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Vaedo

10 Level (0/85000 XP for level-up) Nomad-Scrapper Background Changeling Race / Species / Heritage Chaotic Evil Alignment
Draconic Sorcerer
Level 10
Hit Dice: 10/10
1d6+2 Class 1

STR
11
+0
DEX
13
+1
CON
14
+2
INT
14
+2
WIS
12
+1
CHA
20
+5
85
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
12 / 12
Sorc Point
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+1 Dexterity
+6 Constitution
+2 Intelligence
+1 Wisdom
+9 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+9 Deception CHA
+2 History INT
+1 Insight WIS
+9 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

BG:
Nomad
+5 Hitpoints
Starting Item;
One tool of your choice
Rippercable (Item that can scrap things)

Scrapper
+1 to one Mental Stat(CHA)
You can spend 1 hour to make a common item from the scraps (Uncommon at level 8, Rare at level 12, Wonderous at level 18). You can have a max amount of items made equal to your prof mod.

Race
Changeling
Creature Type: Fey
Size: Small or Medium
Speed: 30 ft.
Creature Type. You are a Fey.

Size. You are Medium or Small. You choose the size when you select this race.
Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Shapechanger. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Class


Level 1: Spellcasting
Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.

Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Level 1: Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Level 2: Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9

Level 2: Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Level 2: Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.

Subtle Spell
Cost: 1 Sorcery Point

When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Twinned Spell
Cost: 1 Sorcery Point

When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.

Level 3: Sorcerer Subclass
Draconic Sorcery
Breathe the Magic of Dragons

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

Level 3: Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Level 3: Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.

Draconic Spells
Sorcerer Level Spells
3rd Alter Self, Chromatic Orb, Command, Dragon's Breath
5th Fear, Fly
7th Arcane Eye, Charm Monster
9th Legend Lore, Summon Dragon

Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.

Level 5: Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.

Level 6: Subclass, Elemental Affinity

Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Level 7: Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 10: Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.

Quickened Spell
Cost: 2 Sorcery Points
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.

Transmuted Spell
Cost: 1 Sorcery Point
When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.



Feats

- Metamagic Adept (Feat)

Prerequisite: Spellcasting or Pact Magic feature
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.

  • Empowered Spell
    Cost: 1 Sorcery Point
    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), and you must use the new rolls.

    You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell

    Seeking Spell
    Cost: 1 Sorcery Point
    If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

    You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.


    Implants
    - Mind-Breakers: Embedded against the back of your skull, the Mind-Breakers implant grants you a powerful ability to perceive time differently during moments of crisis. When activated, you can force yourself to see the world in slow motion. This ability comes with the following benefits:
    Slow Motion Perception: As a free action, you can activate the Mind-Breakers implant, allowing you to perceive the world around you in slow motion. This altered perception provides you with an edge in combat and critical situations.

    Additional Reaction: While under the effects of slow motion perception, you gain an additional reaction that you can use until the start of your next turn.

    Advantage on All Checks: Your heightened state of perception grants you a significant advantage in all checks until the start of your next turn. This includes ability checks, saving throws, attack rolls, and any other checks that may arise during this period.

    The Mind-Breakers implant can only be safely activated once per long rest, you can use this more than once but every use gives you a level of exhaustion which last for d4+1 days.

    - Eye Trackers: The implant includes advanced eye-tracking technology that enhances your accuracy in combat. You gain the following benefits:
    Ignore Half Cover: When making attack rolls against a creature that has half cover, such as behind a low wall or a small obstacle, you ignore the bonus to the target's AC provided by half cover.

    Ignore Quarter Cover: Similarly, when making attack rolls against a creature that has quarter cover, such as behind a narrow tree trunk or a small corner, you ignore the bonus to the target's AC provided by quarter cover.

  • Vitals Scanner: When you make a check against a creature to identify its abilities, you have advantage.

  • - Echo Synapse: An implant grants you the extraordinary ability to momentarily halt the flow of time, allowing you to prepare and strategize during combat. This implant provides you with the ability to activate a limited time stop effect. The Echo Synapse implant offers the following benefits:
    Temporal Suspension: Once per long rest, you can activate the Echo Synapse implant to trigger a momentary time stop. When activated, time freezes for everyone except you, effectively granting you an extra round to plan and prepare.

    Tactical Advantage: During the time stop, you can use your turn to take actions, move, and position yourself strategically without any time passing in the outside world.

    -Knowledge Scanners: The Knowledge Scanners implant in your brain incorporates a skill chip that allows you to rapidly acquire temporary proficiencies. The implant provides the following benefits:
    Skill Proficiency Swap: At the end of each long rest, you can select a new skill or tool to gain proficiency in. This replaces your previous skill or tool proficiency.

    Overclocked Expertise: Once per short rest, you can overclock the skill chip, temporarily gaining expertise in your next skill or tool check related to the skill or tool chosen through the implant. This expertise grants you double proficiency bonus for that particular skill or tool check, further enhancing your abilities in that area.

    Features & Traits
    Inventory:

    • Rippercable

    • Disguise Kit

    • Light crossbow(Glock) and 20 bolts

    • Arcane Focus(Crystal)

    • Explorer's Pack

    • Grenade Launcher


    Grenade Launcher

    As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

  • Tangler Grenade

  • A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.

  • Fragmentation Grenade

  • As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

    Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

  • Smoke Grenade

  • As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

    One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Level 1: Spellcasting
    Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.

    Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

    When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

    Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

    Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

    The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

    If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

    Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

    Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

    Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

    Cantrip:
    Mind Sliver
    Control Fire
    Firebolt
    Green Flame Blade
    Acid Splash
    Mage Hand


    1st level:
    Burning Hands
    Shield
    Magic Missile
    Silvery Barbs

    2nd level:

    Find Vehicle (UA)
    Misty Step
    Scorching Ray

    3rd level:
    Dispel Magic
    Fireball
    Lightning Bolt

    4th level:
    Wall of Fire
    Vitriolic Sphere
    Fire Shield

    5th level:
    Summon Draconic Spirit
    Hold Monster
    Spellcasting
    Language:

    • Draconic

    • Common

    • Sylvan


    Armor:

    • none


    Weapons:

    • daggers

    • darts

    • slings

    • quarterstaffs

    • light crossbows


    Tools:

    • Disguise Kit


    Saving Throws:

    • Constitution

    • Charisma


    Skills:

    • Arcana

    • Persuasion



    Languages & Proficiencies
    A dude thats here for a good time. Not a long time. He will do things that he finds fun.

    Personality Traits
    I like fun stuff. I will do fun stuff

    Ideals
    Don't remember names

    Bonds
    Reckless

    Flaws
    Generated random stats:
    4d6kh3 (2, 5, 5, 4) = 14
    4d6kh3 (3, 4, 5, 3) = 12
    4d6kh3 (4, 5, 4, 1) = 13
    4d6kh3 (4, 2, 4, 3) = 11
    4d6kh3 (2, 5, 1, 6) = 13
    4d6kh3 (1, 6, 5, 4) = 15
    Total = 78

    STR 11
    DEX 13
    CON 13 + 1(Racial) + 2(2lvl8) = 16
    INT 14
    WIS 12
    CHA 15 + 1(BG)+ 2(Racial) + 2(lvl4) = 20

    Notes


    ™ & © 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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