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Ohman Hornbläser

Sorcerer 1 Class & Level
Custom Background
Stout Halfling Race
CN Alignment

Strength 11
+0
Dexterity 19
+4
constitution 11
+0
intelligence 16
+3
wisdom 13
+1
charisma 14
+2
Total Hit Dice
Hit Die
1d6+0
+2 proficiency bonus
+0 Strength
+4 Dexterity
+0 Constitution
+3 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+3 Arcana
+0 Athletics
+4 Deception
+3 History
+3 Insight
+2 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+1 Perception
+2 Performance
+2 Persuasion
+3 Religion
+4 Sleight of Hands
+4 Stealth
+1 Survival
skills Insight, Deception proficiencies

 
14
Armor Class
12
Hit Points
+4
Initiative
25
Speed
WeaponAttackDamage
Attacks
Safe Prof: Constitution, Charisma
Daggers, darts, slings, quarterstaffs, light crossbows
Proficiences
Spell save DC = 8 + your proficiency bonus (2) + your Charisma modifier (2)

Spell attack modifier = your proficiency bonus (2) + your Charisma modifier (2)
Spellcasting
(a) a light crossbow and 20 bolts or
an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
Equipment
Stout Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.
DivineSoul (NamelessOne):
If you encounter a place of Power you can infuse a Spell of your choosing with the Luck Surge condition.
Luck Surge:
Any Spell with this Condition gains an randomly determined extra effect. This will be rolled by the DM and each cast gets a new roll.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

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

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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

True Strike

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 1 round
Components S

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

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

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantanious
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

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

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

Level 1 Spells

XGE, page 150. Also found in EEPC, page 15.

Catapult

1-level Abjuration

Casting Time 1 action
Range 60 ft.
Duration Instantaneous
Components S

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Class(es): Artificer, Sorcerer, Wizard

PHB pg 270

Purify Food and Drink

1-level Transmutation

Casting Time 1 Action
Range 10 Feet
Duration Instantaneous
Components VS

All nonmagical food and drink within a 5 foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Class(es): Cleric, Druid, Paladin

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


Created by

Makiras.

Statblock Type

Character Sheet (Legacy)

Link/Embed