duration: Instantaneous
You blast a creature in range with raw kinetic force. The target must make a Strength save. On a failure, it takes 1d6 force damage and is laterally pushed up to 15 feet in a direction of your choice. If the target would be pushed into terrain it knows is lethal, such as being pushed into a pool of molten rock or over a sheer cliff, it is granted a Constitution save. On a success, it is pushed no further.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Bard, Sorcerer, Warlock ,Wizard

Level 1 Spells

Basic Rules , pg. 233

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

Damage Type: Shapechanging
Saving Throws: None
Description: You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
 
 

Class(es): Bard, Sorcerer, Wizard, Artificer

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90ft
Duration 1 Minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

Ice knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: S, M
Materials: a drop of water or a piece of ice
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

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


Created by

QuickRolledOats.

Statblock Type

Character Sheet (Legacy)

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