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Kartret

Sorcerer 6 Class & Level
Soldier Background
Tiefling Race
Neutral Good Alignment

Strength 10
+0
Dexterity 12
+1
constitution 10
+0
intelligence 15
+2
wisdom 10
+0
charisma 20
+5
Total Hit Dice 6
Hit Die
1d6+0
+3 proficiency bonus
+0 Strength
+1 Dexterity
+3 Constitution
+2 Intelligence
+0 Wisdom
+8 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+5 Arcana
+3 Athletics
+5 Deception
+2 History
+0 Insight
+8 Intimidation
+2 Investigation
+0 Medicine
+2 Nature
+0 Perception
+5 Performance
+5 Persuasion
+5 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills Intimidation Arcana Religion Athletics Intimidation proficiencies

 
13
Armor Class
36
Hit Points
+1
Initiative
30
Speed
Short Sword 1d6+4
Crossbow 1d8+4
Attacks
Daggers, darts, slings, quarterstaffs, light crossbow, short sword
Proficiences
Cyan Skin (Thunder proficiency)

Metamagic:
  • Quickened spell
  • Subtle spell
  • Infernal Legacy.
    You know the Thaumaturgy cantrip.
    Hellish rebuke spell once per day as a 2nd-levei spell.
    Darkness spell once per day.
    Charisma is your spellcasting ability for these spells.
    Features & Traits

    Heroes Enabled

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

    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

    Shortsword

    Melee Weapon Finesse, Light Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing Finesse, Light

    Cost: 10 gp Weight: 2 lb


     

    DnD 5e

    Crossbow Bolt

    Ammunition Common

    Crossbow bolts 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 1/2lb


     

    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 per sorcerer level after 1st

    Proficiences

    Armor: None
    Weapons: Darts, daggers, slings, quarterstaffs, light crossbows
    Tools: None
    Saving Throws: Constitution, Charisma
    Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

    Overview & Creation

    Level Prof. Bonus Features Sorcery Points Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Sorcerous Origin 4 2
    2nd +2 Font of Magic 2 4 3
    3rd +2 Metamagic 3 4 4 2
    4th +2 Ability Score Improvement 4 5 4 3
    5th +3 5 5 4 3 2
    6th +3 Sorcerous Origin feature 6 5 4 3 3
    7th +3 7 5 4 3 3 1
    8th +3 Ability Score Improvement 8 5 4 3 3 2
    9th +4 9 5 4 3 3 3 1
    10th +4 Metamagic 10 6 4 3 3 3 2
    11th +4 11 6 4 3 3 3 2 1
    12th +4 Ability Score Improvement 12 6 4 3 3 3 2 1
    13th +5 13 6 4 3 3 3 2 1 1
    14th +5 Sorcerous Origin feature 14 6 4 3 3 3 2 1 1
    15th +5 15 6 4 3 3 3 2 1 1 1
    16th +5 Ability Score Improvement 16 6 4 3 3 3 2 1 1 1
    17th +6 Metamagic 17 6 4 3 3 3 2 1 1 1 1
    18th +6 Sorcerous Origin feature 18 6 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement 19 5 4 3 3 3 3 2 1 1 1
    20th +6 Sorcerous Restoration 20 5 4 3 3 3 3 2 2 1 1

     


    Class Features

    Sorcerous Origin

    Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.  

    Font of Magic

    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.  

    Sorcery Points

    You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.  

    Flexible Casting

    You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.  

    Creating Spell Slots

    You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.    
    Spell Slot Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7

    Converting a Spell Slot into Sorcery Points

    As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.  

    Metamagic

    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  

    Careful Spell

    When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.  

    Distant Spell

    When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.   When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.  

    Empowered Spell

    When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.   You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.  

    Extended Spell

    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.  

    Heightened Spell

    When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.  

    Quickened Spell

    When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.  

    Subtle Spell

    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.  

    Twinned Spell

    When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).   To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost and Chromatic Orb are.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

    Sorcerous Restoration

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.


    Starting Equipment

    You may chose (a) or (b):

    • (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
      Alternatively, you can ignore the equipment from your class and background, and start with 3d4 x 10 gp.


    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.  

    Cantrips

    You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, learning a 5th cantrip at 4th level and a 6th at 10th level.  

    Spell Slots

    The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and 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.  

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the sorcerer spell list. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 or 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 of a level for which you have spell slots.  

    Spellcasting Ability

      Charisma is your spellcasting ability for your sorcerer spells. 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 = your proficiency bonus + your Charisma modifier  

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your sorcerer spells.


    Subclass Options

    Divine Soul

    Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.   A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.  

    Divine Magic

    Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.   In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
    Affinity Spell
    Good Cure Wounds
    Evil Inflict Wounds
    Law Bless
    Chaos Bane
    Neutrality Protection From Evil and Good

    Favored by the Gods

    Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.  

    Empowered Healing

    Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.  

    Otherworldly Wings

    Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.   The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.  

    Unearthly Recovery

    At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.   Once you use this feature, you can't use it again until you finish a long rest.  

    Draconic Bloodline

    Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.  

    Dragon Ancestor

    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.   You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your Proficiency bonus is doubled if it applies to the check.
    Dragon Damage Type
    Black Acid
    Blue Lightning
    Brass Fire
    Bronze Lightning
    Copper Acid
    Gold Fire
    Green Poison
    Red Fire
    Silver Cold
    White Cold

    Draconic Resilience

    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.   Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.  

    Elemental Affinity

    Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.  

    Dragon Wings

    At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.   You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.  

