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Zenver

Sorcerer 1 Class & Level
Sage Background
High Elf Race
Chaotic Good Alignment

Strength 13
+1
Dexterity 10
+0
constitution 10
+0
intelligence 14
+2
wisdom 14
+2
charisma 16
+3
Total Hit Dice 1
Hit Die
1d6+0
+2 proficiency bonus
+1 Strength
+0 Dexterity
+0 Constitution
+2 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+2 Arcana
+1 Athletics
+3 Deception
+2 History
+2 Insight
+3 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+2 Perception
+3 Performance
+3 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills Languages: Common, Elvish, Celestial proficiencies

 
2
Armor Class
6
Hit Points
+0
Initiative
30'
Speed
WeaponAttackDamage
Handaxe 1d20+2 1d6+2
Attacks
Weapons: daggers, darts, light crossbows, longsword, shortsword, shortbow, longbow, quarterstaffs, slings
Armor:
Proficiences
Mending
Minor Illusion
Shocking Grasp
Poison Spray
Shield
Magic Missile
Spellcasting
Handaxe
Arcane Focus
Dungeoneers pack
bottle of black ink
quill
small knife
letter from dead colleague posing a question you have not yet been able to answer
common clothes
belt pouch
shield
Equipment
I use polsyllabic words that convey the impression of great erudition.
Personality Traits
Knowledge. The path to power and self-improvement is through knowledge.
Ideals
I sold my soul for knowledge. I hope to do great deeds and win it back.
Bonds
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Flaws
Darkvision
Fey Ancestry
Trance
cantrip
Alchemist
Spellcasting
Sorcerous Origin
Features & Traits

Heroes Enabled

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

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.

Sage

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Skill Proficiencies Arcana, History
Languages Two of your choice
Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Features

Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

Traits

Dice 1d8 Result
1I use polysyllabic words that convey the impression of great erudition.
2I've read every book in the world’s greatest libraries—or I like to boast that I have.
3I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
4There’s nothing I like more than a good mystery.
5I’m willing to listen to every side of an argument before I make my own judgment.
6I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me.
7I am horribly, horribly awkward in social situations.
8I’m convinced that people are always trying to steal my secrets.

Ideal

Dice 1d6 Ideal
1Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3Logic. Emotions must not cloud our logical thinking. (Lawful)
4No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5Power. Knowledge is the path to power and domination. (Evil)
6Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)

Bond

Dice 1d6 Bond
1It is my duty to protect my students.
2I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3I work to preserve a library, university, scriptorium, or monastery.
4My life’s work is a series of tomes related to a specific field of lore.
5I've been searching my whole life for the answer to a certain question.
6I sold my soul for knowledge. I hope to do great deeds and win it back.

Flaw

Dice 1d6 Flaw
1I am easily distracted by the promise of information.
2Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3Unlocking an ancient mystery is worth the price of a civilization.
4I overlook obvious solutions in favor of complicated ones.
5I speak without really thinking through my words, invariably insulting others.
6I can’t keep a secret to save my life, or anyone else’s.


Dice 1d8 Specialty
1Alchemist
2Astronomer
3Discredited academic
4Librarian
5Professor
6Researcher
7Wizard’s apprentice
8Scribe

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

High Elf

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

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see to 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.   Keen Senses.You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The common word for such meditation is "trance.") While meditatiog, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Elf Weapon Training. You have proficiency with the longsword, shortsword, longbow, and shortbow.   Cantrip. You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Languages. Reikspeil (Common), Eltharin (Elven), one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

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)

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as 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, Fighter (Eldritch Knight) Rogue (Arcane Trickster)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Shield

1-level Abjuration

Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
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

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

Magic Missile

1-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

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

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

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

Created by

ApexMortem25.

Statblock Type

Character Sheet (Legacy)

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