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Jason Fire

3 Level (0/2700 XP for level-up) Flammende Faust Background Mensch Race / Species / Heritage Chaotisch Neutral Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+1 Class 1

STR
9
-1
DEX
13
+1
CON
13
+1
INT
9
-1
WIS
12
+1
CHA
15
+2
16
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
1 / 1
Misty Step
1 / 1
Sleep
3 / 3
Sorcerer Points
0 / 1
Tides of Chaos
2 / 2
Innate Sourcery
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+3 Constitution
-1 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
-1 Athletics STR
+4 Deception CHA
-1 History INT
+3 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+3 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Kurzschwert +3 DEX 1d6+1 P
Faust +1 STR 1-1 B
Crossbow +3 DEX 1d6+1 P
Attacks

Spell Book

Variant Human Feat


Fey Touched


+1 in Cha., you learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.(Sleep)


Sorcerer


Innate Sorcery


An event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

  • The spell save DC of your Sorcerer spells increases by 1
  • You have Advantage on the attack rolls of Sorcerer spells you cast.
  • You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.


    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.


    Metamagic


    Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
    1. 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).
    2. 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.


    Wildmagic


    Wild Magic Surge


    Your spellcasting can unleash surges of untamed magic. No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the Player’s Handbook for that table). If the magical effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration.


    Tides of Chaos


    You can manipulate the forces of chance and chaos to gain Advantage on one d20 Test. Once you do so, you must finish a Long Rest before you can use this feature again.
    Immediately after you cast a Sorcerer spell with a spell slot before you regain the use of this feature, you automatically roll on the Wild Magic Surge table and regain the use of this feature.



    Perks


    Fire Mage Prodigy


    Level 1
    Heritage of Fire:
    You are born with an usual connection to the weave of magic. Whenever you roll on your wildmagic dice, if your wildmagic would happen. If you roll a 1 on the dice, consult the "other" wild magic table. If you cast a spell, which involves fire, the intervall increases to 1-5.

    Level 2
    Durable Caster:
    You have come to terms with the magic within you and it is bolstering your body. When you take a short or a long rest you gain temporary hit points equal to 2*sorcerer level.

    Features & Traits

    Ausrüstung:


    2 x Kurzschwert (Finesse, light, parry) 3 kg
    Light Crossbow (Ammunition (range 80/320), loading, two-handed) 2,5 kg
    Comicbuch (Arcane Focus) 0,2 kg

    Munition:


    40 x Bolzen 1,5 kg
    100 x Schleuderkugeln 3,5 kg

    Rucksack(2,5 kg):


    Kurzbogen 1 kg
    Brechstange 2,5 kg
    Hammer 1,5 kg
    10 x Tritt für Bergsteigen 1,5 kg
    9 x Fackeln 4,5 kg
    50 Fuß Seil 5 kg
    Diebeswerkzeug 0,5 kg
    Karte von Phandelver 0,2 kg
    Healers Kit 1,5 kg
    Woodcarvers Tools 2,5 kg
    Leuchtfeuerstein 3 kg?
    Heiltrank 0,5 kg

    Nahrung:


    25 x Ration 12,5 kg
    Wasserschlauch 2,5 kg

    Gewicht: 49,4 kg



    Equipment Copper: 0, Silver: 71, Electrum: 0, Gold: 122, Platinum: Money
    Spell Save DC: 8+Prof+Cha= 12
    Spell Attack Modifier: Prof+Cha= +4
    Spells Prepared: Sorcerer lvl +Cha= 3
    Spell Slots: 3x lvl1
    Wild Magic Surge: 5% (On a 01)
    Wild Magic Surge with Fire Spells: 20% (On a 01-04)
    Spellcasting
    Waffen: Dolche, Darts, Schleudern, Kampfstab, Leichte Armbrust, Kurzschwert
    Sprachen: Common, Infernal, Goblin

    Languages & Proficiencies
    Ich habe angeborene, besonders starke magische Fähigkeiten ohne diese je trainiert zu haben. Sie übersteigen die, anderer Magienutzer in meinem alter beträchtlich.
    Durch meine Magie bin ich bei weitem besser als die ganzen anderen Schwächlinge.

    Personality Traits
    Ich gehorsche meinem Authoritären Vater nicht und will ihm das Leben zur Hölle machen.
    Ich muss meine Mutter aus der Sklaverei befreien und dafür im Rang der Flammenden Faust aufsteigen und nach Baldurs Tor zurückkehren.

    Ideals
    Mein Vater ist ein hoher offizier der flammenden Faust.

    Bonds
    Meine Mutter war eine Sklavin und seit meiner Kindheit habe ich sie nicht mehr gesehen. Weil ich trotz meiner starken Magie zu schwach bin kann ich sie nicht suchen und retten.
    Ich fürchte mich vor dem Feuer, weil mein Vater mich misshandelt hat.

