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Herald

5 Level (0/14000 XP for level-up) Folk Hero Background Aven Race / Species / Heritage Lawful Good Alignment
Sorcerer (Storm Sorcery)
Level 5
Hit Dice: 5/5
1d6+2 Class 1

STR
8
-1
DEX
15
+2
CON
14
+2
INT
11
+0
WIS
15
+2
CHA
14
+2
32
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
25/50/30
Speed (walk/run/fly)
15
Passive Perception
5 / 5
Sorcery Points
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+2 Deception CHA
+0 History INT
+5 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +5 DEX 1d8+2 Piercing
 Two-Handed, Loading
Dagger +5 DEX 1d4+2 Piercing
 Thrown (20/60)
Shocking Grasp +5 CHA 1d8 Lightning
Attacks

Spell Book

Feat: Lightly Armored


Class Feature: Sorcerer - Font of Magic


Class Feature: Sorcerer - Metamagic (Subtle Spell, Twinned Magic)


Class Feature: Storm Sorcery - Tempestous Magic




Features & Traits

Languages: Common, Aven, Primordial (Air Accent)


Proficiencies:


-Weapons: Daggers, darts, slings, quarterstaffs, light crossbows


-Tools: Mason's Tools, Land Vehicles




Languages & Proficiencies

Homesick





Personality Traits


™ & © 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

Sorcerer (Base)

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

hit dice: 1d6
hit points at 1st level: 6 + your Constinution modifier
hit points at higher levels: 1d6 + your Constitution modifer per level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers



spellcasting:

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Uses Arcane focuses

Learning new spells: Whenever you gain a level you learn new spells if your maximum spell limit has increased. You may also exchange one already known spell for another once each level up.

class features:

Class Feature: Sorcerer - Font of Magic

Class Feature: Metamagic

Class Feature: Sorcerous Restoration

subclass options:

Storm Sorcery

Level

Sorcery PointsFeaturesKnown CantripsKnown Spells1st2nd3rd4th5th6th7th8th9th

1

0Origin Feature421

2

2Class Feature: Sorcerer - Font of Magic433

3

3Class Feature: Sorcerer - Metamagic (Pick 2)4442

4

4Ability Score Improvement5543

5

556432

6

6Origin Feature57433

7

7584331

8

8Ability Score Improvement594332

9

951043331

10

10Class Feature: Sorcerer - Metamagic (Pick 1)61143332

11

1161243321

12

12Ability Score Improvement612433321

13

136124333211

14

14Origin Feature6134333211

15

1561443332111

16

16Ability Score Improvement61443332111

17

17Class Feature: Sorcerer - Metamagic (Pick 1)615433321111

18

18Origin Feature615433321111

19

19Ability Score Improvement615433332111

20

20Class Feature: Sorcerous Restoration615433332211

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:

Class Feature: Storm Sorcery - Wind Soul

Class Feature: Storm Sorcery - Storm's Fury

Class Feature: Storm Sorcery - Storm Guide

Class Feature: Storm Sorcery - Heart of the Storm

Class Feature: Storm Sorcery - Tempestous Magic

subclass options:

Level

Feature

1

Class Feature: Storm Sorcery - Tempestous Magic

6

Class Feature: Storm Sorcery - Heart of the Storm, Class Feature: Storm Sorcery - Storm Guide

14

Class Feature: Storm Sorcery - Storm's Fury

18

Class Feature: Storm Sorcery - Wind Soul

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Aven

Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads.

ability score increase: Your Dexterity and Wisdom score increases by 2.
age: Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s.
alignment: Typically neutral
Size: Medium
speed: 25/50/30
Languages: You can speak, read, and write Common and Aven.
race features:

Hawkeyed: You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Limited Flying: You cannot use your fly speed wearing medium or heavy amour, or when encumbered.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 1 minute
At higher levels:

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: Artificer, Bard, Sorcerer, Warlock, Wizard

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: Somatic, Material
Materials: A bit of wool
Duration: 1 minute
Attack/Save: Intelligence (Investigation) Versus Spell Save DC

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.

If you create a sound, its 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 than 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

Lightning Lure

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (15ft Radius)
Components: Verbal
Duration: Instantanious
Attack/Save: Strength Versus Spell Save DC
Damage/Effect: Lightning

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At higher levels:

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (5ft Radius)
Components: Somatic
Duration: Instantanious
Attack/Save: Constitution Versus Spell Save DC
Damage/Effect: Thunder

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 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: Bard, Druid, Sorcerer, Warlock, Wizard, Artificer

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantanious
Attack/Save: Melee
Damage/Effect: Lightning

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At higher levels:

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 Spells

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: Somatic
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Catapult

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft/90ft
Components: Somatic
Duration: Instantanious
Attack/Save: Dex Versus Spell Save DC
Damage/Effect: Bludgeoning

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft Cube)
Components: Verbal, Somatic
Duration: Instantanious
Attack/Save: Constitution Versus Spell Save DC
Damage/Effect: Thunder

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Level 2 Spells

Cloud of Daggers

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: A shard of glass
Duration: Concentration, up to 1 minute
Damage/Effect: Slashing

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft (10ft Radius)
Components: Verbal, Somatic, Material
Materials: A chip of Mica (a type of flaky rock)
Duration: Instantanious
Damage/Effect: Thunder

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Level 3 Spells

Lightning Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: Self (100ft line)
Components: Verbal, Somatic, Material
Materials: A bit of fur and a rod of amber, crystal, or glass
Duration: Instantanious
Damage/Effect: Lightning

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning 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.

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