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Blanche Ouradnik

Sorceress 5 Class & Level
Sage Background
Dragonborn White Race
True Neutral Alignment

Strength 12
+1
Dexterity 12
+1
constitution 14
+2
intelligence 15
+2
wisdom 11
+0
charisma 20
+5
Total Hit Dice 6
Hit Die
1d6+2
+3 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+3 Arcana
+1 Athletics
+3 Deception
+1 History
+0 Insight
+5 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+3 Performance
+5 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills Languages: Common, Draconic, Elvish Armor: none Weapons: daggers, darts, slings, quarterstaffs, light crossbows Tools: none (Possible Staff/Rod Later) proficiencies

 
18
Armor Class
39
Hit Points
+2
Initiative
30ft
Speed
WeaponAttackDamage
Quarterstaff1d6+2BLG
Crossbow1d8+2PRC
Breath Attack2d6/1d6+3CLD
Attacks
Languages: Common, Draconic, Elvish
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none (Staffs, Wands, and Rods in Future)
Proficiences
Cantrips:
Ray of Frost, Frostbite, Cryomancy, Shape Water, Minor Illusion

Lvl
Ice Manipulation, Ice Knife, Unstable Frost, Ice Spear, Winter’s Touch

Lvl 2:
Shatter, Ice Image(Mirror Image), Misty Step, Alter Self, Suggestion, Darkness

Lvl 3:
Fly, Sleet Storm, Tongues
Spellcasting
1 Quarterstaff, 1 Light Crossbow w/20 bolts, 2 daggers, 1 Labradorite Snowflake Pendant, Explorer's Pack, 1 set of travel robes, stationary
Equipment
I'm willing to listen to every side of an argument before I make my own judgment.
Personality Traits
Self-Improvement. The goal of a life of study is the betterment of oneself.
Ideals
I work to preserve my tomes and library.
Bonds
When she sleeps frost forms around her.
Cursed to laugh in serious situations.
Flaws
Polar Heritage (White)
You are built for crossing icy ledges, slippery mountainsides, and frozen lakes. You gain proficiency with Athletics and Acrobatics checks. Choose one of these skills; you gain double your proficiency bonus with that skill.
Background: Sage- Researcher
Sorceress:
Sorcerer Origin: Frozen Heart
(http://dnd-5e-homebrew.tumblr.com/post/147748567344/frozen-heart-sorcerer-by-belithioben)
Features & Traits

Heroes Enabled

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

Characters

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NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

Characters

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NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

Characters

This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)


NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

Characters

This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)


NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

The statblocks of your class features

Sorcerer - Frozen Heart


Hit Points

Hit Dice: d6 per Sorcerer - Frozen Heart level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st

Proficiences

Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Overview & Creation

Legends tell of an ancient queen, whose cruelty was so great that the gods turned her heart to ice. Her power, terrible and beautiful, has manifested within you. Perhaps you can in contact with a magical relic from the deep north. Or you should be latest member of a great line of succession leading back to the queen herself.


Class Features

Frigid Soul

Propelled by a heart of ice, the blood in your veins runs cold. At 1st level, bitter temperatures cause you no discomfort and you have resistance to cold damage.  

Gathering Frost

Starting at 1st level, whenever you deal cold damage to a creature with a spell of 1st level or greater, you can reduce its speed to half on its next turn.  

Flashfreeze

Beginning at 6th level, you can use your action and spend 2 sorcery points to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 10 foot cube centered on a point within 120 feet of you. You can't shape the ice to trap or injure a creature in the area. Alternatively, you can turn areas of water to ice within a 40 foot cube centered on a point within 120 feet of you. You cannot freeze areas of water that would trap a creature in ice. At 14th level, you can spend 2 additional sorcery points to form your creation out of True Ice instead.
The Nature Of Ice
The ice that you create is abnormally cold and dense, but it's not magical. At room temperature, it melts at a rate of 1 foot every 8 hours. The DM may rule that environmental factors increase or decrease this rate. Each 5 foot square section of ice has AC 10, 20 hit points, and a vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it. Creations made of True Ice are magically durable. They do not melt, and their section have AC 20 and 40 hit points.

