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Ramé

Sorcerer 1 Class & Level
Outlander Background
Tiefling Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 13
+1
constitution 14
+2
intelligence 13
+1
wisdom 10
+0
charisma 17
+3
Total Hit Dice 1
Hit Die
1d6+2
+2 proficiency bonus
-1 Strength
+1 Dexterity
+4 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+3 Arcana
+1 Athletics
+5 Deception
+1 History
+0 Insight
+3 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+3 Performance
+3 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills - arcana
  • athletics
  • deception
  • survival
  • proficiencies

     
    11
    Armor Class
    8
    Hit Points
    +1
    Initiative
    30ft
    Speed
    Crossbow, light1d20+31d8+180ft
    Daggar1d20+31d4+120ft
    Daggar1d20+31d4+120ft
    Attacks
    - daggars
  • light crossbows
  • darts
  • slings
  • quarterstaff
  • flute
  • Proficiences
    Wild Magic Surge: spellcasting unleashes surges of untamed magic. Immediately after casting a spell, DM can have you roll a d20. If 1 rolled, roll on Wild Surge table.
    Tides of Chaos: able to manipulate forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Must finish a long rest before used again. Any time before use regained, DM can have you roll on Wild Magic Surge table immediately after casting a spell. Use of this casting a spell. Use of this feature is then regained.
    Spellcasting
    - back pack
  • bedroll
  • clothes, travelers'
  • component pouch
  • crossbow bolts x 20
  • crossbow, light
  • daggar x 2
  • flute
  • hunting trap
  • ink
  • mess kit
  • rations x 10
  • rope (50 ft)
  • small knife
  • tinderbox
  • torch x 20
  • waterskin
  • Equipment
    "I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them."
    Personality Traits
    "Life is like the seasons, in constant change, and we must change with it."
    Ideals
    "An injury to the unspoiled wilderness of my home is an injury to me."
    Bonds
    "There is no room for caution in a life lived to the fullest."
    Flaws
    Darkvision: you can see in darkness up to 60 ft (gray-scale)
    Hellish Resistance: have resistance to fire damage
    Infernal Legacy: you know thaumaturgy cantrip. at 3rd level you can cast hellish rebuke as a 2nd level spell. At 5th level you can cast darkness once per day.
    Features & Traits

    Heroes Enabled

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

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    DnD 5e SRD

    Bedroll

    Adventuring Gear Common

    You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

    Cost: 1gp Weight: 7lb


     

    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.


     

    DnD 5e SRD

    Component Pouch

    Adventuring Gear Common

    A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

    Cost: 25gp Weight: 2lb


     

    https://www.dndbeyond.com/equipment/crossbow-bolts

    Crossbow bolt, 20

    Ammunition Varies

    Set of 20 Crossbow bolts. They are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

    Cost: 1gp Weight: 1.5lb


     

    DnD 5e SRD SRD

    Crossbow, light

    Ranged Weapon Ammunition, Loading, Two-Handed Common

    Type Damage Damage Range Properties
    Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

    Cost: 25 gp Weight: 5 lb


     

    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


     

    Wooden Flute

    Instrument Common

    A small, hand-carved wooden flute. Deceptively difficult to master.

    Weight: 1


     

    DnD 5e SRD

    Hunting Trap

    Adventuring Gear Common

    When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

    Cost: 5gp Weight: 25lbs


     

    SRD

    Ink (1 ounce bottle)

    Adventuring Gear Common

    Cost: 10gp


     

    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


     

    Rations (1 day)

    Adventuring Gear Common

    Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

    Cost: 5 sp Weight: 2 lb


     

    DnD 5e SRD

    Rope, Hempen

    Adventuring Gear Common

    Rope, has 2 hit points and can be burst with a DC 17 Strength check.

    Cost: 1gp Weight: 10lb


     

    DnD 5e SRD

    Tinderbox

    Adventuring Gear Common

    This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

    Cost: 5sp Weight: 1lb


     

    SRD

    Torch (10)

    Adventuring Gear Common

    A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

    Cost: 1 SP Weight: 10


     

    DnD 5e SRD

    Waterskin

    Adventuring Gear Common

    A waterskin can hold 4 pints of liquid.

    Cost: 2sp Weight: 5lb


     

    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.

    Wild Magic


    Hit Points

    Hit Dice: d6 per Wild Magic level
    Hit Points at first Level: See Sorcerer
    Hit Points at Higher Levels: See Sorcerer

    Proficiences

    Armor: See Sorcerer
    Weapons: See Sorcerer
    Tools: See Sorcerer
    Saving Throws: See Sorcerer
    Skills: See Sorcerer

    Subclass Options

    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.  

    Wild Magic Surge

    Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.   If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
    d100Effectd100Effect
    01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 03-04For the next minute, you can see any invisible creature if you have line of sight to it.
    05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 07-08You cast Fireball as a 3rd-level spell centered on yourself.
    09-10You cast Magic Missile as a 5th-level spell. 11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
    13-14You cast Confusion centered on yourself. 15-16For the next minute, you regain 5 hit points at the start of each of your turns.
    17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 19-20You cast Grease centered on yourself.
    21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 23-24Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
    25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight. 27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
    29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see. 31-32You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
    33-34Maximize the damage of the next damaging spell you cast within the next minute. 35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
    37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 39-40You regain 2d10 hit points.
    41-42You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
    45-46You cast Levitate on yourself. 47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
    49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
    53-54You are immune to being intoxicated by alcohol for the next 5d6 days. 55-56Your hair falls out but grows back within 24 hours.
    57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. 59-60You regain your lowest-level expended spell slot.
    61-62For the next minute, you must shout when you speak. 63-64You cast Fog Cloud centered on yourself.
    65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. 67-68You are frightened by the nearest creature until the end of your next turn.
    69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. 71-72You gain resistance to all damage for the next minute.
    73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours. 75-76You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
    77-78You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. 79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
    81-82You can take one additional action immediately. 83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
    85-86You cast Mirror Image. 87-88You cast Fly on a random creature within 60 feet of you.
    89-90You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. 91-92If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
    93-94Your size increases by one size category for the next minute. 95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
    97-98You are surrounded by faint, ethereal music for the next minute. 99-00You regain all expended sorcery points.
     

    Tides of Chaos

    Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.   Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.  

    Bend Luck

    Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.  

    Controlled Chaos

    At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.  

    Spell Bombardment

    Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Tiefling

    Ability Score Increase +2 CHA, +1 INT
    Size Medium
    Speed 30ft

    Darkvision Hellish Resistance Infernal Legacy
     

    Languages. Common, Infernal

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Chill Touch

    0-level (Cantrip) Necromancy

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

    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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

    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)

    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)

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Up to 1 Minute
    Components V

    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
    If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Cleric, Sorcerer (Divine Soul)

    Level 1 Spells

    Charm Person

    1-level Enchantment

    Casting Time 1 Action
    Range 30ft
    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: 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, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

    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)

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


    Created by

    cannibalisticNoodle.

    Statblock Type

    Character Sheet (Legacy)

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