Remove these ads. Join the Worldbuilders Guild

Aurelia Hammerlock

7 Level (0/34000 XP for level-up) Nobel Background High Elf Race / Species / Heritage Chaotic Evil Alignment
Sorcerer
Level 7
Hit Dice: 7/7
1d6+4 Class 1

STR
8
-1
DEX
15
+2
CON
18
+4
INT
12
+1
WIS
15
+2
CHA
18
+4
58
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30/60/0
Speed (walk/run/fly)
6 / 7
Sorcery Points
17 (19 for COLD) / 17
Spell Save
9 / 9
Spell Attack
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+7 Constitution
+1 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+7 Deception CHA
+4 History INT
+5 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+2 Piercing
 Finesse, Light, Range, Thrown
Light Crossbow +5 DEX 1d8+2 Piercing
Attacks

Spell Book

- Resistant to Cold
  • Gain an AC of 12+Dex
  • 2 Sorcery points to freeze a target. Target is frozen and must succeed STR check against spell save DC to break out. On a failure, the target takes one level of exhaustion until the target dies of frost.
  • -Spell Save increases by 2 on COLD Spells

    Features & Traits
    Set of Fine Clothes
    Dungeoneer's Pack
    Isabel's Boots
    Holy Water
    Holy Cross

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Sorcerer (CHA)
    Spellcasting
    Common, Elvish, Draconic, Infernal
    Daggers, darts, slings, quarterstaffs, light crossbow

    Languages & Proficiencies
    No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.

    Personality Traits
    If I can attain more power, no one will tell me what to do.

    Ideals
    Money and power are the only values in this world.

    Bonds
    In fact, the world does revolve around me.

    Flaws
    MetaMagics:
    Empowered Spell (1): Reroll Damage dies equal to CHA mod. (Can use with others)
    Twinned Spell (1 per level): Target second target with same spell

    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.

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

    Robes of Archmagi

    Armor (Light)

    Legendary Sorcerer, Warlock, Wizard Requires Attunement

    This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment.
    You gain these benefits while wearing the robe:

    • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.

    • You have advantage on Saving Throws against spell and other magical Effects.

    • Your spell save DC and spell Attack bonus each increase by 2.

    Type AC STR Req. Stealth Dis.
    Light 15 No


    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Crossbow, light

    Ranged Weapon Ammunition, Loading, Two-Handed Common

    Type Damage Damage Range Properties
    Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

    Cost: 25 gp Weight: 5 lb


     

    Light Amulet

    Adventuring Gear Varies

    As an action you can activate the amulet. It produces bright light in a 50 ft. cone in front of you and dim light 20 ft. thereafter. The amulet can shine light for four non consecutive hours per day. In combat, every creature standing within a 15 ft. cone, has disadvantage on attack rolls against you. This does not apply to creatures that are immune to the blind condition or can rely on a sense other than sight. On your turn, you can use 5 ft. of your movement to redirect the cone.


     

    Dungeoneer's Pack

    Adventuring Gear Common

    Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 12 GP Weight: 61 1/2 lbs


     

    Holy Water

    Adventuring Gear Common

    As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.   A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

    Cost: 25gp Weight: 1lb


     

    DnD 5e SRD SRD

    Plate Armor

    Heavy Armor Common

    Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

    Type AC STR Req. Stealth Dis. Properties
    Heavy 18 15+ YES

    Cost: 1,500 gp Weight: 65 lb


     

    The statblocks of your class features

    Sorcerer


    Hit Points

    Hit Dice: d6 per Sorcerer 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: Darts, daggers, slings, quarterstaffs, light crossbows
    Tools: None
    Saving Throws: Constitution, Charisma
    Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

    Overview & Creation

    Level Prof. Bonus Features Sorcery Points Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Sorcerous Origin 4 2
    2nd +2 Font of Magic 2 4 3
    3rd +2 Metamagic 3 4 4 2
    4th +2 Ability Score Improvement 4 5 4 3
    5th +3 5 5 4 3 2
    6th +3 Sorcerous Origin feature 6 5 4 3 3
    7th +3 7 5 4 3 3 1
    8th +3 Ability Score Improvement 8 5 4 3 3 2
    9th +4 9 5 4 3 3 3 1
    10th +4 Metamagic 10 6 4 3 3 3 2
    11th +4 11 6 4 3 3 3 2 1
    12th +4 Ability Score Improvement 12 6 4 3 3 3 2 1
    13th +5 13 6 4 3 3 3 2 1 1
    14th +5 Sorcerous Origin feature 14 6 4 3 3 3 2 1 1
    15th +5 15 6 4 3 3 3 2 1 1 1
    16th +5 Ability Score Improvement 16 6 4 3 3 3 2 1 1 1
    17th +6 Metamagic 17 6 4 3 3 3 2 1 1 1 1
    18th +6 Sorcerous Origin feature 18 6 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement 19 5 4 3 3 3 3 2 1 1 1
    20th +6 Sorcerous Restoration 20 5 4 3 3 3 3 2 2 1 1

     


    Class Features

    Sorcerous Origin

    Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.  

