+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+8 | Charisma |
+2 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+1 | Athletics | STR | |
+8 | Deception | CHA | |
+1 | History | INT | |
+6 | Insight | WIS | |
+5 | Intimidation | CHA | |
+1 | Investigation | INT |
+3 | Medicine | WIS | |
+1 | Nature | INT | |
+3 | Perception | WIS | |
+5 | Performance | CHA | |
+8 | Persuasion | CHA | |
+4 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Crossbow, Light | +5 | DEX | 1d8+2 | Piercing | |
Dagger | +5 | DEX | 1d4+2 | Piercing | |
Ring of the Ram CHARGE | +15 | CHA | 2d10 | Bludgeoning | |
Spell Attack (60ft range) | |||||
Flame Tongue | +5 | CON | 2d6 | Fire | |
Bonus Action to Speak it's words (Works on Swords only) |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Properties: Ammunition, Loading, Two-handedType | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 80/320 |
Cost: 25 gp
Weight: 5 lb
Weapon
Common
Properties: Finesse, Light, Thrown ( range 20/60 )Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 5 ft |
Cost: 1 gp
Weight: 1 lb
PHB, page 151
Adventuring Gear
Common
Includes:
Cost: 10gp
Weight: 35lb
The statblocks of your class features
The | Sorcerer | Spell | Slots | Per | Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Levels | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | +2 | 1 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | 4 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | 5 | Magical Guidance (Optional) | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | 8 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | 12 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | +5 | 16 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | 19 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating Spell Slots Chart | |
---|---|
Spell Slot per Level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook p242
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Enchantment
SRD
0-level (Cantrip) Illusion
SRD
0-level (Cantrip) Transmutation
Player's Handbook p276
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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 that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spell Level | Dice |
---|---|
1 | 5d8 |
2 | 7d8 |
3 | 9d8 |
4 | 11d8 |
5 | 13d8 |
6 | 15d8 |
7 | 17d8 |
8 | 19d8 |
9 | 21d8 |
Player's Handbook
1-level Evocation
PHB
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
SRD
2-level Conjuration
Player's Handbook, SRD, Basic Rules
2-level Illusion
SRD
3-level Abjuration
Statblocks for your Trinkets, businesses, building, castles, empires.