+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+3 | Dexterity | |
+2 | Constitution | |
+3 | Intelligence | |
+5 | Wisdom | |
-1 | Charisma |
+1 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+0 | Athletics | STR | |
-1 | Deception | CHA | |
+3 | History | INT | |
+3 | Insight | WIS | |
-1 | Intimidation | CHA | |
+3 | Investigation | INT |
+3 | Medicine | WIS | |
+5 | Nature | INT | |
+3 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+3 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +2 | STR | 1d8 | piercing | |
Ammunition (range 150/600), heavy, two-handed |
You gain a plus +2 bonus to attack rolls you make with ranged weapons.
You are particularly familiar with the jungle and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to the jungle, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in the jungle, you gain the following benefits:
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
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.
You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up) and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd level slot or two 1st level slots.
Zeke exudes a gentle and kind demeanor, often preferring a soft approach to interactions. His considerate nature is reflected in how he treats others and handles delicate tasks.
Due to his social struggles, Zeke tends to be reserved and shy, especially in unfamiliar social situations. It takes time for him to open up to new people, and he may come across as introverted initially.
Zeke's face lights up when discussing plants, and his enthusiasm for botany is infectious. He enjoys sharing his knowledge with those who share his passion and finds joy in helping others discover the wonders of nature.
Despite his challenges, Zeke remains an optimistic dreamer. He envisions a world where people appreciate and respect the beauty of nature, and he strives to contribute to this vision through his work.
Zeke possesses a curious mind, always eager to learn more about different plant species, their properties, and their roles in ecosystems. His curiosity fuels his continuous quest for knowledge.
Zeke maintains a resilient spirit, bouncing back from social setbacks with a positive outlook. His optimism helps him face challenges, fostering a determination to improve his social skills over time.
Zeke believes in the interconnectedness of all living things and strives to maintain balance within nature.
Zeke values the beauty and diversity of plant life, aiming to showcase and preserve the floral wonders of the world.
Zeke has a deep compassion for animals and magical creatures, advocating for their well-being and protection.
Zeke finds joy in cultivating and sharing happiness, aiming to bring smiles to others through the enchantment of flowers.
Zeke feels a profound bond with the natural world, finding solace and inspiration in the beauty of plants. This connection guides his choices and actions, emphasizing his commitment to preserving the environment.
Despite his social struggles, Zeke maintains a strong bond with his parents, appreciating the knowledge and values they instilled in him. Their teachings continue to influence his decisions and perspectives.
Zeke shares a sense of camaraderie with fellow botanists, gardeners, and plant enthusiasts. This bond helps him feel more at ease within his professional network and provides a supportive community.
Zeke holds a deep admiration for skilled florists and artisans who showcase the beauty of flowers through various arrangements. This admiration motivates him to contribute to the craft and learn from experienced individuals.
Zeke constantly doubts his own understanding of plants, fearing he might make a mistake or misidentify a species. This insecurity affects his confidence in both personal and professional interactions.
Zeke's shyness extends to social situations, making it challenging for him to initiate conversations or express his feelings. This could lead to misunderstandings and difficulties in forming connections with others.
Due to his upbringing surrounded by thorough plant documentation, Zeke often relies heavily on written information. This can hinder his ability to adapt to unexpected situations, as he may struggle without the guidance of detailed records.
Zeke is haunted by the fear of making a significant mistake, especially in his work with delicate flowers. This fear may cause him to avoid taking risks, potentially limiting his personal and professional growth.
Zeke tends to overanalyze his interactions with others, replaying conversations and worrying about potential missteps. This overthinking can create anxiety, hindering his ability to enjoy the present moment.
Zeke often hesitates to take the lead or make decisions independently. This reluctance could result in missed opportunities or slow progress in both his personal and professional life.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You know four cantrips of your choice from the wood elf sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wood Elf Sorcerer table.
You know two 1st level spells of your choice from the wood elf sorcerer spell list.
The Spells Known column of the Wood Elf Sorcerer table shows when you learn more 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 sorcerer spells you know and replace it with another spell from the wood elf sorcerer spell list, which also must be of a level for which you have spell slots.
The Wood 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.
8 + your proficiency bonus + your Wisdom modifier
your proficiency bonus + your Wisdom modifier
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.
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
As an action, you invoke the power of the forest. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You must take a short or long rest before you can perform this action again.
You gain an animal companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your sorcerer level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
While traveling through your favoured terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
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.
You have 1 class point.
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.
You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up) and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st level slots.
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
You gain 1 class point.
You can communicate telepathically with your animal companion and perceive through your animal companion’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your animal companion’s senses, you can also speak through your animal companion in your own voice, even if your animal companion is normally incapable of speech.
You gain 1 class point.
On any of your turns when your animal companion doesn't attack, you can take a bonus action to command the beast to take the Dash, Disengage, Dodge or Help action on its turn.
Attack rolls made by you and your animal companion have advantage when attacking a creature already hit by an attack roll made by the other during the same turn.
When you use your action to make a range weapon attack, you can use your bonus action to cast a sorcerer spell using a sorcerer spell slot.
You gain 1 class point.
You can cast the commune with nature spell, but only as a ritual and while you have an animal companion by your side. When you do so, the spirit of nature talks through your animal companion to convey the information you seek.
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
You gain 1 class point.
Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Your animal companion can make two attacks when you command it to use the Attack action.
You gain 1 class point.
You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
When you cast a spell targeting yourself, you can also affect your animal companion with the spell if the beast is within 30 feet of you.
You gain 1 class point.
When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
You gain 1 class point.
You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
Once you use this feature, you can't use it again until you finish a long rest.
You regain 4 expended sorcery points whenever you finish a short rest.
Level | Class Points | Abilities | Optional Abilities | Sorcery Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 1 | Spellcasting | Natural Recovery, Land's Stride | 0 | 4 | 2 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | 1 | Sorcery Points, Charm Animals and Plants | --- | 2 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | 2 | Animal Companion | Voice of the Wood Elf | 3 | 4 | 4 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | 2 | Ability Score Improvement | --- | 4 | 5 | 5 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5 | 2 | --- | --- | 5 | 5 | 6 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | 3 | --- | Exceptional Training, Solidarity, Wood Elf Flexibility | 6 | 5 | 7 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | 3 | --- | --- | 7 | 5 | 8 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | 3 | Ability Score Improvement | --- | 8 | 5 | 9 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | 3 | --- | --- | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | 4 | --- | Spirit Walker, Hide in Plain Sight, Magical Ambush | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | 4 | --- | --- | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | 4 | Ability Score Improvement | --- | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | 4 | --- | --- | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | 5 | --- | Nature's Sanctuary, Bestial Fury | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | 5 | --- | --- | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | 5 | Ability Score Improvement | --- | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | 6 | --- | Master of Nature, Share Spells | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 7 | --- | Spell Bombardment | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 7 | Ability Score Improvement | --- | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 8 | --- | Elder Champion, Sorcerous Restoration | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
You have proficiency with the longsword, shortsword, shortbow and longbow.
You gain a plus +2 bonus to attack rolls you make with ranged weapons.
You are particularly familiar with the forest and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to the forest, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in the forest, you gain the following benefits:
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
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.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
Upon taking damage, you can release distress spores, allowing all plants, beasts, fey, frejkin and wood elves within 240 feet of you to sense your pain.
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
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.
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerFor the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
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.
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.