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Damian Grayfire

4 Level (0/6500 XP for level-up) Sunspire Background Human Race / Species / Heritage Chaotic Good Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+3 Class 1
Warlock
Level 1
Hit Dice: 1/1
1d8+3 Class 2

STR
9
-1
DEX
13
+1
CON
16
+3
INT
11
+0
WIS
12
+1
CHA
20
+5
29
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
11
Passive Perception
2 / 2
Sorcery Points
1 / 1
Warlock Spells
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+7 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
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Sorcerer:

Font of Magic
You have 2 sorcery points. 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. 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. 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.
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.
Metamagic:
Quickened and Twinned Spell

=====
Warlock:

Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.
=====
Asi +2 cha, fey touched (misty step, bless)

Features & Traits
Cartographer’s tools
Light crossbow and 20 bolts
Arcane focus (Set of Playing Cards)
Explorer's pack
Two daggers

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Sorcerer: 3
Warlock: 1
Spellcasting
Cartographer’s tools
Light armor
Simple weapons

Languages & Proficiencies
Cantrips:
Vicious Mockery
Fire Bolt
Mind Sliver
Prestidigitation
Mage Hand
Eldritch Blast
Minor Illusion
Light
Sacred Flame
=====
1st Level:
Magic Missile
Shield
Charm Person
Cure Wounds 2x
Hex
Comprehend Languages
Guiding Bolt
Bless
=====
2nd Level:
Earthern Grasp
Misty Step

Spellcasting


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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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