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Ralcius Quostrin

1 Level (0/300 XP for level-up) Noble Background Tiefling Race / Species / Heritage Chaotic Good Alignment
Sorcerer
Level 1
Hit Dice: 1/1
1d6+1 Class 1

STR
10
+0
DEX
16
+3
CON
13
+1
INT
14
+2
WIS
12
+1
CHA
20
+5
8
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
11
Passive Perception
0 / 0
Sorcery Points
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+3 Constitution
+2 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+7 Deception CHA
+4 History INT
+3 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +8 DEX 1d4+3 Piercing
 Finesse, light, thrown
Quarterstaff +2 STR 1d6 Bludgeoning
 Versatile (1d8)
Attacks

Spell Book

Dagger, quarterstaff, scroll of fire bolt, 

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 40, Platinum: 0 Money
Kind, patient, generous, curious, proud of his beauty

Personality Traits
Independence and respect

Ideals
Wants the common folk to see him as a hero.
Wants to restore his family to its former glory.

Bonds
Secretly believes that everyone is beneath him, easily distracted by attractive people

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: Up to 1 minute
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.
Available for: Divine

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: Two lodestones
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: Arcane, Divine, Primal

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 magical items, or carry more than 10 pounds.
Available for: Enchanter, Wizard

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

Level 1 Spells

Xanathar's Guide to Everything , pg. 151

Chaos Bolt

1-level Evocation

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

Damage Type: Acid   Saving Throws: Ranged   Description: 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

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