    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

    Converting a Spell Slot into Sorcery Points

    As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.  

    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 doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, 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 and Chromatic Orb are.  

    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.


    Starting Equipment

    You may chose (a) or (b):

    • (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
      Alternatively, you can ignore the equipment from your class and background, and start with 3d4 x 10 gp.


    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.  

    Cantrips

    You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, learning a 5th cantrip at 4th level and a 6th at 10th level.  

    Spell Slots

    The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these 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.  

    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. 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.


    Subclass Options

    Divine Soul

    Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.   A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.  

    Divine Magic

    Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.   In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
    Affinity Spell
    Good Cure Wounds
    Evil Inflict Wounds
    Law Bless
    Chaos Bane
    Neutrality Protection From Evil and Good

    Favored by the Gods

    Starting at 1st level, divine power guards your destiny. 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. Once you use this feature, you can't use it again until you finish a short or long rest.  

    Empowered Healing

    Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.  

    Otherworldly Wings

    Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.   The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.  

    Unearthly Recovery

    At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.   Once you use this feature, you can't use it again until you finish a long rest.  

    Draconic Bloodline

    Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.  

    Dragon Ancestor

    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.   You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your Proficiency bonus is doubled if it applies to the check.
    Dragon Damage Type
    Black Acid
    Blue Lightning
    Brass Fire
    Bronze Lightning
    Copper Acid
    Gold Fire
    Green Poison
    Red Fire
    Silver Cold
    White Cold

    Draconic Resilience

    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.   Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.  

    Elemental Affinity

    Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.  

    Dragon Wings

    At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.   You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.  

    Draconic Presence

    Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.  

    Shadow Magic

    You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.   The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
    d6 Shadow Magic Quirk
    1 You are always icy cold to the touch.
    2 When you are asleep, you don't appear to breathe (though you must still breathe to survive).
    3 You barely bleed, even when badly injured.
    4 Your heart beats once per minute. This event sometimes surprises you.
    5 You have trouble remembering that living creatures and corpses should be treated differently.
    6 You blinked. Once. Last week.

    Eyes of the Dark

    Starting at 1st level, you have darkvision with a range of 120 feet.   When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.  

    Hound of Ill Omen

    At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:  
    • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
    • It appears with a number of temporary hit points equal to half your sorcerer level.
    • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
    • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
      The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.  

    Shadow Walk

    At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.  

    Umbral Form

    Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.   You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.  

    Storm Sorcery

    Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.   Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.  

    Wind Speaker

    The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.  

    Tempestuous Magic

    Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.  

    Heart of the Storm

    At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.  

    Storm Guide

    At 6th level, you gain the ability to subtly control the weather around you.   If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.   If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.  

    Storm's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.  

    Wind Soul

    At 18th level, you gain immunity to lightning and thunder damage.   You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.  

    Wild Magic

    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.  

    Wild Magic Surge

    Starting when you choose this origin at 1st level, 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. A Wild Magic Surge can happen once per turn.   If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
    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. 03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
    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. 07-08 You cast Fireball as a 3rd-level spell centered on yourself.
    09-10 You cast Magic Missile as a 5th-level spell. 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.
    13-14 You cast Confusion centered on yourself. 15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
    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. 19-20 You cast Grease centered on yourself.
    21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
    25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight. 27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
    29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 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.
    33-34 Maximize the damage of the next damaging spell you cast within the next minute. 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.
    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. 39-40 You regain 2d10 hit points.
    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. 43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
    45-46 You cast Levitate on yourself. 47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
    49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
    53-54 You are immune to being intoxicated by alcohol for the next 5d6 days. 55-56 Your hair falls out but grows back within 24 hours.
    57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. 59-60 You regain your lowest-level expended spell slot.
    61-62 For the next minute, you must shout when you speak. 63-64 You cast Fog Cloud centered on yourself.
    65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. 67-68 You are frightened by the nearest creature until the end of your next turn.
    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. 71-72 You gain resistance to all damage for the next minute.
    73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours. 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.
    77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
    81-82 You can take one additional action immediately. 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.
    85-86 You cast Mirror Image. 87-88 You cast Fly on a random creature within 60 feet of you.
    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. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
    93-94 Your size increases by one size category for the next minute. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
    97-98 You are surrounded by faint, ethereal music for the next minute. 99-00 You regain all expended sorcery points.

