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Amber

11 Level (0/100000 XP for level-up) Faction Agent Background Kitsune Race / Species / Heritage Alignment
Sorcerer
Level 11
Hit Dice: 11/11
1d6+2 Class 1

STR
11
+0
DEX
13
+1
CON
14
+2
INT
18
+4
WIS
14
+2
CHA
20
+5
68
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
5 / 6
Magical Tails
0 / 6
Mundane Tails
Spellcasting ... (Points: 55/84 )
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+1 Dexterity
+6 Constitution
+4 Intelligence
+2 Wisdom
+9 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+8 Arcana INT
+0 Athletics STR
+9 Deception CHA
+4 History INT
+6 Insight WIS
+5 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+2 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt +9

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Fireball +9
darkvision
Foxfire (fire)
choose lightning or fire. you have a ranged unarmed attack dealing 1d4 of the chosen damage type with a range of 20. you need at least one tail to use this attack
Kitsune magical knowledge:
1st level: cantrip minor illusion
3rd level: lvl 1 spell Sanctuary
5th level: lvl 2 spell: Suggestion
Shapeshift (fox):
choose a form: tailless or fox. as an action, you can transform into the chosen form, and stay in it indefinitely. as an action you can revert back to your true kitsune from
tailless:
you take the form of a humanoid common where you grew up (typically human)
fox:
you transform into a fox as per the spell polymorph


Subclass: 9-tailed heir

Mystical Tails

You learn the following spelllls for free:
























Sorcerer Level Spells
1st Mind Sliver, Disguise Self, Charm Person
3rd Invisibility, Blur
5th Major Image, Hypnotic Pattern
7th Confusion, Greater Invisibility
9th Dominate Person, Creation

they count as Sorcerer spells for you, and don't count against your known Spells. Cou cannot retrain these abilities

Magical Tails(1st lvl)

Your tails are a representation of your connection to magic. You can only cast spells of a level smaller or equal to your number of Tails, though you can upcast spellls to the level as determined by the sorcerer Class table. Additionally, you Gain the followiing benefits:

You can Sacrifice one of your tails to cast a spell you know at one level higher than your usual maximum Spell Level, without expending a spellslot. doing so will remove the tail until it can regrow.

On a Long rest, you regrow d(PB) Tails, up to your maximum number of Tails.

Empowered Tails(6th lvl)

Your controll over the innate magical power of your tails grows. Whenever you cast a spell dealing damage, you can drain the power in one of your tails to deal an additional 2d6 of the sametype as your Foxfire type.
Additionallly, if the spell already deals damage of that type, you have advantage on the damage roll (roll double the usual dice, and take the highest values. different sided dice are treated seperately).

Draining a tail this way turns the tail into a mundane tail. Mundane tails still count tfor your maximum spell level, but can't be used for the Magical Tails or Empowered Tails features.

On a short rest, up to d(PB) of your mundane Tails turn back into magical tails.
On a long rest, all your mundane Tailllls turn back into magical tails.

Arcane Tails (14th lvl)

whenever you use your magical tail ability, you can choose any sorcerer spell of at most the level of the cast, not just spells you know.
alternatively, you can drain one additional tail, turning it mundane, to cast a spell not on your class list



Feats:

Elemental Adept(Fire)

Ritual Caster

Features & Traits
Bloodwwell Vial (+1)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Metamagic Options:
-Heightened
-Twined
-Quickened
Spellcasting
Common
Sylvan
Elven

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: SM
Materials: a bit of fleece
Duration: 1 minute
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

SRD

Firebolt

0-level (Cantrip) Evocation

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

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).

Class(es): Sorcerer, Wizard

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

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.