Glacial Wreath

At 14th level, you can conjure sheaths of ice to protect yourself. Whenever you become a target of an attack, you can use your reaction to gain temporary hit points equal to half your sorcerer level. Additionally, you can use your action to encase yourself in a protective cocoon of ice for 1 minute of until you choose to end the effect. You become petrified and gain temporary hit points equal to twice your sorcerer level which last until the effect ends. You are still aware of your surroundings. Once you encase yourself this way, you can't do so again until you finish a long rest.  

Winter Is Coming

  Beginning at 18th level, you can extend your icy grip across the land. As an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 20 feet. For 10 minutes or until you lose your concentration, surfaces within the aura becomes coated in frost, and water freezes solid instantly. A hostile creature that starts its turn within the aura must succeed on a constitution saving throw or take 2d8 cold damage and become restrained until the beginning of its next turn. At the beginning of your turn, you can expand or reduce the range of the aura by 10 feet, to a maximum of 100 feet.


Starting Equipment

You start with the following items, plus anything provided by your Background.
• (a) a Light Crossbow and 20 bolts or (b) any simple weapon
• (a) a Component pouch or (b) an arcane focus
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
• Two daggers


Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with Arcane Magic. This font of magic, whatever its Origin, fuels your Spells. See chapter 10 for the general rules of Spellcasting and chapter 11 for the Sorcerer spell list.  

Cantrips

  At 1st Level, you know four Cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 4th Level and another at 10th level.  

Spell Slots

The 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.  

Spells Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Sorcerer spell list.   You learn an additional Sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 Sorcerer spell list, which also must be of a level for which you have Spell Slots.  

Spellcasting Ability

Charisma is your Spellcasting Ability for your Sorcerer Spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer spell you cast and when Making an Attack roll with one.   Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier Spell Attack modifier = your Proficiency Bonus + your Charisma modifier  

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Sorcerer Spells.  

Font of Magic

At 2nd Level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects.  

Sorcery Points

You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a Long Rest.  

Flexible Casting

You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.   Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. 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

Metamagic

At 3rd Level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  

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 Charisma 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 Charisma modifier (minimum of one). You must use the new rolls.   You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.  

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).   To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.  

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a Short Rest.


LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2-Spellcasting, Sorcerous Origin422--------
2nd+22Font of Magic433--------
3rd+23Metamagic4442-------
4th+24Ability Score Improvement5543-------
5th+35-56432------
6th+36Sorcerous Origin feature57433------
7th+37-584331-----
8th+38Ability Score Improvement594332-----
9th+49-51043331----
10th+410Metamagic61143332----
11th+411-612433321---
12th+412Ability Score Improvement612433321---
13th+513-6134333211--
14th+514Sorcerous Origin feature6134333211--
15th+515-61443332111-
16th+516Ability Score Improvement61443332111-
17th+617Metamagic615433321111
18th+618Sorcerous Origin feature615433331111
19th+619Ability Score Improvement615433332111
20th+620Sorcerous Restoration615433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn

Ability Score Increase +2 Str, +1 Cha
Size Medium
Speed 30ft

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.    
Dragon Color Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)

Damage Resistance

You have Resistance to the damage type associated with your Draconic ancestry.

Languages. You can speak, read, and write in both Common and Draconic. While Common is the most well known out of all languages, Draconic is thought to be one of the oldest languages and is typically used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.


LEVELXPABILITIES
10Breath Weapon - 2d6 damage
614,000Breath Weapon - 3d6 damage
1185,000Breath Weapon - 4d6 damage
16195,000Breath Weapon - 5d6 damage

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

[block: 4 gems -4 Ice Books -3 Blank Spell Scrolls -1 Silver Hand Mirror -1 Cute Squish -1 Amulet of Intelligence +2 Intelligence Score -1 Ring of Charisma +3 Charisma Score]

Created by

EisKitsune.

Statblock Type

Character Sheet (Legacy)

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