    Tides of Chaos

    Starting at 1st level, 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.  

    Bend Luck

    Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.  

    Controlled Chaos

    At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.  

    Spell Bombardment

    Beginning at 18th level, 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.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Elf, High

    Ability Score Increase +2 Dex, +1 Int
    Size Medium
    Speed 30ft

    Darkvision: Accustomed to twilit forests and the night sky, 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 color in Darkness, only Shades of Gray.   Keen Senses: You have proficiency in the Perception skill.   Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.   Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) 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.   Elf Weapon Training⁠: You have proficiency with the Longsword, Shortsword, Shortbow, and Longbow.   Cantrip: You know one cantrip of your choice from the Wizard spell list. Intelligence is your Spellcasting Ability for it. 

    Languages. Elvish, Common. (One Additional)

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Elemental Evil Player's Companion, Xanathar's Guide to Everything

    Frostbite

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: 60 ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Artificer, Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

    Player's Handbook

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time: 1 Action
    Range/Area: 10ft
    Components: Verbal, Somatic
    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, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

    Elemental Evil Player's Companion, Xanathar's Guide to Everything

    Shape Water

    0-level (Cantrip) Transmutation

    Casting Time: 1 Action
    Range/Area: 30 ft
    Components: Somatic
    Duration: Instantaneous or 1 hour
    You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
    • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
    • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
    • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard

    Player's Handbook

    Ray of Frost

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: 60 ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
    Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard

    Player's Handbook

    Message

    0-level (Cantrip) Transmutation

    Casting Time: 1 Action
    Range/Area: 120ft
    Components: Verbal, Somatic, Material
    Materials: a short piece of copper wire
    Duration: 1 round
    You point your finger toward a creature within range and Whisper a message. The target (and only the target) hears the message and can reply in a Whisper that only you can hear.   You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can Travel freely around corners or through openings.
    Available for: Artificer, Bard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard

    Level 1 Spells

    Player's Handbook

    Chromatic Orb

    1-level Evocation

    Casting Time: 1 Action
    Range/Area: 90 ft
    Components: Verbal, Somatic, Material
    Materials: a diamond worth at least 50 gp
    Duration: Instantaneous
    You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
    Available for: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard

    Player's Handbook

    Color Spray

    1-level Illusion

    Casting Time: 1 Action
    Range/Area: Self (15 ft Cone)
    Components: Verbal, Somatic, Material
    Materials: a pinch of powder or sand that is colored red, yellow, and blue
    Duration: 1 round
    A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many Hit Points of creatures this spell can Effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current Hit Points (ignoring Unconscious creatures and creatures that can't see).   Starting with the creature that has the lowest current Hit Points, each creature affected by this spell is Blinded until the spell ends. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for the creature to be affected.
    At higher levels: When you cast this spell using a spell slot of 2nd Level or higher, roll an additional 2d10 for each slot level above 1st.
    Available for: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard

    Player's Handbook

    Disguise Self

    1-level Illusion

    Casting Time: 1 Action
    Range/Area: Self
    Components: Verbal, Somatic
    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, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard

    Elemental Evil Player's Companion, Xanathar's Guide to Everything

    Ice Knife

    1-level Conjuration

    Casting Time: 1 Action
    Range/Area: 60 ft
    Components: Verbal, Somatic, Material
    Materials: a drop of water or piece of ice
    Duration: Instantaneous
    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
    Available for: Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard

    Level 2 Spells

    Player's Handbook

    Hold Person

    2-level Enchantment

    Casting Time: 1 Action
    Range/Area: 60 ft
    Components: Verbal, Somatic, Material
    Materials: a small, straight piece of iron
    Duration: Concentration, Up to 1 minute
    Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target on additional Humanoid for each slot level above 2nd. The Humanoids must be within 30 feet of each other when you target them.
    Available for: Bard, Cleric, Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

    Elemental Evil Player's Companion, Xanathar's Guide to Everything

    Snilloc's Snowball Swarm

    2-level Evocation

    Casting Time: 1 Action
    Range/Area: 90 ft
    Components: Verbal, Somatic, Material
    Materials: a piece of ice or a small white rock chip
    Duration: Instantaneous
    A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
    Available for: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard

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


    Created by

    NationalFEAR.

    Statblock Type

    Character Sheet (latest)

    Link/Embed