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midrith macheth

7 Level (0/34000 XP for level-up) Noble Background Part Dragonborn, Part Demonic Vampire, Part Demon Race / Species / Heritage Chaotic Evil Alignment
Sorcerer
Level 4
Hit Dice: 4/4
1d6+4 Class 1
Chaomancer
Level 3
Hit Dice: 3/3
1d8+4 Class 2

STR
15
+2
DEX
15
+2
CON
19
+4
INT
13
+1
WIS
11
+0
CHA
20
+5
65
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
4 / 4
Sorcery Points
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+3 Dexterity
+5 Constitution
-1 Intelligence
-2 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
+5 Deception CHA
+4 History INT
+3 Insight WIS
+8 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+5 Performance CHA
+8 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+2 Piercing
 Finesse, Light, Thrown
Dagger +5 DEX 1d4+2 Piercing
 Finesse, Light, Thrown
Boomerang +2 STR 1d4+2 Bludgeoning
 Range
Frost Breath +7 CON 2d6 Cold
 Range (25 ft cone)
Staff +5 STR 1d6+2 Bludgeoning
 simple melee
unarmed strike +5 STR 1+2 bludgeoning
 unarmed
tail spike +2 DEX 2d6+2 piercing
 Ranged (30ft/120ft)
Blood Drain +5 STR 1d6+2 piercing
 5ft, temp health based on dmg, Con save or poison till its turn
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +8 1A 120ft 1Rnd 1d8 S
 Notes:necrotic
Frostbite +8 1A 60ft instantaneous 2d6 S
 Notes:Cold, Con13
Ray of Frost +8 1A 60ft instantaneous 2d8 S
 Notes:Cold
Shocking Grasp +8 1A Touch instantaneous 2d8 S
 Notes:Lightning
Misty Step +8 1BA 30ft instantaneous N/A V
Infernal Presence +3 1B 10ft instantaneous None
 Notes:16 WIS save (reroll every turn), on fail frighten 1 min,
Firebolt +8 1A 120ft instantaneous 2d10 VS
 Notes:Fire dmg
Necrotic Stitch +8 1A touch instantaneous 1d4 VS
 Notes:Necrotic, healing

Level 1 Spells 8 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missile +8 1A 120ft instantaneous 1d4+1 S
 Notes:Force
Shield +8 1R Self 1Rnd warding V
 Notes:Warding
Ice Knife +8 1A 60ft instantaneous 1d10 SM
 Notes:cold piercing,DEX13 (fail, take 2d6 cold dmg), aoe
Detect Magic +8 1A 30ft Concentration, 10 mins VS
Charm Person +3 1A 30ft 1 HR VS
 Notes:Wis save, advantage, Humanoid
Detect Magic +8 1A 30ft Concentration VS
 Notes:up to 10 minutes
Burning Hands +8 1A 15ft instantaneous 3d6 VS
 Notes:Cone, DEX save, fire, 3d6 fail, 3d6/2 fail
Hellish Rebuke +8 1R 60ft instantaneous 2d10 VS
 Notes:Fire dmg, Dex save (halved on success)
Necrotic Stitch +8 1A touch instantaneous 1d4 + VS
 Notes:Necrotic, healing

