Remove these ads. Join the Worldbuilders Guild

F39-Q9 (Q9 for short)

3 Level (0/2700 XP for level-up) Wage Slave Background Warforged Race / Species / Heritage Lawful Neutral Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+4 Class 1

STR
13
+1
DEX
14
+2
CON
18
+4
INT
12
+1
WIS
11
+0
CHA
18
+4
25
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
3 / 3
Sorcerery Points
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+4 Deception CHA
+1 History INT
+0 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
+3 Technology INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pistol +4 DEX 2d4+2 Piercing
 Ammunition (range 70/280), light, reload (10 shots)
Dagger +3 STR 1d4+1 Piercing
 Finesse, light, thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light
Fire Bolt +6
Mending
On/Off
Message

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire
Mage Armor
Jump
Chromatic Orb
Witch Bolt
Infallible Relay

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Enhance Ability
Dragon's Breath
Invisibility
Ray of Enfeeblement
Racial Features

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, your armor can't be removed from your body against your will.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

Background Feature

Urban Survivor
You know the cheapest thrift stores, pawn shops, restaurants, and other stores where you can find discounts on everyday goods. You’re good at finding coupon codes and cut-rate prices for online shopping, event tickets, and public transportation. Additionally, you can make meals even when resources are very limited, such as from a fridge containing only condiments.
Class Features
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 more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. 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 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. Any spell slot you create with this feature vanishes when you finish a long rest.

  • Converting a Spell Slot to 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.Creating Spell SlotsSpell Slot Level Sorcery Point Cost1st 22nd 33rd 54th 65th 7


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.

  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, 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.

  • 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.



Radioactive
At 1st level, your inner glow grants you an internal powerhouse from which to draw magic. You gain resistance to radiant damage, advantage on saving throws against being irradiated, and you learn the Light cantrip if you don’t already know it.

In addition, you learn an additional spell when you reach certain levels in this class, as shown in the Nuclear Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Nuclear Spells
Sorcerer Level Spells
1st faerie fire
3rd ray of enfeeblement

Features & Traits
two pistols (built into arms)
an arcane focus
an explorer's pack
Two daggers
A set of common clothes
a cheap employee of the month award,
Demonlitionists Pack
a credit stick with 500₵.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages
Common
Dwarvish
Undercommon

Tools
Demolitions

Weapons
Daggers, darts, slings, quarterstaffs, light crossbows, dart gun, hunting rifle, machine pistol, pistol, revolver

Languages & Proficiencies
The emotions I bottle up will eventually escape explosively.
My free time is precious, and I hate when people waste it.

Personality Traits
Citizen. The best way to get by is to keep your head down. (Lawful)

Ideals
I’ve got a goal for retirement, but it won’t be easy to reach.
I was fired from my job and I want revenge against my employer.

Bonds
I’m about as gullible as they come.
I've got a compulsive addiction to augmenting my body with cybernetics

Flaws
Resistences
Poison(advantage on saving throws), Radiant(advantage on saving throws)

you don’t need to eat, drink, or breathe.
You are immune to disease.

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.

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

DevilTail.

Statblock Type

Character Sheet (latest)

Link/Embed