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Ashie

8 Level (0/48000 XP for level-up) Noble Background High Elf Race / Species / Heritage Neutral Good Alignment
Divine Soul Sorcerer
Level 8
Hit Dice: 8/8
1d6+1 Class 1

STR
10
+0
DEX
14
+2
CON
12
+1
INT
14
+2
WIS
15
+2
CHA
18
+4
42
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
8 / 8
Sorcery Points
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+4 Dexterity
+5 Constitution
+4 Intelligence
+4 Wisdom
+11 Charisma
saving throws
+4 Acrobatics DEX
+4 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+13 Deception CHA
+9 History INT
+8 Insight WIS
+7 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+10 Perception WIS
+7 Performance CHA
+13 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
short bow +5 DEX 1d6+2 piercing
 Range
Rapier +5 DEX 1d8+2 piercing
 Finesse
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Elf Features:
• Within 60 feet of you, treat dim light as bright, darkness as dim light
• Immune to magical sleep, advantage on saves vs charmed
• Meditating 4 hours counts as 8 hours of rest
• Perception proficiency
• Longsword, shortsword, shortbow, longbow proficiency
• Gain 1 wizard cantrip
Noble Feature:
• You can secure an audience with a local noble

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.

Features & Traits
Weapons: Short bow (20 arrows), rapier
Other: component pouch, explorer's pack, set of fine clothes, signet ring, scroll of pedigree, purse

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 525, Platinum: 0 Money
Sorcerer Features:
• Sorcerer Archetype: Divine
• You can learn cleric spells
• 1/rest gain 2d4 on a missed attack or save
• You have a max of 2 sorcery points used to alter spells and regain spell slots
• Quickened Spell: You can use a bonus action to cast a spell normally cast as an action for 2 sorcery points
• Empowered Spell: You can reroll up to Cha mod damage dice for 1 sorcery point and can use this with other metamagic
• Elven Accuracy: You can reroll a Dex, Int, Wis, or Cha attack, and +1 Dex, Int, Wis, or Cha
• You can reroll an ability check for a sorcery point
• 1/turn you can reroll healing dice from your or an adjacent ally's spell for a sorcery point
• Fey Touched: Can cast a level 1 enchantment or divination spell 1/day, misty step 1/day, and those spells become known to you. +1 to Int, Wis, or Cha
Divine magic good cure wounds
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.
Spellcasting

    Common, Elvish, Dwarvish, and Celestial


    Proficiencies: Long sword, short sword, short bow, long bow daggers, darts, slings, quarterstaffs, light crossbowsDragonchess set


Languages & Proficiencies
The +1 from elven accuracy and fey touched have been put into cha making 16 to 18
Homebrew rules +1 from int to wis making it a 14 wis to 15

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Statblocks for your spells.

Level 0 Spells

SRD

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Cleric

Player's Handbook p255

Light

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: Touch (20ft radius)
Components: V, M
Materials: A firefly or phosphorescent moss
Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Available for: Bard, Cleric, Sorcerer, Wizard, Artificer

SRD

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: VM
Materials: a holy symbol, or focus
Duration: instanataneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. 
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Cleric

SRD

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: S
Duration: instantanheous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a 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.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Level 1 Spells

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

PHB: P. 219

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water or focus
Duration: Concentration, Up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
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.
Available for: Cleric, Paladin

SRD

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a drop of blood, or focus
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
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.
Available for: Bard, Cleric

SRD

Magic Missle

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
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.
Available for: Sorcerer, Wizard

SRD

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VSM
Materials: A small parchment with a bit of holy text written on it, or focus
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin

Level 2 Spells

SRD

Spiritual Weapon

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VS
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Available for: Cleric

SRD

Enhance ability

2-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Fur or a feather from a beast, or focus
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

SRD

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30 feet
Components: V
Duration: instantaneous
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.
Available for: Cleric, Paladin

Player's Handbook p260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self (30ft)
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Available for: Sorcerer, Warlock, Wizard, Circle of the Land (Coast), Oath of the Ancients, Oath of Vengeance, Oath of the Open Sea

Level 3 Spells

SRD

Spirit Guardians

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (15 foot radius)
Components: VSM
Materials: a holy symbol
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Cleric

SRD

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: VSM
Materials: A tiny ball of bat guano and sulfur, or focus
Duration: instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Wizard

SRD

Mass Healing Word

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 1d4 for each slot level above 3rd.
Available for: Bard, Cleric

Level 4 Spells

Xanathar's Guide to Everything

Sickening Radiance

4-level Abjuration

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 10 minutes
Components V, S

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Class(es): Sorcerer, Wizard, Warlock

Guardian of Faith

4-level Conjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.   Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Class(es): Cleric, Paladin (Oath of the Crown), Paladin (Oath of Devotion), Sorcerer (Divine Soul), Warlock (The Celestial)

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