    Draconic Presence

    Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.  

    Shadow Magic

    You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.   The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
    d6 Shadow Magic Quirk
    1 You are always icy cold to the touch.
    2 When you are asleep, you don't appear to breathe (though you must still breathe to survive).
    3 You barely bleed, even when badly injured.
    4 Your heart beats once per minute. This event sometimes surprises you.
    5 You have trouble remembering that living creatures and corpses should be treated differently.
    6 You blinked. Once. Last week.

    Eyes of the Dark

    Starting at 1st level, you have darkvision with a range of 120 feet.   When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.  

    Hound of Ill Omen

    At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:  
    • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
    • It appears with a number of temporary hit points equal to half your sorcerer level.
    • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
    • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
      The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.  

    Shadow Walk

    At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.  

    Umbral Form

    Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.   You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.  

    Storm Sorcery

    Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.   Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.  

    Wind Speaker

    The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.  

    Tempestuous Magic

    Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.  

    Heart of the Storm

    At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.  

    Storm Guide

    At 6th level, you gain the ability to subtly control the weather around you.   If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.   If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.  

    Storm's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.  

    Wind Soul

    At 18th level, you gain immunity to lightning and thunder damage.   You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.  

    Wild Magic

    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.
    d100 Effect d100 Effect
    01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
    05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 07-08 You cast Fireball as a 3rd-level spell centered on yourself.
    09-10 You cast Magic Missile as a 5th-level spell. 11-12 Roll 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.
    13-14 You cast Confusion centered on yourself. 15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
    17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 19-20 You cast Grease centered on yourself.
    21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
    25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight. 27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
    29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 31-32 You 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.
    33-34 Maximize the damage of the next damaging spell you cast within the next minute. 35-36 Roll 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.
    37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 39-40 You regain 2d10 hit points.
    41-42 You 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. 43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
    45-46 You cast Levitate on yourself. 47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
    49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
    53-54 You are immune to being intoxicated by alcohol for the next 5d6 days. 55-56 Your hair falls out but grows back within 24 hours.
    57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. 59-60 You regain your lowest-level expended spell slot.
    61-62 For the next minute, you must shout when you speak. 63-64 You cast Fog Cloud centered on yourself.
    65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. 67-68 You are frightened by the nearest creature until the end of your next turn.
    69-70 Each 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. 71-72 You gain resistance to all damage for the next minute.
    73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours. 75-76 You 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.
    77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
    81-82 You can take one additional action immediately. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
    85-86 You cast Mirror Image. 87-88 You cast Fly on a random creature within 60 feet of you.
    89-90 You 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. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
    93-94 Your size increases by one size category for the next minute. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
    97-98 You are surrounded by faint, ethereal music for the next minute. 99-00 You 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.

    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.

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    Statblocks for race/species of the character.

    Tiefling

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

    Age: Tieflings mature at the same rate as humans but live a few years longer.   Size: Tieflings are about the same size and build as humans. Your size is Medium.   Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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 red.   Infernal Heritage: You're infernal heritage determines the type of damage you're hellish rebuke does and to whihc you're resistant, this heritage usually shows it self through the color of your skin: Light green[acid], Light blue[cold], Red[fire], Yellow[lightning], Black/Dark purple[necrotic], Purple/Magenta[Poison], Pink[psychic], Cyan[thunder]   Infernal Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.   Hellish Resistance: You have resistance to acid/cold/fire/lightning/necrotic/poison/psychic/thunder damage.

    Languages. Common, Infernal

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    Statblocks for your spells.

    Level 0 Spells

    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)

    Darkness

    2-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, Up to Ten Minutes
    Components V, M
    Materials bat fur and a drop of pitch or piece of coal

    Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.   If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

    Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Monk (Way of Shadow), Paladin (Oathbreaker), Rogue (Arcane Trickster)

    Lightning Lure

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 15 ft.
    Duration Instantanious
    Components V

    You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
    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

    Booming Blade

    0-level (Cantrip) Abjuration

    Casting Time 1 Action
    Range 5ft
    Duration 1 Round
    Components V, M
    Materials A weapon

    As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
    At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

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

    Sword Burst

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 5ft
    Duration Instantaneous
    Components V

    You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
    At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

    Message

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 120ft
    Duration 1 Round
    Components V, S, M
    Materials A short piece of copper wire

    You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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

    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

    Disguise Self

    1-level Illusion

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S

    You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

    Level 2 Spells

    Hellish Rebuke

    1-level Evocation

    Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range 60ft
    Duration Instantaneous
    Components V, S

    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Class(es): Warlock, Paladin (Oathbreaker)

    Phantasmal Force

    2-level Illusion

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials A bit of Fleece

    You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

    Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Archfey), Warlock (The Great Old One)

    Xanathar's Guide to Everything

    Maximilian's Earthen Grasp

    2-level Transmutation

    Casting Time 1 action
    Range 30 feet
    Duration Concentration, Up to 1 minute
    Components V, S, M
    Materials A miniature hand sculpted from clay

    You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.

    As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

    To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

    As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

    Class(es): Sorcerer, Wizard

    Shatter

    2-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S, M
    Materials a chip of mica

    A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Level 3 Spells

    Counterspell

    3-level Abjuration

    Casting Time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range 60 ft
    Duration Instantaneous
    Components S

    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

    Class(es): Sorcerer, Warlock, Wizard

    Xanathar's Guide to Everything , pg. 155

    Enemies Abound

    3-level Enchantment

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

    Damage Type: Control   Saving Throws: Intelligence   Description: You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

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

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