Level 2 Spells 5 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missile +8 1A 120ft instantaneous 1d4+1 + S
 Notes:Force
Ice Knife +8 1A 60ft instantaneous 1d10 + SM
 Notes:cold piercing,DEX13 (fail, take 2d6 cold dmg), aoe
Snowball Swarm +8 1A 90ft instantaneous 3d6 VSM
 Notes:cold, Dex13, ice/small white rock chip
Ray of Enfeeblement +8 1A 60ft Concentration VS
 Notes:ranged spell attack, Constitution saving throw
Invisibility +8 1A Touch 1 HR NON VSM
 Notes:Glass bottle
Burning Hands +8 1A 15ft instantaneous 3d6 + VS
 Notes:Cone, DEX save, fire, 3d6 fail, 3d6/2 fail
Hellish Rebuke +8 1R 60ft instantaneous 2d10 + VS
 Notes:Fire dmg, Dex save (halved on success)
Darkness +8 1A 60ft Concentration VM
 Notes:15ft radius of dmg, Blindness
Necrotic Stitch +8 1A touch instantaneous 1d4 + VS
 Notes:Necrotic, healing
Dragon's Breath +8 1B touch Concentration 3d6 VSM
 Notes:1 min, DMG half, 15ft cone, DEX save, fire, lightning, acid, cold, or poison
Demonic Resilience, Fiendish resistance: you have advantage on saving throws against being charmed or frightened
Demonic fury: you melee attacks deal an additional 1d6 fire damage.
Mystic Scales: The power to use their scales as a focus for arcane magic, granting +1d4 to spell save and +2 to hit
The power to communicate with, befriend, or even command dragons (wisdom save strength depending on the dragon).
Chaotic Conjuring: The power to summon chaotic energies, creating random effects or unleashing chaos on the battlefield.
Magic spells towrads self nerfed by 1d4
Infernal Resistance: You have resistance to fire damage.
Darkvision: dim light within 60 feet, and in darkness but can't discern color in darkness
Vampiric Speed: You can use two bonus actions in one turn, but you can only use twice per long rest.
Vampiric Regeneration: During a short or long rest, if you spend hit dice to regain hit points, you may add your Constitution modifier to the hit points regained.
Abyssal Resilience: Enhanced resistance to damage from non-magical attacks.
Draw an extra card as a Bonus Action without using a Bonus Action

Features & Traits
Dagger, Dagger, Boomerang, Backpack, Staff, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin,the ring of protection, robe of mana power, wizards companion, Deck of cards, Thrashwyrm Hide Armor

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2000, Platinum: 0 Money
Metamagic:
  • Twinned spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with
  • 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
  • robe of mana power:
    +1d4
    -Mystic Scales: The power to use their scales as a focus for arcane magic, granting an advantage on saving throws against spells and +2 to hit on spells
    Spellcasting
    Abyssal, Common, Draconic, Dwarvish, Giant

    Languages & Proficiencies


    ™ & © 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.

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

    Dagger

    Weapon

    Varies

    Dueling Blade, One-Handed, Conceal, Finesse, Light, Thrown (20/60)

    Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.

    Type Damage Damage Range
    Simple Melee 1d4 Slashing 20/60ft


    Dagger

    Weapon

    Varies

    Dueling Blade, One-Handed, Conceal, Finesse, Light, Thrown (20/60)

    Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.

    Type Damage Damage Range
    Simple Melee 1d4 Slashing 20/60ft


    DnD 5e SRD

    Arcane Focus ( Staff )

    Adventuring Gear Common

    An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

    Type Damage Damage Range Properties
    Simple Melee 1d6 Bludgeoning

    Cost: 5 gp Weight: 4lb


     

    Mess Kit

    Adventuring Gear

    Common

    This tin box contains a cup and simple cutlery. The box clamps together, and one side can be use as a cooking pan and the other as a plate or shallow bowl.

    Cost: 0,2 gp
    Weight: 1 lb.

    Rope, Hempen (50 feet)

    Adventuring Gear

    Common

    Rope, has 2 hit points and can be burst with a DC 17 Strength check.

    Cost: 1 pg
    Weight: 10Ib

    Tinderbox

    Adventuring Gear

    Common

    This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

    Cost: 0.5 gp
    Weight: 1Ib

    Torch

    Adventuring Gear

    Common

    A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

    Cost: 0.1 gp
    Weight: 10Ib

    Waterskin

    Adventuring Gear

    Common

    A waterskin can hold 4 pints of liquid.

    Cost: 0.2 gp
    Weight: 5Ib

    SRD

    Ring Of Protection

    Ring You gain a +1 bonus to AC and Saving Throws while wearing this ring. Rare (this item requires attunement)


     

    Homebrew

    Robes of Mana Power

    Armor

    Rare Conjouration Requires Attunement

    When wearing this robe the user gains a minor bonus 1d4 to their mana damage

    Type AC STR Req. Stealth Dis.
    No


    Homebrew

    Wizards companion

    Wondrous Item

    Common Requires Attunement


    Arcanum Veil

    Armor

    Legendary

    While wearing the cloak, the wearer can attune their senses to the flows of arcane energy, gaining insight into the magical properties of objects, places, and creatures.

