Remove these ads. Join the Worldbuilders Guild

LAD

Sorcerer 4 Class & Level
Noble Background
Salamancer Race
LN Alignment

Strength 12
+1
Dexterity 15
+2
constitution 16
+3
intelligence 14
+2
wisdom 11
+0
charisma 18
+4
Total Hit Dice 4
Hit Die
1d6+3
+2 proficiency bonus
+1 Strength
+2 Dexterity
+5 Constitution
+2 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+4 Arcana
+1 Athletics
+3 Deception
+2 History
+0 Insight
+3 Intimidation
+2 Investigation
+0 Medicine
+2 Nature
+0 Perception
+3 Performance
+3 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Undercommon, Primordial, High Speech Daggers, darts, slings, quarterstaffs, light crossbows Navigator's Tools proficiencies

 
12
Armor Class
35
Hit Points
+2
Initiative
30
Speed
Shortsword 1d20+4 1d6+2
Attacks
Undercommon, Primordial, High Speech, CSL
Daggers, darts, slings, quarterstaffs, light crossbows
Navigator's Tools
Proficiences
Pyromancy: cast Control Flames and Produce Flame on command
Spellcasting
Navigators tools, Traveler's Clothes, Fine Clothes, Crystal focus, Tankard of Sobriety
Equipment
strong sense of fair play and always try to find the most equitable solution to arguments
If a foe is prone, I would help them to their feet before attacking. If a foe is unarmed, I will fight with my fists. I won't attack if my enemy is beaten, as they are not a threat.
Personality Traits
No one should get preferential treatment before the law, and no one is above the law.
Ideals
Commoners must see me as a hero. I must earn their respect.
Bonds
I can never recognize my own accomplishments and have a hard time acknowledging others'.
Flaws
Ignite:
1action to set an object ablaze

Worldly Experience:
I have a much easier time identifying various animals, plants, and geological structures.

Mantle of Flame:
Once between rests as a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
-You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
-Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
-Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

Metamagic:
-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 targets only one creature and doesn't have a range of self, 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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Features & Traits

Heroes Enabled

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

DnD 5e XAN

Navigator's Tools

Tool Common

Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.
Components. Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.
Survival. Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.
Sighting. By taking careful measurements, you can determine your position on a nautical chart and the time of day.
NAVIGATOR'S TOOLS

Activity DC
Plot a course 10
Discover your position on a nautical chart 15

Cost: 25gp Weight: 2lb


 

The statblocks of your class features

Sorcerer


Hit Points

Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiences

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

Class Features

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.  
  • Necromancy
 

Font of Magic

At 2nd level, you gain 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.   Slot Level Cost   1st 2   2nd 3   3rd 5   4th 6   5th 7     Converting a Spell Slot to 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 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 with 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 targets only one creature and doesn't have a range of self, 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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.  

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

  • (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

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.  

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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.   The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots.   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 + Charisma modifier.   Spell attack modifier = Your proficiency bonus + Charisma modifier.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.


Subclass Options

Necromancy

 

Necromantic Sorcery

  When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select a Necromancy spell from the Wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.  

Grim Harvest

At 1st level, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.  

Undead Thralls

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.   Whenever you create an undead using a necromancy spell, it has additional benefits:
  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
 

Command Undead

Starting at 14th level, as an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.   If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.  

Grim Reaper

Starting at 18th level, when you casts a necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each 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

PHB: P. 241

Firebolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 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 1*D10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1*D10 when you reach 5th level (2*D10), 11th level (3*D10), and 17th level (4*D10).
Available for: Artificer, Sorcerer, Wizard

PHB: P. 218

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 211

Acid Splash

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1*D6 acid damage.
This spell's damage increases by 1*D6 when you reach 5th level (2*D6), 11th level (3*D6) and 17th level (4*D6).   Wizard of the Coast (2018): In the second sentence, “one creature” is now “one creature you can see,” and “two creatures” is now “two creatures you can see.”
Available for: Artificer, Sorcerer, Wizard

PHB: P. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Shield

1-level Abjuration

Casting Time 1 Reaction *
Range Self
Duration 1 Round
Components V, S

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

Class(es): Magic Ablity

Level 1 Spells

PHB: P. 256

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a piece of cured leather
Duration: 8 hours
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 it if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Wizard

PHB: P. 289

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a twig from a tree that has been struck by lightning
Duration: Concentration, Concentration, up to 1 minute

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 1*D12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1*D12 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 1*D12 for each slot level above 1st.
Available for: Sorcerer, Warlock, Wizard

Level 2 Spells

XGtE P. 163 / EE: P. 21 / PotA: P. 239

Pyrotechnics

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range.
You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 277

Spider Climb

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a drop of bitumen and a spider
Duration: Concentration, Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Available for: Artificer, Sorcerer, Warlock, Wizard

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


Created by

Deadworth.

Statblock Type

Character Sheet (Legacy)

Link/Embed