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Tsag

3 Level (4/2700 XP for level-up) Outlander Background Goblin Race / Species / Heritage Lawful Neutral Alignment
Clockwork Soul Sorcerer
Level 3
Hit Dice: 3/3
1d6+3 Class 1

STR
11
+0
DEX
14
+2
CON
16
+3
INT
11
+0
WIS
13
+1
CHA
20
+5
25
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
3 / 3
Sorcery Points
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+5 Deception CHA
+0 History INT
+1 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Race
Goblin
Darkvision: 60ft
Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

Class
Clockwork Soul Sorcerer
Spellcasting (4 Cantrips, 2 Spells known, 2 1st level slots)
Clockwork Magic
Restore Balance
Font of Magic (sorcery points, Flexible Spell-casting)
Metamagic
Quickened Spell
Twinned Spell

Background feature
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Features & Traits
Money
0 Platinum
309 Gold
90 Silver
0 Copper

Gear
Sling
Component Pouch
2x Daggers

Handy Haversack
1x Potion of Healing
Bedroll
Mess Kit
Tinderbox
10x Torches
10x (days of) Rations
Waterskin
50 ft hempen rope
Staff
Hunting Trap
Guild Membership Card
25 gp Silver dust

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spell Attack Mod: +7
Spell Save DC: 15
Spell Slots: 1st Level: 2
Cantrips
Chill Touch
Frostbite
Mending
Prestidigitation

1st Level Spells
Alarm (Clockwork Spell)
Armor of Agathys (Clockwork Spell)
Catapult
Shield
Magic Missile

2nd Level
Lesser Restoration (Clockwork Spell)
Magic Weapon(Clockwork Spell)
Scorching Ray

Spellcasting
Skills
Athletics
Arcana
Persuasion
Survival

Saving Throws
Constitution
Charisma

Armor
None

Weapons
daggers
darts
slings
quarterstaves
light crossbows

Tools/Instruments
Violin

Languages
Common
Goblin
Sylvan

Languages & Proficiencies
MAGIC ITEMS
Heart-Shaped Box
Minor Wondrous Item (100GP) - Non Attunement

It's like Life!: As an action, you can remove a chocolate from the box and eat it, granting a +1 to all Charisma-based skill checks for the next minute. This ability can be used once per day, refreshing at dawn.

Bonds
Runic Circle of the Flow
Minor Ritual anyone can learn
The Runic Circle of the Flow, stops time/entropy flow for inorganic and worked objects in a 200x200x200 foot cube. This means it will affect stonework/metalwork/woodwork, but not trees/food/etc. When activated the circle will optimally continue to function for 1 month per spell level,(non-spellcasters can expend their hit dice, to activate the runes for a number of weeks per what they roll) pushed into the runes(this can be activated by multiple spellcasters at the same time).

To activate the Runic Circle of the Flow, the activators must stand around a container the Runic Circle is applied to the inside of and exert their will/life force upon time itself. After the ritual is complete the container will force itself closed, as if a vacuum of time is pulling the lid shut. The Runic Circle's effect will continue to function as long as the time allotted by the activators have added to the spell remains; unless the box is opened, if this happens, the Runic Circle loses it's power ends the effect.

Generally the ending of the effect does not change anything in the surroundings.


Ritual Circle of Forced Adaptations
The Ritual Circle can only function when it is tied to the lifeforce of a swarmed entity.

Choose a swarm of creatures to designate as the Guardian of the area denoted in the Ritual.
The swarm's fertility is increased to a rate, such that it will not die out of natural causes.
When the ritual area is endangered, creatures of the swarm will split off, and undergo a forced magical adaptation (such as snakes becoming flying snakes).
This will continue until the Swarm is diminished to half of its normal size (half HP).
The Ritual will maintain it's power until the swarm is dispersed.
(Requirements to use the ritual: A user of the ritual must expend half of their hit points- rounded up, by slashing their palms open to trace the Ritual Symbols in blood)

Notes


™ & © 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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Level 0 Spells

Basic Rules, pg. 221

Chill Touch

0-level (Cantrip) Necromancy

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

Damage Type: Necrotic   Attack/Saving Throw: Ranged   Description: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At higher levels:
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard

Level 1 Spells

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