    This elegant cloak, woven from threads infused with arcane energy, shimmers with a subtle magical aura. When draped over the shoulders, it seems to ripple with the flow of magic, enhancing the wearer's connection to the arcane.

    Type AC STR Req. Stealth Dis.
    No


    Mystic Heart Amulet

    Armor

    Varies

    Grants the wearer a +1 bonus to Constitution and increases their maximum hit points by 10

    A long metal chain connects a crystal in the shape of a heart that glows perpetually whilst the wearer lives.

    Type AC STR Req. Stealth Dis.
    No


    The statblocks of your class features

    Sorcerer

    Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
    You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

    For the Sorcerer Spell list, press this link
    hit dice: 1d6
    hit points at 1st level: 6 + Constitution Modifier
    hit points at higher levels: 1d6 (or 4) + Constitution Modifier
    armor proficiencies: none
    weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
    tools: none
    saving throws: Constitution, Charisma
    skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
    starting equipment:
    you start with the following equipment, in addition to the equipment granted by your background:

    • (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


    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.

    The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. 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 Modifer = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your sorcerer spells.
    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

    Sorcerous Origin

      Choose a sorcerous origin, which describes the source of your innate magical power. 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 more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. 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

      1)Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. 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. The created spell slots vanish at the end of a long rest.
      2)Creating Spell Slots:You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. 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. The created spell slots vanish at the end of a long rest.
    Creating Spell Slots Chart
    Spell Slot per Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7

    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.
    • 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.

    • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
      ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell

    • Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

    • Transmuted Spell : 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.

    • Twinned Spell : When you cast a spell that targets only one creature and doesn't have a range of self, 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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

    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 Versatility (Optional)

    When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
    • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
    • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

    Magical Guidance (Optional)

    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.

    Sorcerous Restoration

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
    subclass options:

    Sorcerous Origin

    Abberant Mind
    An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

    As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

    Psionic Spells

    Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic 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 a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

    Telepathic Speech

    Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

    The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

    Psionic Sorcery

    Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

    Psychic Defenses

    At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

    Revelation in Flesh

    • Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
    • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
    • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
    • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
    • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.


    Warping Implosion

    At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

    Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
    Clockwork Soul
    The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

    Clockwork Magic

    You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

    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 abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
    In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

    Restore Balance

    Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Bastion of Law

    Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

    The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

    Trance of Order

    Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

    Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

    Clockwork Cavalcade

    • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
    • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
    • Any damaged objects entirely in the cube are repaired instantly.
    • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
    Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
    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.

    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, add your Charisma modifier to that damage. 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.
    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 natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the 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 normally associated with the cleric class. When your Spellcasting feature lets you learn 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.


    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.

    Angelic Form

    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.
    Shadow Magic
    ou 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.

    Shadow Sorcerer Quirks

    At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

    Eyes of the Dark

    From 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.

    Strength of the Grave

    Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

    After the saving throw succeeds, you can't use this feature again until you finish a long rest.

    Hound of III 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 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 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 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
    our 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 vaati or 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.

    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
    .
    Pyromancer
    Your innate magic manifests in fire. You are your fire, and your fire is you.

    Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.

    HB You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.

    Heart of Fire

    At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

    Fire in the Veins

    At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

    Pyromancer's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

    Fiery Soul

    At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
    Rune Child (Matthew Mercer, Unofficial Homebrew
    The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.

    The talents of a rune child are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

    Essence Runes

    At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

    At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

    As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

    If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

    Glyphs of Aegis

    Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

    At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

    Sigilic Augmentation

    Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

    Manifest Inscriptions

    At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

    Runic Torrent

    Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

    Arcane Exemplar Form

    Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
    • You have a flying speed of 40 feet.
    • Your spell save DC is increased by 2.
    • You have resistance to damage from spells.
    • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

    Homebrew

    Chaomancer

    hit dice: 1d8
    hit points at 1st level: 8 + Constitution modifier
    hit points at higher levels: 1d8 + Constitution modifier per Deckmaster level after 1st
    armor proficiencies:
    weapon proficiencies:
    tools: Deck of Cards
    saving throws: Dexterity, Charisma
    skills: Choose two from Animal Handling, Arcana, Insight, Nature, Persuasion, and Stealth
    starting equipment:
    The decks you choose at lvl 1
    spellcasting:

    Nature Mage Deck:

      Bonus Proficiency: Nature. Nature's Harmony: Gain the ability to manipulate the natural world, allowing you to cast druidcraft at will. Your connection with nature enhances your magical abilities.
     