Class(es): Bard, Sorcerer, Warlock, Wizard

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 ft (5 ft cube)
Duration Instantaneous
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:  

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard

    Level 1 Spells

    SRD

    Sanctuary

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 30 feet
    Components: VSM
    Materials: A small silver mirror, or focus
    Duration: 1 minute
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.
    Available for: Artificer, Cleric

    SRD

    Disguise Self

    1-level Illusion

    Casting Time: 1 action
    Range/Area: self
    Components: VS
    Duration: 1 hour
    You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
    To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
    Available for: Artificer, Bard, Sorcerer, Wizard

    SRD

    Charm Person

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VS
    Duration: 1 hour
    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    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. The creatures must be within 30 feet of each other when you target them.
    Available for: Bard, Druid, Sorcerer, Warlock, Wizard

    Basic Rules , pg. 257

    Magic Missile

    1-level Evocation

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

    Damage Type: Force   Saving Throws: None   Description: 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.

    Class(es): Sorcerer, Wizard

    Shield

    1-level Abjuration

    Casting Time 1 reaction
    Range Self
    Duration 1 round
    Components V, S

    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.

    Class(es): Sorcerer, Wizard

    Level 2 Spells

    SRD

    Suggestion

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VM
    Materials: A snake's tongue and either a bit of honeycomb or a drop of sweet oil, or focus
    Duration: Concentration, up to 8 hours
    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
    If you or any of your companions damage the target, the spell ends.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Player's Handbook, SRD, Basic Rules

    Invisibility

    2-level Illusion

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: An eyelash encased in gum arabic
    Duration: Concentration, up to 1 hour
    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At higher levels: 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, Sorcerer, Warlock, Wizard

    Blur

    2-level Illusion

    Casting Time: 1 action
    Range/Area: self
    Components: V
    Duration: Concentration, up to 1 minute
    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
    Available for: Artificer, Sorcerer, Wizard

    PHB

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

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

    Class(es): Druid, Paladin, Sorcerer, Warlock, Wizard

    Level 3 Spells

    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

    Basic Rules , pg. 228

    Counterspell

    3-level Abjuration

    Casting Time 1 Reaction
    Range 60 ft
    Duration Instantaneous
    Components S

    Damage Type: Negation   Saving Throws: None   Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

    At higher levels:
    When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

    Class(es): Sorcerer, Warlock, Wizard

    Basic Rules , pg. 234

    Dispel Magic

    3-level Abjuration

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

    Damage Type: Control   Saving Throws: None   Description: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

    At higher levels:
    When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

    Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer

    Level 4 Spells

    Confusion

    4-level Enchantment

    Casting Time: 1 action
    Range/Area: 27 mètres
    Components: Verbal, Somatique, Matériel
    Materials: Trois coquilles de noix
    Duration: Concentration, jusqu’à 1 minute
    Ce sort assaille et pervertit l'esprit des créatures, générant des hallucinations et provoquant des réactions incontrôlées. Toutes les créatures situées dans une sphère de 3 mètres de rayon autour d'un point de votre choix situé à portée doivent faire un jet de sauvegarde de Sagesse quand vous lancez le sort. Si elles échouent, le sort les affecte.
    Une cible affectée ne peut pas accomplir de réaction et doit lancer 1d10 au début de chacun de ses tours pour déterminer comment elle se comporte pendant le tour.
      Comportement
      Une créature affectée peut faire un jet de sauvegarde de Sagesse à la fin de chacun de ses tours. En cas de succès, l'effet se termine pour elle.
    At higher levels: Si vous lancez ce sort en utilisant un emplacement de niveau 5 ou plus, le rayon de la sphère augmente de 1,50 mètre par niveau au-delà du 4e.
    Available for: Barde, Druide, Ensorceleur, Magicien

    Level 5 Spells

    PHB

    Dominate Person

    5-level Enchantment

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, Concentration, up to 1 minute
    Components V, S

    You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
    At higher levels: At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

    Class(es): Druid, Sorcerer, Wizard

    Level 6 Spells

    Player's Handbook

    Globe of Invulnerability

    6-level Abjuration

    Casting Time 1 action
    Range Self (10-foot radius)
    Duration Concentration, 1 minute
    Components V,S,M (a glass or crystal bead that shatters when the spell ends)

    An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
    At higher levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

    Class(es): Sorcerer, Wizard

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