+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+5 | Charisma |
+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 |
+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 |
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 |
Feat: Lightly Armored
Class Feature: Sorcerer - Font of Magic
Class Feature: Sorcerer - Metamagic (Subtle Spell, Twinned Magic)
Class Feature: Storm Sorcery - Tempestous Magic
Dagger x2
Quiver x2: Crossbow Bolts (20)
Backpack: Shovel, Mason's Tools, Immovable Rod, Common Clothes, Waterskin, Mess Kit
Languages: Common, Aven, Primordial (Air Accent)
Proficiencies:
-Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
-Tools: Mason's Tools, Land Vehicles
Homesick
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.
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 Feature: Sorcerer - Font of Magic
Class Feature: Metamagic
Class Feature: Sorcerous Restoration
Level | Sorcery Points | Features | Known Cantrips | Known Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 0 | Origin Feature | 4 | 2 | 1 | ||||||||
2 | 2 | Class Feature: Sorcerer - Font of Magic | 4 | 3 | 3 | ||||||||
3 | 3 | Class Feature: Sorcerer - Metamagic (Pick 2) | 4 | 4 | 4 | 2 | |||||||
4 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | |||||||
5 | 5 | 5 | 6 | 4 | 3 | 2 | |||||||
6 | 6 | Origin Feature | 5 | 7 | 4 | 3 | 3 | ||||||
7 | 7 | 5 | 8 | 4 | 3 | 3 | 1 | ||||||
8 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | |||||
9 | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | |||||
10 | 10 | Class Feature: Sorcerer - Metamagic (Pick 1) | 6 | 11 | 4 | 3 | 3 | 3 | 2 | ||||
11 | 11 | 6 | 12 | 4 | 3 | 3 | 2 | 1 | |||||
12 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | |||
13 | 13 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
14 | 14 | Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
15 | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
16 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
17 | 17 | Class Feature: Sorcerer - Metamagic (Pick 1) | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 18 | Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
19 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 20 | Class Feature: Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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.
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
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 have humanlike bodies, arms, and legs, along with birdlike wings and heads.
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.
0-level (Cantrip) Conjuration
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.
0-level (Cantrip) Illusion
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.
0-level (Cantrip) Evocation
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.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Evocation
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.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Evocation
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.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1-level Abjuration
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.
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.
1-level Transmutation
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.
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.
1-level Evocation
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.
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.
2-level Conjuration
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.
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.
2-level Evocation
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.
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.
3-level Evocation
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.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.