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Vitur

5 Level (0/14000 XP for level-up) God Touched (Tempest) Background Dragonborn (Blue) Race / Species / Heritage Neutral Alignment
Sorcerer
Level 5
Hit Dice: 5/5
1d6+3 Class 1

STR
11
+0
DEX
12
+1
CON
16
+3
INT
11
+0
WIS
11
+0
CHA
20
+5
39
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
7 / 7
Sorcery Points
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+1 Dexterity
+6 Constitution
+0 Intelligence
+0 Wisdom
+8 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+8 Deception CHA
+0 History INT
+3 Insight WIS
+8 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+5 Performance CHA
+8 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Dragonborn (Blue)


Charisma +2 Strength +1

Breath Weapon (DC 15)
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.


Lightning Resistance

Sorcerer


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

At 1st Level, you know four Cantrips of your choice from the Sorcerer spell list. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

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.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to 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.
Magical Guidance
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Bloodline of Zai



You learn additional spells when you reach certain levels in this class, as shown on the Devil Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Devil Spells

























Sorcerer Level Spells
1st Burning Hands, Hex
3rd Alter Self, Scorching Ray
5th Fireball, Leomund's Tiny Hut
7th Hellish Ray, Lance of Destruction
9th Steel Wind Strike, Tormenting Soul

Burning Blood
Starting at 1st level, you gain great control over the flames that you might produce magically as your bloodline courses hotter than before. When you deal fire damage you apply the burning condition equal to your proficiency modifier that lasts until your next turn. As well you gain resistance to fire damage yourself.


The War Within (Vitur Specific)
As you are touched by a God of the Tempest the normal energy that courses through you gains added benefits as it combines with the blood of a devil. When you deal lightning damage you can use the ability of Burning Blood as well.


Devil Choices (At 1st level gain one of the following, these are optional and affect one’s appearance. You can choose an additional improvement at level 6, 14, and 18.)

Tombya


Skill: Insight
Language: Primordial

Inspiring Leader
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.


Paradox


ASI: Charisma
Skill: Intimidation
Denied: Performance

God Touched (Tempest)
A God saw potential in you while wading through the Paradox and have given you favor with them at the cost of needing to obey each and every of their commands. Failing to do so ranges from minor detriments to death upon failure to comply.


Trial of Honor Boon
A speech can be something that means the difference between the actions that one might do and what they look out for on the battlefield. You take five minutes to speak with a group of people and once complete you roll a Persuasion check. The DC is 10+ the amount of people that you want to affect with this speech. If successful each creature gets a single 1d6 that can be used on any saving throw that happens in the next eight hours. This can only be used once and refreshes after a short or long rest.


Library Research
Both researching how to set up a trade post and leadership have a quite a decent amount of similarities. As both require the knowledge of those around you and what they need from the individual to create a successful trade post and for people to believe in your ambitions. This knowledge gives you a +2 to insight when trying to figure out what people want sold or what they want in leadership.


Trial of Creation Boon
24 ASI Cap to CHA


ASIs


Level 4: +2 CHA
Metamagic Adept (Heightened Spell, Twinned Spell)
You've learned how to exert your will on your spells to alter how they function:

•You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.

•You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Features & Traits
PP: 0 GP: 54 SP: 2 BP: 0
Dagger x2
Spear
Arcane Focus
Explorer's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips:
Water Bolt
Prestidigitation
Message

1st Level:
Witch Bolt
Shield
Mage Armor

Level 2:
Flaming Sphere
Spellcasting
Common
Draconic
Primordial

Intimidation
Persuasion
Deception
Insight

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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