    Summoner Mage Deck:

      Bonus Proficiency: Animal Handling. Arcane Summons: Once per long rest, summon a celestial, fey, or fiendish creature to aid you in combat. Your magical prowess allows you to draw upon otherworldly allies in times of need.
     

    Arcane Mage Deck:

      Bonus Proficiency: Choose one type of artisan's tools. Arcane Fusion: Infuse your attacks with raw magical energy, giving them a chance to deal additional force damage. Your mastery of the arcane arts manifests in the power imbued within your every strike.
     

    Mage of Tactics Deck:

      Bonus Proficiency: Choose one martial weapon. Strategic Assault: Starting at 6th level, you can manipulate magical energies to make two attacks instead of one when you take the Attack action. Your spells and attacks blend seamlessly for greater tactical advantage.
     

    Defense Mage Deck:

      Bonus Proficiency: Mage Armor. Warder's Stance: Starting at 6th level, your defensive spells gain additional potency, providing a +1 bonus to AC. Your magical warding makes you a formidable defender.
     

    Illusion Mage Deck:

      Bonus Proficiency: Disguise kit. Phantasmal Mastery: Gain the ability to cast minor illusion at will. Your illusions are so vivid and lifelike that they confound and distract even the keenest of senses.
     

    Luck Mage Deck:

      Bonus Proficiency: Sleight of Hand. Fortuitous Strike: Once per short rest, channel luck into your attacks and reroll damage for an attack. Your mastery over fortune allows you to manipulate the outcome of your magical assaults.
     

    Chronomancer Deck:

      Bonus Proficiency: History. Temporal Manipulation: Once per long rest, manipulate time to reroll any d20 roll. Your control over time allows you to alter the course of events to your advantage.
     

    Shadow Mage Deck:

      Bonus Proficiency: Stealth. Veil of Shadows: Once per long rest, envelop yourself in shadows, gaining advantage on a Dexterity (Stealth) check. Your mastery over shadows makes you practically invisible to those who would seek to spot you.
     

    Light Mage Deck:

      Bonus Proficiency: Religion. Radiant Beacon: Once per long rest, emanate a radiant light in a 20-foot radius for 1 minute. Your magical light not only illuminates but also repels darkness and malevolent forces.
     

    Enchantment Mage Deck:

      Bonus Proficiency: Persuasion. Charming Aura: Gain advantage on Charisma (Persuasion) checks. Your enchanting presence and magical charm make you a master of social manipulation.
     

    Knowledge Mage Deck:

      Bonus Proficiency: Investigation. Sage's Insight: Once per long rest, delve into the vast expanse of knowledge, gaining proficiency in a skill for 1 hour. Your magical intuition allows you to absorb information with unparalleled efficiency.
     

    Chaos Mage Deck:

      Bonus Proficiency: None. Wild Surge: Embrace the chaotic nature of magic. Effects range from summoning random creatures to unpredictable magical surges, reflecting the untamed power coursing through you.
     

    Nightmare Mage Deck:

      Bonus Proficiency: Insight. Oneiric Domination: Once per long rest, force enemies into a nightmarish state, causing them to experience terrifying visions. This ability may impair their combat abilities or force them to flee in terror.
     

    Artificer Mage Deck:

      Bonus Proficiency: Choose one type of artisan's tools. Arcane Contrivance: Once per long rest, create a temporary magical item. Your mastery over magical artifice allows you to craft magical items on the fly to aid you in your endeavors.
     

    Astral Mage Deck:

      Bonus Proficiency: Perception. Astral Sight: Once per long rest, gain the ability to see and hear through the astral plane. Your connection to the astral realm provides you with a unique perspective on the world around you.
     

