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Merlot Underhill

Sorceror 3 Class & Level
Outlander Background
Halfling Race
Alignment

Strength 12
+1
Dexterity 12
+1
constitution 12
+1
intelligence 12
+1
wisdom 12
+1
charisma 16
+3
Total Hit Dice 3
Hit Die
1d6+1
+2 proficiency bonus
+1 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+1 Wisdom
+8 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+3 Arcana
+3 Athletics
+3 Deception
+1 History
+1 Insight
+3 Intimidation
+1 Investigation
+1 Medicine
+1 Nature
+1 Perception
+3 Performance
+5 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Arcana Athletics Persuasion Survival proficiencies

 
10
Armor Class
17
Hit Points
+1
Initiative
25
Speed
Quarterstaff 1d20+3 1d6+1
Attacks
Cantrips:
Chill Touch
Firebolt
Minor Illusion
Prestidigitation

Level 1:
Chromatic Orb
Detect Magic
Witch Bolt
Spellcasting

Heroes Enabled

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Level 0 Spells

PHB pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: 1 Round
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).
Available for: Sorcerer, Warlock, Wizard

PHB: P. 241

Firebolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

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 1*D10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1*D10 when you reach 5th level (2*D10), 11th level (3*D10), and 17th level (4*D10).
Available for: Artificer, Sorcerer, Wizard

PHB pg. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S, M
Materials: A bit of fleece
Duration: 1 Minute
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. I you create a sound, it's 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 that 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.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Up to 1 hour
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 illusionary image that can fit in you 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB: P. 221

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a diamond worth at least 50 gp
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
Available for: Sorcerer, Wizard

PHB: P. 289

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a twig from a tree that has been struck by lightning
Duration: Concentration, Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that creature. On a hit, the target takes 1*D12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1*D12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1*D12 for each slot level above 1st.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 231

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

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