Lilóme Lúna Wynstone | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Lilóme Lúna Wynstone

3 Level (0/2700 XP for level-up) Countess of Omu Background High Elf Race / Species / Heritage Lawful Evil Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR
8
-1
DEX
14
+2
CON
14
+2
INT
13
+1
WIS
11
+0
CHA
16
+3
17
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+3 Deception CHA
+1 History INT
+0 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+2 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow, light +4 DEX 1d8+2 Piercing
 Ammunition. Loading, Range (80ft/320ft), Two-Handed
Staff -1 STR 1d6-1 Bludgeon
Unarmed Strike +1 STR Bludgeon
Attacks

Spell Book

Sorcerer Features


Additional Sorcerer Spells


Your Sorcerer has additional spells available to them, as designated in Tasha's Cauldron of Everything.

Proficiencies


Deception
Intimidation

Spellcasting


You cam cast known sorcerer spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use an arcane focus as a spellcasting focus.

Sorcerous Origin


Shadow Magic

Eyes of the Dark


You have darkvision to 120 ft. You learn the darkness spell and can cast it with a spell slot or by spendung 2 sorcery pionts (you can see through the darkness created by the spell if cast with sorcery pionts).

Strength of the Grave


When damage (that isn't radiant of from a critical hit) reduce you to 0 HP, you can amke a CHA saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 HP (and can't use this feature again until you finish a long rest).

Front of Magic


You have 3 sorcery pionts that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery pionts as a bonus action.

Metamagic


You gain the ability to twist spells to suit your needs.

Quickened Spell


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

Carefull Spell


You can spend 1 sorcery point to allow up to 3 creatures to automatically succed on the saving throw of a spell you cast.

Racial Traits


Darkvision


You can see in the darkness (shades of gray) up tp 60 ft.

Keen Senses


You have proficiency in the Perecption skill.

Fey Ancestry


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

Trance


You don't need to sleep, but mediate semiconsciously 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 human does form 8 hours of sleep.

Elf Weapon Training


You habe proficiency with longsword, shortsword, shortbow and longbow.

Cantrip (Fire Bolt)


You have one cantrip of you choice form the wizard spell list. INT is your spellcasting ability for it.

Extra Language (Celestial)


You can speak, read and write one extra language of your choice.

Features & Traits

Equipment


Crossbow Bolts (40)
Crossbow, light
Dagger
Staff

Backpack


Bedroll (1)
Mess Kit (1)
Rations (1 day) (10)
Rope, Hempen (50 ft.) (1)
Tindebox (1)
Torch (10)
Waterskin (1)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money

Armour


None

Weapons


Crossbow (light), Dagger, Dart, Longbow, Quarterstaff, Shortbow, Shortswoard, Sling

Tools


Glassblower's Tools, Vehicles (Land)

Languages


Celestial, Common, Elvish

Languages & Proficiencies
I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.
Sarcasm and insults are my weapons of choice.
Flattery is my preferred trick for getting what I want.

Personality Traits
Greed. I will do whatever it takes to become wealthy.

Ideals
A powerful person killed somone I love. some day soon, I'll have my revenge.

Bonds
I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
In fact, the world does revolve around me.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Statblocks for your spells.

Level 0 Spells

XGtE P. 152 / EE: P. 16 / PotA: P. 234

Control Flames

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: Instantaneous or 1 hour

You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous
Available for: Druid, Sorcerer, Wizard

XGtE P. 152 / EE: P. 16 / PotA: P. 235

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1*D8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell’s damage increases by 1*D8 when you reach 5th level (2*D8), 11th level (3*D8), and 17th level (4*D8).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

SCAG P. 143 / TCoE P.107

Green Flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M
Materials: a weapon
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1*D8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1*D8 + your spellcasting ability modifier. Both damage rolls increase by 1*D8 at 11th level (2*D8 and 2*D8) and 17th level (3*D8 and 3*D8).
Available for: Artificer, Sorcerer, Warlock, Wizard

PHB: P. 241

Firebolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1*D10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1*D10 when you reach 5th level (2*D10), 11th level (3*D10), and 17th level (4*D10).
Available for: Artificer, Sorcerer, Wizard

PHB: P. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB: P. 220

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 feet Cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid (Wildfire), Sorcerer, Wizard

PHB: P. 221

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 hour
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.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

PHB: P. 233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Artificer, Bard, Sorcerer, Wizard

Level 2 Spells

PHB: P. 230

Darkness

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 273

Scorching Ray

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2*D6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Available for: Artificer (Artillerist), Druid (Wildfire), Sorcerer, Wizard

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Lilome Luna Wynstone.

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