    Flaws
    Mage Armor + Parry = 16
    Tides of Chaos
    Spells beschreiben
    <span class="line-spacer d-block"> </span>
    Mission:
    -Zauberer Glasstab Finden und nach Grul befragen. Mehr über die Schmiede herausfinden.
    -Wer ist die Spinne?
    -Gundren Retten im Wald hinter Agathas Ruhestätte
    <span class="line-spacer d-block"> </span>
    Eulenstatue sieht aus wie Zitteraalstatue aus Rubin bei Nils
    <span class="line-spacer d-block"> </span>
    Muss Bericht über den Tod der Rotbrände schreiben
    +Spellscroll
    <span class="line-spacer d-block"> </span>
    <span class="line-spacer d-block"> </span>
    Quest von Silda: Silda will mit uns Glasstab beseitigen
    Tipp: Druide beim Donnerbaum
    Quest von Händlerin: Zur Todesfee gehen für Händlerin und nach Buch von Hänasch fragen dafür Heiltränke bekommen
    Quest von Darren: Brunnen in Bärenkorn untersuchen dafür Schuhe bekommen
    Quest von Bürgermeister: Klarg beseitigen dafür Revivefy bekommen
    <span class="line-spacer d-block"> </span>
    1. Zum Herrenhaus aufs Feld gehen und Glasstab finden, befragen und Töten
    2. Zum Donnerbaum mit Druide reden über Grol und Wald.
    3. Gundren retten und Grol aufhalten
    4. Klarg und seine Goblins beseitigen
    5. Brunnen in Beerenkorn untersuchen wegen Zombies. Gefahr beseitigen
    6. Zur Todesfee und nach Buch fragen

    -1 Fackel
  • 1 Silbermünzen
  • +4 Bieberpelze
    +1 Kurzschwert

    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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    Level 0 Spells

    Blade Ward

    0-level (Cantrip) Abjuration

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: 1 round

    You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

    Available for: Wizards

    Basic Rules, pg. 242

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120 ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    Attack/Save: Ranged
    Damage/Effect: Fire
    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).
    Available for: Artificer, Sorcerer, Wizard

    PHB

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S
    Duration: 1 minute
    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
    At higher levels: At 5th Level. You can ignore the verbal component of this spell. When you cast this spell, you can make the hand appear fully corporeal, albeit featureless.
    At 11th Level. The spell's range increases to 60 feet. When you cast this spell, you can make the hand appear with any features and adornments you like, as long as it retains the general structure of a hand, such as an armored gauntlet, bestial paw or a bloody dismembered limb.
    At 17th Level. The hand can carry up to 20 pounds and can be made to appear twice as large.
    Available for: Bard, Sorcerer, Warlock, Wizard

    PHB

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 10 feet
    Components: V, S
    Duration: 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 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.
    At higher levels: At 5th Level. You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can dry any willing creature that you can see within range.
    At 11th Level. The spell has a range of 30 feet. You can light or snuff out any number of candles, torches, and small campfires within range simultaneously.
    At 17th Level. You can clean or soil an object no larger than 5 cubic feet and can chill, warm or flavor up to 5 cubic feet of nonliving material. You can also create a nonmagical trinket or illusory image that can fit in a 1-foot cube. The duration of all of your non-instantaneous effects increases up to 8 hours.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Level 1 Spells

    Basic Rules, pg. 275

    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/Area: Self
    Components: Verbal, Somatic
    Duration: 1 Round
    Attack/Save: Self
    Damage/Effect: Warding
    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.
    Available for: Sorcerer, Wizard, The Hexblade, Artillerist, Battle Smith

    Xanathar's Guide to Everything

    Chaos Bolt

    1-level Evocation

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

    You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

    d8 Damage Type
    1 Acid
    2 Cold
    3 Fire
    4 Force
    5 Lightning
    6 Poison
    7 Psychic
    8 Thunder
    If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

    Class(es): Sorcerer

    PHB

    Burning Hands

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self (15-foot cone)
    Components: V,S
    Duration: Instantaneous
    Attack/Save: ranged
    Damage/Effect: fire
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
    Available for: Sorcerer, Wizard

    PHB

    Mage Armor

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Duration: 8 hours
    Attack/Save: None
    You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it. Until the spell ends, the target's base AC is equal to 13 + their Dexterity modifier.
    Available for: Wizard, Sorcerer

    Sleep

    1-level Enchantment

    Casting Time: 1 Action
    Range/Area: 90 ft
    Components: V, S, M
    Materials: A pinch of fine sand, rose petals, or a cricket
    Duration: 1 minute
    This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 ft of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
      Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
      Undead and creatures immune to being charmed aren't affected by this spell.
    At higher levels: When you cast this spell 2nd level or higher, roll an additional 2d8 for each level above 1st.
    Available for: Bard, Sorcerer, Wizard

    Level 2 Spells

    Flame Blade

    2-level Evocation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V, S, M (a leaf of sumac)
    Duration: Concentration, up to 10 minutes
    You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.   You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
    At higher levels: When you cast this spell using 4 spell points or more, the damage increases by 1d6 for every 2 additional points over 2.

    Hold Person

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 ft
    Components: Verbal (non arcane casters), Somatic
    Duration: Concentration, up to 1 minute
    Attack/Save: Wisdom save
    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

    SRD

    Misty Step

    2-level Conjuration

    Casting Time: 1 bonus action
    Range/Area: self
    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

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