    Elemental Mage Deck:

      Bonus Proficiency: Nature. Elemental Attunement: Your attacks have a chance to deal elemental damage. Harness the elemental forces to infuse your spells and attacks with the power of nature.
     

    Beastmaster Mage Deck:

      Bonus Proficiency: Animal Handling. Beast Bond: Gain the ability to communicate with and understand beasts. Your magical affinity allows you to form a deep connection with the creatures of the natural world.
     

    Fate Mage Deck:

      Bonus Proficiency: Insight. Twist of Destiny: Once per long rest, manipulate fate and reroll any d20 roll. Your insight into the ebb and flow of destiny allows you to alter the course of events.
     

    Destruction Mage Deck:

      Bonus Proficiency: Choose one type of artisan's tools. Destructive Power: Your attacks have a chance to deal additional magical damage. Your mastery over destructive forces allows you to unleash potent magical assaults on your foes.
    class features:
    Deck Selection:   At 1st level, choose four decks from the options provided.
      Chaotic Affinity:   Starting at 2nd level, choose an affinity for chaos: Elemental Chaos: Gain resistance to a damage type of your choice: fire, cold, lightning, acid, or thunder. Cosmic Chaos: You gain darkvision with a range of 60 feet, and you can cast detect magic at will without expending a spell slot. Wild Magic: Gain the ability to cast tides of chaos as a sorcerer of your Deckmaster level.
      Uncanny Draw:   Beginning at 3rd level, you can draw a card from one of your chosen decks as a bonus action. Once drawn, the card is unavailable until you finish a short or long rest. The effects can range from beneficial to hazardous.
      Deck Synergy:   At 5th level, when you draw a card from one of your decks, you can draw an additional card from the same deck. You must choose one of the drawn cards' effects to apply.
      Chaos Resilience:   At 7th level, you gain advantage on saving throws against effects that would charm or frighten you. Additionally, you can reroll a saving throw against a magical effect, choosing to use the new roll or the original.
      Improved Uncanny Draw:   Starting at 9th level, you can use Uncanny Draw twice between short or long rests.
      Master of Decks:   At 11th level, you gain access to a fifth deck of your choice.
      Chaos Surge:   Beginning at 13th level, you can unleash a surge of chaotic energy. Once per long rest, as an action, you can draw three cards from any combination of your decks and apply all their effects simultaneously.
      Chaos Incarnate:   At 17th level, your connection to chaos reaches its peak. You can draw and apply a card from any of your decks as a reaction when you take damage, potentially altering or negating the effects.
      Eternal Chaos:   At 20th level, you become a living embodiment of chaos. Your chosen affinity from the Chaotic Affinity feature is enhanced: Elemental Chaos: Gain immunity to the chosen damage type.
      Cosmic Chaos: Increase darkvision range to 120 feet, and gain truesight with a range of 30 feet.
      Wild Magic: Tides of Chaos now allows you to roll on the Wild Magic Surge table after casting a spell, even if you haven't used Tides of Chaos.
    subclass options:
    LevelSpells
    1stMage Hand, Detect Magic, Shield, Alarm, Charm Person
    2ndIdentify, Levitate, Invisibility, Web, Ray of Enfeeblement
    3rdFly, Counterspell, Elemental Weapon, Major Image, Conjure Minor Elemental
    4thDimension Door, Arcane Eye, Stoneskin, Charm Monster, Control Water
    5thTeleportation Circle, Teleport, Modify Memory, Cloudkill, Hold Person
    6thGlobe of Invulnerability, True Seeing, Mass Suggestion, Planar Binding, Control Flame
    7thMage Armor (upcast), Finger of Death, Conjure Elemental, Teleportation Circle (Ritual), Gate
    8thGreater Restoration, Polymorph, True Polymorph, Geas, Word of Recall
    9thForesight, Tenser's Floating Disk, Teleportation Circle (Upcast), Planar Binding (Upcast), Wish


