+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+3 | Dexterity | |
+3 | Constitution | |
+3 | Intelligence | |
+5 | Wisdom | |
+4 | Charisma |
+3 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+0 | Athletics | STR | |
+2 | Deception | CHA | |
+3 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
+3 | Investigation | INT |
+5 | Medicine | WIS | |
+5 | Nature | INT | |
+3 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+3 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Thanks to your celestial heritage, you have superior vision in dark and dim conditions. 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 can't discern colour in darkness, only shades of grey.
You have resistance to necrotic damage and radiant damage.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Aasimar don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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.
While in dim light or darkness, Aasimar can take the Hide action as a bonus action.
You can cast the levitate spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
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.
d100 | Effect | d100 | Effect |
---|---|---|---|
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | 55-56 | Your hair falls out but grows back within 24 hours. |
07-08 | You cast fireball as a 3rd level spell centred on yourself. | 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
09-10 | You cast magic missile as a 5th level spell. | 59-60 | You regain your lowest level expended spell slot. |
11-12 | Roll 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. | 61-62 | For the next minute, you must shout when you speak. |
13-14 | You cast confusion centred on yourself. | 63-64 | You cast fog cloud centred on yourself. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
19-20 | You cast grease centred on yourself. | 69-70 | Each 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. |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 71-72 | You gain resistance to all damage for the next minute. |
23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | 75-76 | You 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. |
27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
31-32 | You 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. | 81-82 | You can take one additional action immediately. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
35-36 | Roll 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. | 85-86 | You cast mirror image. |
37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | 87-88 | You cast fly on a random creature within 60 feet of you. |
39-40 | You regain 2d10 hit points. | 89-90 | You 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. |
41-42 | You 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. | 91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 93-94 | Your size increases by one size category for the next minute. |
45-46 | You cast levitate on yourself. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 97-98 | You are surrounded by faint, ethereal music for the next minute. |
49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 99-00 | You regain all expended sorcery points. |
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.
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 Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
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.
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.
Yasmin possesses an insatiable curiosity and a genuine love for learning. She is always eager to explore new alchemical mysteries and seek knowledge from various sources.
Despite her shyness, Yasmin enjoys sharing her alchemical expertise with those who show genuine interest. She takes pride in being a patient and compassionate mentor to aspiring alchemists or curious individuals.
Yasmin excels at being an empathetic listener. Her quiet nature allows others to confide in her, and she provides thoughtful advice or simply lends a supportive ear to those in need.
Yasmin harbors a deep curiosity for the mysteries of alchemy and herbology. Her ideal involves the constant pursuit of knowledge, seeking to uncover the secrets hidden within plants and potions.
Yasmin values the idea that alchemy can be a harmonious force in the world, bringing balance and healing. She strives to use her alchemical talents for the betterment of others and the natural order.
Yasmin believes in empowering others through education. She sees herself as a mentor who can uplift aspiring alchemists and share the wonders of her craft, fostering a community of knowledgeable individuals.
Yasmin is deeply bonded to the legacy of her parents, who were alchemists and established the shop. She feels a responsibility to carry on their work and honor their memory through her own contributions to the family business.
Yasmin has a strong bond with the local pipeweed community. She values the relationships formed through the herbal connections, seeing them as an integral part of Greenleaf Grove's identity and prosperity.
Yasmin harbors a secret admiration for Mercury Ignis, the eccentric pipeweed farmer. This unspoken bond influences her interactions with him, adding a layer of complexity to their relationship.
Yasmin is bonded to the pursuit of knowledge. She values education and sees herself as a perpetual learner. This bond drives her to explore alchemical mysteries and share her discoveries with others.
Despite her intelligence and alchemical prowess, Yasmin struggles with shyness and social anxiety. This makes it challenging for her to express herself confidently, especially in social situations outside the familiar comfort of her alchemy shop.
Yasmin has a tendency to be a perfectionist, always seeking the ideal formula or potion. This drive for perfection can lead to self-doubt and frustration, especially when faced with the unpredictable nature of alchemical experimentation.
Yasmin finds it challenging to delegate tasks, often believing that she can accomplish things more efficiently on her own. This can lead to burnout and potential strains on relationships, as she may struggle to trust others with important responsibilities.
Yasmin's pursuit of knowledge and desire for precision can make her overly cautious. She may hesitate to take risks, even when innovation or a leap of faith could lead to significant breakthroughs in her alchemical pursuits.
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 aasimar sorcerer spell list. You learn additional aasimar sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Aasimar Sorcerer table.
You know two 1st level spells of your choice from the aasimar sorcerer spell list.
The Spells Known column of the Aasimar Sorcerer table shows when you learn more aasimar 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 aasimar sorcerer spells you know and replace it with another spell from the aasimar sorcerer spell list, which also must be of a level for which you have spell slots.
