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Welfor

Sorcerer 1 Class & Level
Kobold King Background
Kobold Race
Chaotic Neutral Alignment

Strength 20
+5
Dexterity 20
+5
constitution 20
+5
intelligence 20
+5
wisdom 20
+5
charisma 20
+5
Total Hit Dice 1
Hit Die
1d6+5
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
15
Armor Class
11
Hit Points
+5
Initiative
30
Speed
Attacks
Dagger +7 to hit 1d20+7 (1d4+5) 1d4+5
Equipment
Fucking None
Flaws

Heroes Enabled

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

DND 5e

Potion of Healing

Potion Uncommon

A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a portion takes an action.

Cost: 50gp Weight: 1/2 lb


 

The statblocks of your class features

Sorcerer


Hit Points

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

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • (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


Spellcasting

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 chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.  

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 or higher. To cast one of these 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. For example, if you know the 1st-level spell burning hands and have a 1st level and a 2nd-level spell slot available, you can cast burning hands using either slot.  

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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st and 2nd level. 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 a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 + your Charisma modifier
 
Spell attack modifier = 8 + your proficiency bonus + your Charisma modifier
 

Spellcasting Focus

You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your sorcerer spells.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Kobold

Ability Score Increase +2 Dexterity, -2 Strength
Size Small
Speed 30ft

Darvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are truing to perceive is in direct sunlight.

Languages. You can speak, read and write Draconic

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120ft
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.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Wizard, Sorcerer

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


Created by

Welfor.

Statblock Type

Character Sheet (Legacy)

Link/Embed