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Eldrid Ableford

Sorcerer 1 Class & Level
Noble Background
High-Elf Race
Lawful Good Alignment

Strength 11
+0
Dexterity 14
+2
constitution 14
+2
intelligence 16
+3
wisdom 15
+2
charisma 18
+4
Total Hit Dice 1
Hit Die
1d6+2
+2 proficiency bonus
+0 Strength
+2 Dexterity
+2 Constitution
+3 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+5 Arcana
+0 Athletics
+4 Deception
+3 History
+2 Insight
+4 Intimidation
+3 Investigation
+2 Medicine
+3 Nature
+2 Perception
+4 Performance
+6 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Arcana, Insight, Persuasion, History, Perception proficiencies

 
12
Armor Class
8
Hit Points
+2
Initiative
30ft
Speed
WeaponAttackDamage
Quarter Staff (One handed) 1d20+2 1d6
Quarter Staff (Two Handed 1d20+2 1d8
Dagger 1d20+2+2 1d4+2
Longbow 1d20+2+2 1d8+2
Attacks
Dagger, Dart, Sling, Quarterstaff, Light Crossbow, Longsword, ShortSword, Shortbow, Longbow, Gaming set - Chess
Proficiences
Divine Soul Sorcerer
Favored by the Gods
Spellcasting
Quarter Staff
Dagger
Longbow
Travelers clothes x3
Signet Ring
Sealing Wax
Quiver
Ink x1
Parchment x10
Backpack
Bedroll
Mess Kit
Waterskin
Common Clothes x1
Ink Pen x2
Fine Clothes x1
Scroll of Pedigree

30 Gold
3 silver
8 copper
Equipment
Despite my noble birth, I do not place myself above other folk. We all have the same blood
Personality Traits
It is my duty to protect and care for the people beneath me.
Ideals
The common folk must see me as a hero of the people.
Bonds
I hold grudges for a long time and bide my time for the perfect opportunity to retaliate.
Flaws
Low Light Vision, Keen Senses, Fey Ancestry, Trance, Elven Weapon Training, Cantrip, Extra Language (Rovanian (Pigeon)), Common, Elvish (Pigeon), Gyrmanian (Regional Dialect of Elvish)
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

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

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.

High Elf

Ability Score Increase Dex +2, Int +1
Size Medium
Speed 30ft

Low Light Vision - 30 ft   Keen Senses - You have proficiency in the perception skill   Fey Ancestory - You have advantage on saving throws against being Charmed, magic cannot put you to sleep   Trance - High Elves can enter a trance like state, projecting spiritually to the Reflection. Using this ability grants restrained access to the Reflection. Resting this way gives the same benefit that you would gain from three-quarters the actual hours rested.   Elven Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip - You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Extra Language - You can read, write, and speak one extra language of your choice. 

Languages. Common, Elven (Pigeon), Elven (Regional Dialect)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
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): Sorcerer, Wizard

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
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): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Basic Rules, pg. 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V, S

Damage Type: Utility   Attack/Saving Throw: None   Description: 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, Artificer

PHB

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 10ft
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level ( 2d12 ), 11th level ( 3d12 ), and 17th level ( 4d12 ).

Class(es): Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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

Level 1 Spells

Players Handbook Page 221

Charm Person

1-level Enchantment

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

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: 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.

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

PHB: P. 221

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: 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.
Available for: Sorcerer, Wizard

PHB: P. 219

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water
Duration: Concentration, Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
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.
Available for: Soulbond

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

DnD 5e Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

D

Signet Ring

Adventuring Gear Common

Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

Cost: 5gp Weight: --


 

DnD

Quiver

Adventuring Gear Can hold up to 20 arrows Common

Weight: 1lb


 

SRD

Ink (1 ounce bottle)

Adventuring Gear Common

Cost: 10gp


 

SRD

Ink Pen

Adventuring Gear Common

Cost: 2cp


 

Backpack

Adventuring Gear Common

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a Bedroll or a coil of rope, to the outside of a backpack.

Cost: 2 gp Weight: 5 lb


 

Bedroll

Adventuring Gear Common

Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.

Cost: 1 gp Weight: 7 lb


 

Mess Kit

Adventuring Gear Common

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Cost: 2 sp Weight: 1 lb


 

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2 sp Weight: 5 lb (full)


 

DnD 5e SRD

Clothes, Common

Adventuring Gear Common

This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Cost: 5sp Weight: 3lb


 

PHB, page 150. Available in the SRD.

Fine Clothes

Adventuring Gear Common

Cost: 15 gp Weight: 6 lbs


 

PHB 127

Scroll of Pedigree

Scroll Varies

A scroll of pedigree proves a character's noble lineage.


 

Created by

HituraRael.

Statblock Type

Character Sheet (Legacy)

Link/Embed