    Deckmaster LevelCantrips KnownSpells Known1st-Level Slots2nd-Level Slots3rd-Level Slots4th-Level Slots5th-Level Slots6th-Level Slots7th-Level Slots8th-Level Slots9th-Level Slots
    1st222--------
    2nd233--------
    3rd2442-------
    4th2543-------
    5th26432------
    6th27433------
    7th284331-----
    8th294332-----
    9th2104333-----
    10th31143332----
    11th31243333----
    12th31243333----
    13th313433331---
    14th314433332---
    15th315433332---
    16th3154333321--
    17th3164333321--
    18th3174333321--
    19th3184333321--
    20th419433332112

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Dragonborn

    Ability Score Increase +2 Str, +1 Cha
    Size Medium
    Speed 30ft

    Dragon Damage Type Breath Weapon
    Black Acid 5' by 30' Dex Save
    Blue Lightning 5' by 30' Dex Save
    Brass Fire 5' by 30' Dex Save
    Bronze Lightning 5' by 30' Dex Save
    Copper Acid 5' by 30' Dex Save
    Gold Fire 15' Cone Dex Save
    Green Poison 15' Cone Con Save
    Red Fire 15' Cone Dex Save
    Silver Cold 15' Cone Con Save
    White Cold 15' Cone Con Save
        Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.   Breath Weapon. 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.   Damage Resistance. You have resistance to the damage type associated with your draconic ancestry

    Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

    Demonic Vampire

    Demonic Vampires are a unique blend of demonic influence and vampiric heritage, combining the strengths and powers of both creatures. These beings are charismatic, agile, and possess a dark allure that draws others toward them. They are often marked by otherworldly features such as pointed ears, fangs, and eyes that hint at their infernal nature. Embracing the darkness within, Demonic Vampires navigate the world with a blend of charm, cunning, and supernatural abilities.
    ability score increase: Charisma +2, Dexterity +1
    age: Demonic vampires mature at a rate similar to humans but can live for several centuries.
    alignment: Demonic vampires often lean towards chaotic alignments due to their demonic nature and the traditional tendencies of vampires. However, alignment can vary widely among individuals.
    Size: Medium
    speed: Your base walking speed is 30 feet.
    Languages: You can speak, read, and write Common, Abyssal, and one other language of your choice.
    race features:
    Darkvision: Thanks to your demonic and vampiric heritage, 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.   Demonic Resilience: You have advantage on saving throws against being charmed or frightened.   Blood Drain: As an action, you can make a bite attack against a creature within 5 feet of you. On a successful hit, you deal 1d6 piercing damage, and you gain temporary hit points equal to the damage dealt. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be poisoned until the end of its next turn.   Infernal Resistance: You have resistance to fire damage.   Vampiric Regeneration: During a short or long rest, if you spend hit dice to regain hit points, you may add your Constitution modifier to the hit points regained.   Vampiric Speed: You can use two bonus actions in one turn, but you can only use twice per long rest.  

    Subraces

    Shadowspawn:

    • Ability Score Increase: Your Dexterity score increases by an additional 1.
    • Shadow Step: Once per short or long rest, you can magically teleport up to 30 feet to an unoccupied space you can see in dim light or darkness.
     

    Infernal Bloodfiend:

    • Ability Score Increase: Your Strength score increases by an additional 1.
    • Hellish Rebuke: You can cast the Hellish Rebuke spell once per day, using Charisma as your spellcasting ability.
    Demonic Vampires exhibit a captivating and mysterious aura that makes them stand out in a crowd. Their skin may range from pale to a deep, otherworldly hue, and their eyes often glow with an unnatural intensity, reflecting their demonic ancestry. Some may have bat-like wings that allow them to glide through the shadows, while others might possess a faint ethereal mist that surrounds them.

