Remove these ads. Join the Worldbuilders Guild

Syh

9 Level (0/64000 XP for level-up) Arcane Bloodline Background Drider Race / Species / Heritage Lawful Neutral Alignment
Sorcerer
Level 8
Hit Dice: 8/8
1d6+4 Class 1
Cleric
Level 1
Hit Dice: 1/1
1d8+4 Class 2

STR
11
+0
DEX
14
+2
CON
18
+4
INT
12
+1
WIS
16
+3
CHA
20
+5
54
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+4
Prof. Bonus
30 ft.
Speed (walk/run/fly)
7 / 8
Sorcery Points
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+2 Dexterity
+8 Constitution
+1 Intelligence
+3 Wisdom
+9 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+9 Deception CHA
+1 History INT
+7 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
+7 Martial WIS
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+16 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +6 DEX 1d8+2 Piercing
 Ammunition (80/320 ft.), Loading, Two-handed
Dagger +6 DEX 1d4+2 Piercing
 Finesse, Light, Thrown (20/60 ft.)
Attacks

Spell Book

Racial Features
Racial Features

Drider (Humanoid)
Ability Scores: +2 Cha; +1 Con (Tasha's Stat Swap)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Webbing. You can cast the web spell with this trait, without requiring a material component. once you cast web with this trait, you can't cast that spell with it again until you finish a long rest.

Monstrous Form. Starting at 5th level, you can transform into your monstrous form. Your transformation lasts for 1 minute and once you use this trait, you can't use it again until you finish a long rest.

Origin Features
Origin Features

Arcane Bloodline
Ability Scores:
+1 Cha

Skill Proficiencies: Arcana

Tool Proficiencies: Alchemist Supplies

Feature: You gain the Metamagic Adept feat (You cannot take this feat with this origin)

Class Features
Class Features

Level 1 (Sorcerer)
Spellcasting: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Sorcerous Origin: Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. (Summoner)

Flow of the Body: You gain access to these spells at each sorcerer level, and do not count towards your spell known.



































































Sorcerer Level Spells
1 Bless
3 Mirror Image
5 Revivify
7 Dimension Door
9 Mass Cure Wounds

Summoner's Might: As an action you can select points within 30ft of you and summon allies to aid you. The form of these allies are up to the summoner, their damage type of the summons (cannot make multiple types of damage) are chosen by the summoner on creation and cannot be changed until a long rest. The control time for a summon is 1 minute or until it is reduced to 0 hit points.

As a bonus action, you can mentally command any creature you conjured if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.






















































































Size HP AC Attack Str Dex
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6

A conjured creature is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the creature lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the creature drops to 0 hit points, it goes unconscious for 1 minute before disappearing.

Once per long rest, you can conjure a Tiny summon without the use of a sorcery point.

You can conjure a max amount of creatures equal to your max amount of sorcery points. Tiny & Small count as one sorcery point, Medium count as two sorcery points, Large count as four sorcery points, Huge count as eight sorcery points.

Level 2 (Sorcerer)
Font of Magic: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points: You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.






























































Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Level 2 (Sorcerer)
Metamagic: At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. (Empowered, Heightened)

Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Level 4 (Sorcerer)
Ability Score Improvement: +2 CHA

Feat: Lucky

Level 5 (Sorcerer)
Magical Guidance: You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.


Features & Traits
Equipment
Equipment

Consumables: None

1x - Light Crossbow
20x - Bolts
1x - Component Pouch
1x - Dungeoneer's Pack
2x - Daggers
22x - bones
6x - Parachutes

Origin Item: A set of weavers tools but the threads are somewhat ethereal and transparent


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1100, Platinum: 0 Money
Sorcerer Spells
Sorcerer Spells

Cantrips
Mage Hand
Prestidigitation
Mind Sliver
Minor Illusion
Firebolt

Level 1
Silvery Barbs
Bless (Class)

Level 2
Misty Step
Tasha's Mind Whip
Mirror Image (Class)

Level 3
Counterspell
Haste
Hypnotic Pattern
Fireball
Revivify (Class)



Sorcerer Spells
Cleric Spells

Cantrips
Guidance
Resistance
Spare The Dying

Level 1
Identify
Disguise Self
Illusory Script
Command
Guiding Bolt
Detect Magic
Sanctuary
Detect Evil and Good

Spellcasting
Proficiencies
Proficiencies

Armors: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Skills: Stealth (Racial), Arcana (Origin), Deception (Class), Insight (Class)
Tools: Alchemist Supplies
Saving Throws: Constitution, Charisma
Languages: Common, Drideric


Languages & Proficiencies


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

Tangentrine.

Statblock Type

Character Sheet (latest)

Link/Embed