Remove these ads. Join the Worldbuilders Guild

Tomas Darkov

3 Level (0/2700 XP for level-up) Background Human Variant Race / Species / Heritage Alignment
Fighter
Level 2
Hit Dice: 2/2
1d10+2 Class 1
Sorcerer
Level 1
Hit Dice: 1/1
1d8+2 Class 2

STR
14
+2
DEX
13
+1
CON
15
+2
INT
11
+0
WIS
8
-1
CHA
13
+1
26
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+3 Attack mod
CHA Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
-1 Wisdom
+3 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
+3 Deception CHA
+0 History INT
-1 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
-1 Medicine WIS
+0 Nature INT
-1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

FIGHTING STYLE
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

SORCEROUS ORIGIN: PYROMANCY

Heart of Fire
At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).



FEATS
Durable
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.

When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Features & Traits
Studded leather (AC 12+DEX)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
CANTRIPS (4)

  • Blade Ward

  • Green-Flame Blade

  • Fire Bolt

  • Create Bonfire



LV 1 (2)

  • Shield

  • Jump


Spellcasting


™ & © 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

yesElleyes.

Statblock Type

Character Sheet (latest)

Link/Embed