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Oberon Vespera

3 Level (0/2700 XP for level-up) Background Sun Elf Race / Species / Heritage Alignment
Sun Elf Sorcerer
Level 3
Hit Dice: 3/3
1d6+1 Class 1

STR
10
+0
DEX
16
+3
CON
13
+1
INT
10
+0
WIS
13
+1
CHA
18
+4
17
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
3 / 3
Sorcery Points
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+4 Deception CHA
+0 History INT
+1 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+3 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Friends +6 1 action Self Concentration, up to 1 minute SM
Dancing Lights +6 1 action 120 ft Concentration, up to 1 minute VSM
Light +6 1 action Touch 1 hour VM
Minor Illusion +6 1 action 30 ft 1 minute SM
Withstand Heat +6 1 action Touch 8 hours VS

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +6 1 action 30 ft 1 hour VS
Detect Magic +6 1 action Self Concentration, up to 10 minutes VS

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +6 1 action 30 ft 1 hour VS
Invisibility +6 1 action Touch Concentration, up to 1 hour VSM
Levitate +6 1 action 60 ft Concentration, up to 10 minutes VSM

Sun Elf


Poison Resilience
Poison Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.



Fey Ancestry
Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.



Trance
Trance

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.



Savage Attacks
Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.



Sun Elf Sorcerer


Wild Magic Surge
Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.






























d100Effectd100Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.55-56Your hair falls out but grows back within 24 hours.
07-08You cast fireball as a 3rd level spell centred on yourself.57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10You cast magic missile as a 5th level spell.59-60You regain your lowest level expended spell slot.
11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.61-62For the next minute, you must shout when you speak.
13-14You cast confusion centred on yourself.63-64You cast fog cloud centred on yourself.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.67-68You are frightened by the nearest creature until the end of your next turn.
19-20You cast grease centred on yourself.69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.71-72You gain resistance to all damage for the next minute.
23-24Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.75-76You glow with bright light in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.77-78You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.81-82You can take one additional action immediately.
33-34Maximize the damage of the next damaging spell you cast within the next minute.83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.85-86You cast mirror image.
37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.87-88You cast fly on a random creature within 60 feet of you.
39-40You regain 2d10 hit points.89-90You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.91-92If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.93-94Your size increases by one size category for the next minute.
45-46You cast levitate on yourself.95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.97-98You are surrounded by faint, ethereal music for the next minute.
49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.99-00You regain all expended sorcery points.


Sorcery Points
Sorcery Points

You have 2 sorcery points. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th. You learn other ways to use your sorcery points as you reach higher levels.










Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7


Invoke Duplicity
Invoke Duplicity

You can create an illusory duplicate of yourself.


As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.


For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.



Subclass Options


Tides of Chaos
Tides of Chaos

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check or saving throw. Once you do so, you must finish a long rest before you can use this feature again.


Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.



Cutting Words
Cutting Words

You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll a d6 and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.


Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages


Common, Perlisian



Weapon Proficiencies


Daggers



Tool Proficiencies


Herbalism Kit, Alchemist’s Supplies


Languages & Proficiencies
Charismatic

Oberon effortlessly charms those around him with his magnetic personality.



Sociable

A social butterfly, Oberon thrives in the company of others and enjoys engaging in conversations.



Creative

Gifted with a creative mind, Oberon expresses his artistic flair through mixology and crafting unique elixirs.



Optimistic

Maintaining a positive outlook, Oberon finds the silver lining even in challenging situations.



Adventurous

Eager to explore new ideas, flavors, and experiences, Oberon embraces the thrill of the unknown.



Caring

Oberon genuinely cares for his friends and values the connections he forms with those around him.



Resourceful

Quick on his feet, Oberon can think creatively to solve problems, especially in the dynamic environment of Siren’s Elixir.



Energetic

Full of vitality, Oberon brings energy and liveliness to any situation, adding a spark to his surroundings.


Personality Traits
Elixir Artistry

Dedication to perfecting the craft of mixology, creating elixirs that are not just drinks but works of art.



Magical Atmosphere

Infusing the bar with an enchanting ambiance, transporting patrons to a realm of fantasy.



Culinary Exploration

Exploring diverse and exotic ingredients to continually innovate and surprise with new and intriguing drink concoctions.



Inclusivity and Diversity

Celebrating differences and creating an environment where people from all walks of life feel accepted and valued.


Ideals
Friendship Bonds

Deep connections with friends, especially Sylvaria Enthana and Coral Zephyros.



Family Connection

A deep sense of responsibility and care for his family back in Sunhaven, especially his sister Ophelia.



Mentorship Bond

A close mentor-mentee relationship with Sapphira Iolana, the owner of Sirens Elixir, who has guided and supported him.



Team Spirit

A sense of camaraderie and teamwork with the staff at Sirens Elixir, working together to create a magical experience.



Romantic Pursuit

A lingering crush on Galenar Eldarion, fueling his romantic aspirations and adding a touch of magic to his personal life.


Bonds
Impulsiveness

Oberon sometimes acts on his emotions without careful consideration, leading to spontaneous decisions.


Fear of Rejection

Despite his charisma, Oberon fears rejection, especially in matters of romance, impacting his confidence.



Naivety

A tendency to trust others easily, which can make him vulnerable to manipulation or deception.



Perfectionism

Driven by a desire for excellence, Oberon can become overly critical of himself and others.



Overindulgence

Being in the world of mixology, Oberon might sometimes overindulge, particularly in the magical elixirs he creates.



Avoidance of Conflict

Uncomfortable with confrontation, Oberon might avoid addressing issues directly, opting for peace instead.


Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Sun Elf Sorcerers

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
armor proficiencies: None
weapon proficiencies: Daggers
tools: None
saving throws: Charisma, Dexterity
skills: Choose two from Arcana, Deception, Insight, Intimidation, Perception, Performance and Pursuasion
starting equipment:
spellcasting:

You know four cantrips of your choice from the sun elf sorcerer spell list. You learn additional sun elf sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sun Elf Sorcerer table.

You know two 1st level spells of your choice from the sun elf sorcerer spell list.

The Spells Known column of the Sun Elf Sorcerer table shows when you learn more sun elf sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sun elf sorcerer spells you know and replace it with another spell from the sun elf sorcerer spell list, which also must be of a level for which you have spell slots.

The Sun Elf Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.  

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Charisma modifier

Spell attack modifier:

your proficiency bonus + your Charisma modifier

class features:

Level 1

Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

  Wild Magic Surge Table
d100Effectd100Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.55-56Your hair falls out but grows back within 24 hours.
07-08You cast fireball as a 3rd level spell centred on yourself.57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10You cast magic missile as a 5th level spell.59-60You regain your lowest level expended spell slot.
11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.61-62For the next minute, you must shout when you speak.
13-14You cast confusion centred on yourself.63-64You cast fog cloud centred on yourself.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.67-68You are frightened by the nearest creature until the end of your next turn.
19-20You cast grease centred on yourself.69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.71-72You gain resistance to all damage for the next minute.
23-24Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.75-76You glow with bright light in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.77-78You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.81-82You can take one additional action immediately.
33-34Maximize the damage of the next damaging spell you cast within the next minute.83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.85-86You cast mirror image.
37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.87-88You cast fly on a random creature within 60 feet of you.
39-40You regain 2d10 hit points.89-90You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.91-92If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.93-94Your size increases by one size category for the next minute.
45-46You cast levitate on yourself.95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.97-98You are surrounded by faint, ethereal music for the next minute.
49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.99-00You regain all expended sorcery points.
 

Level 2

Sorcery Points

You have 2 sorcery points. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th. You learn other ways to use your sorcery points as you reach higher levels.

 
Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7
 

Invoke Duplicity

You can create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

subclass options:

Level 3

You have 2 class points.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Psychic Defence

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

 

Tides of Chaos

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

 

Cutting Words

You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll a d6 and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

 

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

 

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

 

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 Intelligence modifier (minimum of one). You must use the new rolls.

 

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

 

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.

 

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

 

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

 

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

 

Level 6

You gain 1 class point.

 

Optional Abilities

Read Thoughts

You can read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

You must finish a short or long rest to use this ability again.

 

Level 10

You gain 1 class point.

 

Heated Body

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d10 fire damage.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

 

Solar Strike

When you are wielding a weapon and in the sunlight, you cause additional damage equal to you Wisdom modifier on a hit. The damage is radiant.

 

Level 17

You gain 1 class point.

 

Corona of Light

You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

 

Improved Duplicity

You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Timeless Body

The primal magic that you wield causes you to age more slowly. For every 10 long moons that pass, your body ages only 1 long moon.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Sorcerous Restoration

You regain 4 expended sorcery points whenever you finish a short rest.

 

Optional Abilities

Searing Burst

As an action, you can expend 6 sorcery points to emit magical, solar energy. Each creature of your choice in a 10-foot radius must make a Dexterity saving throw, taking 4d6 fire damage plus 4d6 radiant damage on a failed save, or half as much damage on a successful one.

If you have less than half of your maximum hit points remaining, creatures who make a Dexterity saving throw as a result of this feature must do so with disadvantage.

 

Sun Elf Sorcerer Table

LevelClass PointsAbilitiesOptional AbilitiesSorcery PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
10Spellcasting, Wild Magic Surge---0422------------------------
20Sorcery Points, Invoke Duplicity---2433------------------------
32---Psychic Defense, Tides of Chaos, Cutting Words, Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell34442---------------------
42Ability Score Improvement---45543---------------------
52------556432------------------
63---Read Thoughts657433------------------
73------7584331---------------
83Ability Score Improvement---8594332---------------
93------951043331------------
104---Heated Body1061143332------------
114------11612433321---------
124Ability Score Improvement---12612433321---------
134------136134333211------
145---Blindsense, Solar Strike146134333211------
155------1561443332111---
165Ability Score Improvement---1661443332111---
176---Corona of Light, Improved Duplicity17615433321111
187---Timeless Body18615433331111
197Ability Score Improvement---19615433332111
208---Sorcerous Restoration, Searing Burst20615433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Day Realm Sun Elves

ability score increase: Your Charisma score increases by 2 and your Constitution score increases by 1
age: Baby/Toddler: 0-11, Child: 12-29, Teen: 30-45, Young Adult: 46-67, Adult: 68-157, Elder: 158+, Average Lifespan: 225 years
Size: Medium
speed: 30ft
Languages: Elvish
parent race: Sun Elves
race features:

Poison Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

 

Plant Identifier

You have proficiency in the Intelligence (Nature) skill.

 

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

 

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

 

Innate Magic

You know the friends cantrip. Charisma is your spellcasting ability for it.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Friends

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Components: S, M
Materials: tbd
Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: tbd
Duration: 1 hour
Attack/Save: Dexterity saving throw

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: S, M
Materials: tbd
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.

Withstand Heat

0-level (Cantrip) Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours

You can target up to 6 willing creatures. A creature protected by withstand heat suffers no harm from being in a hot environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Heat weather conditions. The creature’s equipment is likewise protected.

Level 1 Spells

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 hour
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

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.

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Level 2 Spells

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
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:

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.

Levitate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Constitution saving throw

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

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