Remove these ads. Join the Worldbuilders Guild

Datari

Divine Soul Sorcerer 5 Class & Level
Charlantan Background
Tiefling (Dispater) Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 1
-5
constitution 16
+3
intelligence 8
-1
wisdom 8
-1
charisma 18
+4
Total Hit Dice 5
Hit Die
1d6+3
+3 proficiency bonus
-1 Strength
+3 Dexterity
+6 Constitution
-1 Intelligence
-1 Wisdom
+7 Charisma
saving throws
+3 Acrobatics
-1 Animal Handling
+2 Arcana
+1 Athletics
+7 Deception
-1 History
-1 Insight
+4 Intimidation
-1 Investigation
-1 Medicine
-1 Nature
-1 Perception
+4 Performance
+7 Persuasion
-1 Religion
+6 Sleight of Hands
+3 Stealth
-1 Survival
skills

 
13
Armor Class
37
Hit Points
+3
Initiative
30ft
Speed
Crossbow, Light 80(320) 1d20+6 1d8+3
Dagger 20(60) 1d20+6 1d4+3
Dagger 20(60) 1d20+6 1d4+3
Attacks
ARMOR: None
WEAPONS: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling
TOOLS: Disguise Kit, Forgery Kit
LANGUAGES: Common, Infernal
Proficiences
PHB, pg. 101
You can cast known sorcerer spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7). You can use an arcane focus as a spellcasting focus.
Spellcasting
Personality Traits
Flattery is my preferred trick for getting what I want.
Personality Traits
Independence. I am a free spirit—no one tells me what to do. (Chaotic)
Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
Ideals
Divine Magic XGtE, pg. 50
You can learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher from the cleric spell list or the sorcerer spell list. You also learn an additional spell based on your chosen affinity.
Chaos: Bane(1st)

Favored by the Gods XGtE, pg. 50
Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Favored by the Gods: (No Action)/ Short Rest

Font of Magi cPHB, pg. 101
You have 5 sorcery points 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 points as a bonus action.

Sorcery Points: 1 Action Uses: / Long Rest
Convert Sorcery Points: 1 Bonus Action

Metamagic PHB, pg. 101
You gain the ability to twist spells to suit your needs.
Distant Spell
When you cast a spell that has a range of 5 ft. or greater, you can spend 1 sorcery point to double the range of the spell (or make the range 30 ft. for a spell with a range of touch).
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.


RACIAL TRAITS
Darkvision PHB, pg. 43
You can see in darkness (shades of gray) up to 60 ft.

Hellish Resistance PHB, pg. 43
You have resistance to fire damage.

Legacy of Dis MToF, pg. 21
You know the thaumaturgy cantrip. [3rd] You can cast disguise self (2nd) once per long rest. [5th] You can cast detect thoughts once per long rest. CHA is your spellcasting ability.

Thaumaturgy(Cantrip)
Disguise Self(1st) / Long Rest
Detect Thoughts(2nd) / Long Rest
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

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.

Class(es): Bard, Sorcerer, Warlock, Wizard

SRD

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 10ft
Duration Instantaneous
Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.   This spell's damage increases by 1d12 when you reach 5th level ( 2d12 ), 11th level ( 3d12 ), and 17th level ( 4d12 ).

Class(es): Druid, Sorcerer, Warlock, Wizard

SRD

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Cleric

SRD

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration Up to a minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric
]

Level 1 Spells

Chaos Bolt

1-level Evocation

Casting Time 1 Action
Range 120 ft
Duration Instantaneous
Components V, S

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.   If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Class(es): Sorcerer

D8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder

PHB, page 233 SRD

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S

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.

Class(es): Artificer, Bard, Sorcerer, Wizard

PHB, page 253 SRD

Inflict Wounds

1-level Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Cleric
]

Level 2 Spells

PHB, page 231 SRD

Detect Thoughts

2-level Divination

Casting Time 1 action
Range Self
Duration Concentration, 1 minute
Components V, S, M
Materials A copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

  You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the spell ends.

  Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

  You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

  Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Class(es): Bard, Sorcerer, Wizard

SRD

Spiritual Weapon

2-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration 1 minute
Components V, S

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.  
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.  
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. 4th level: 2d8 + spellcasting modifier force damage 6th level: 3d8 + spellcasting modifier force damage 8th level: 4d8 + spellcasting modifier force damage

Class(es): Cleric
]

Level 3 Spells

Melf's Minute Meteors

3-level Evocation

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 Minutes
Components V, S, M
Materials Niter, Sulfur and Pine Tar Formed into a Bead

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

Class(es): Sorcerer, Wizard
]

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

SandraL.

Statblock Type

Character Sheet (Legacy)

Link/Embed