The Aasimar 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
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 Tabled100 | Effect | d100 | Effect |
---|---|---|---|
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | 55-56 | Your hair falls out but grows back within 24 hours. |
07-08 | You cast fireball as a 3rd level spell centred on yourself. | 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
09-10 | You cast magic missile as a 5th level spell. | 59-60 | You regain your lowest level expended spell slot. |
11-12 | Roll 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. | 61-62 | For the next minute, you must shout when you speak. |
13-14 | You cast confusion centred on yourself. | 63-64 | You cast fog cloud centred on yourself. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
19-20 | You cast grease centred on yourself. | 69-70 | Each 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. |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 71-72 | You gain resistance to all damage for the next minute. |
23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | 75-76 | You 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. |
27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
31-32 | You 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. | 81-82 | You can take one additional action immediately. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
35-36 | Roll 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. | 85-86 | You cast mirror image. |
37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | 87-88 | You cast fly on a random creature within 60 feet of you. |
39-40 | You regain 2d10 hit points. | 89-90 | You 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. |
41-42 | You 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. | 91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 93-94 | Your size increases by one size category for the next minute. |
45-46 | You cast levitate on yourself. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 97-98 | You are surrounded by faint, ethereal music for the next minute. |
49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 99-00 | You regain all expended sorcery points. |
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.
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 Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
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.
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.
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.
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.
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.
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.
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.
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.
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
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).
You gain 1 class point.
You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
You gain 1 class point.
Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
You can cast levitate on yourself at will, without expending a spell slot or material components.
Your dreams have begun to speak to you in strange voices. During a long rest, you may dream to cast the scrying spell once with no material components.
You can use your reaction to grant yourself protection against interference to your spells. This reaction is taken when you take damage that would normally have interrupted your spellcasting. For one minute, you can’t lose concentration on a spell as a result of taking damage. When you use this feature, you can't do so again until you finish a long rest.
You gain 1 class point.
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
You gain 1 class point.
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
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.
You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.
Once you use this feature, you can’t use it again until you finish a long rest.
You can relinquish your mundane body, becoming a being of raw mystical energy. All creatures within 15 feet must succeed on a Wisdom saving throw against your spell save DC, or become charmed for 1 minute or until they take damage from any source. For 1 minute, you gain resistance to all non-magical damage, a flying movement speed equal to half your average movement speed, and you can telepathically communicate with any creature with at least 3 intelligence points within 30 foot. You don't need to share known languages for this. You can end this effect at any time during your turn.
You must take a long rest before you can use this feature again.
You gain 1 class point.
You can use your action to spend 4 sorcery points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 sorcery points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
The harmful energy of your spells intensifies. 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 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 | 0 | Spellcasting, Wild Magic Surge, Tides of Chaos | --- | 0 | 4 | 2 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | 0 | Sorcery Points, Invoke Duplicity | --- | 2 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | 1 | --- | Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell | 3 | 4 | 4 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | 1 | Ability Score Improvement | --- | 4 | 5 | 5 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5 | 1 | --- | --- | 5 | 5 | 6 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | 2 | --- | Incorporeal Movement | 6 | 5 | 7 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | 2 | --- | --- | 7 | 5 | 8 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | 2 | Ability Score Improvement | --- | 8 | 5 | 9 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | 2 | --- | --- | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | 3 | --- | Aura of Warding, Ascendant Step, Wandering Dreams, Uninterrupted Spellcasting | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | 3 | --- | --- | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | 3 | Ability Score Improvement | --- | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | 3 | --- | --- | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | 4 | --- | Use Magic Device, Blindsense | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | 4 | --- | --- | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | 4 | Ability Score Improvement | --- | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | 5 | --- | Witch Sight, Improved Duplicity, Spell Thief, Pure Energy | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 6 | --- | Empty Body, Elusive, Timeless Body | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 6 | Ability Score Improvement | --- | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 7 | --- | 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.
Thanks to your celestial heritage, you have superior vision in dark and dim conditions. 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 can't discern colour in darkness, only shades of grey.
You have resistance to necrotic damage and radiant damage.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Aasimar don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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.
While in dim light or darkness, Aasimar can take the Hide action as a bonus action.
You know the light cantrip. Once you reach 3rd level, you can cast the levitate spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
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.
0-level (Cantrip) Evocation
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.
0-level (Cantrip) Enchantment
Your lullaby makes a targeted creature within range become drowsy. The creature must make a Wisdom saving throw or become tired and delirious. While drowsy the creature has disadvantage on concentration saving throws, and on Intelligence and Wisdom checks. The creature knows you are affecting it. If the target takes damage, it snaps from its dazed state, and this spell ends.
0-level (Cantrip) Abjuration
You touch a creature and cause an eerie song to play, warding away danger.
The creature you touch has advantage on saving throws until the start of your next turn.
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
1-level Divination
You touch a creature to bestow it pristine thought. The target has advantage on Intelligence checks for the duration of this spell. This spell ends prematurely if the target becomes distracted with a taxing mental or physical activity, such as casting a spell or engaging in combat.
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
2-level Illusion
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
2-level Enchantment
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20 foot radius sphere centred on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
2-level Transmutation
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.
Statblocks for your Trinkets, businesses, building, castles, empires.