    Demonborn

    Driven by their diverse backgrounds and individual goals, Demonborn adventurers embark on quests for various reasons. Some seek to prove themselves in the face of prejudice, while others pursue knowledge, power, or a means to control the chaotic forces within them.
    ability score increase: Charima +2 and Strength +1 or Dexterity +1
    age: The average lifespan of Demonborn to be around 150 to 200 years
    alignment: Chaotic Evil
    Size: Medium
    speed: Your base walking speed is 30 feet
    Languages: You can speak, read, and write Common and Abyssal.
    race features:
    Darkvision: Accustomed to the dark depths of the Abyss, 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.   Infernal Resistance: You have resistance to fire damage.   Demonic Heritage: You have proficiency in the Intimidation skill.   Infernal Legacy: You know the thaumaturgy and firebolt cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.   Demonic Agility: You have advantage on saving throws against being charmed or frightened.
    Demonborn, also referred to as Demons, exhibit a diverse range of appearances reflecting their demonic lineage. They may have horns, pointed tails, leathery wings, and eyes that glow with an otherworldly intensity. Their skin tones can range from dark, charcoal-like hues to fiery reds and purples.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Basic Rules, pg. 221

    Chill Touch

    0-level (Cantrip) Necromancy

    Casting Time 1 Action
    Range 120 ft
    Duration 1 Round
    Components V, S

    Damage Type: Necrotic   Attack/Saving Throw: Ranged   Description: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

    At higher levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Sorcerer, Warlock, Wizard

    Xanathar's Guide to Everything

    Frostbite

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 60 feet
    Duration Instantaneous
    Components V,S

    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).

    Class(es): Druid, Sorcerer, Warlock, Wizard

    PHB

    Ray of Frost

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 60 feet
    Duration Instantaneous
    Components V S

    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)

    Class(es): Sorcerer, Wizard

    Ranged Spell Attack 1d8 Cold Damage

    Shocking Grasp

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its 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 ).

    Class(es): Sorcerer, Wizard

    Infernal Presence

    0-level (Cantrip) Conjuration

    Casting Time: 1 bonus
    Range/Area: 10ft
    Components: None
    Duration: 1 minute
    Attack/Save: 16 Wisdom saving throw
    Damage/Effect: frightened
    you can unleash a terrifying aura. As a bonus action, each creature of the casters choice within 10 feet of him must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
    Available for: Wizard, Sorcerer

    PHB

    Firebolt

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120ft
    Components: V,S
    Duration: Instananeous
    Attack/Save: ranged
    Damage/Effect: fire
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
    At higher levels: At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level 2d10 , 11th level 3d10 , and 17th level 4d10 .
    Available for: Artificer, Sorcerer, Wizard

    Necrotic Stitch

    0-level (Cantrip) Necromancy

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V,S
    Duration: Instantaneous
    Attack/Save: 1d4 + Spellcasting modifier
    Damage/Effect: Necrotic, Healing
    This cantrip is designed to provide a small but consistent healing option for undead creatures, including the sorcerer themselves if they're undead. It fits thematically with the concept of channeling necrotic energy to mend wounds, and the scaling with higher spell slots ensures its usefulness as the character progresses in power.   You channel necrotic energy through your touch, mending wounds on the undead creature you touch. The target regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on non-undead creatures.
    At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
    Available for: Sorcerer

    Level 1 Spells

    Basic Rules , pg. 257

    Magic Missile

    1-level Evocation

    Casting Time 1 action
    Range 120 ft
    Duration Instantaneous
    Components V, S

    Damage Type: Force   Saving Throws: None   Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At higher levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Class(es): Sorcerer, Wizard

    Shield

    1-level Abjuration

    Casting Time 1 reaction
    Range Self
    Duration 1 round
    Components V, S

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Class(es): Sorcerer, Wizard

    PHB

    Ice Knife

    1-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components S, M
    Materials A drop of water or piece of ice

    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.

    Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB p231

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Bard, Cleric, Druid, Inventor, Paladin, Ranger, Sorcerer, Wizard

    PHB

    Charm Person

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30ft
    Components: V,S
    Duration: 1 hour
    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
    Available for: Bard, Druid, Sorcerer, Warlock, Wizard

    PHB

    Burning Hands

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self (15-foot cone)
    Components: V,S
    Duration: Instantaneous
    Attack/Save: ranged
    Damage/Effect: fire
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren’t being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
    Available for: Sorcerer, Wizard

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    PHB

    Hellish Rebuke

    1-level Evocation

    Casting Time: 1 Reaction
    Range/Area: 60ft
    Components: V,S
    Duration: Instantaneous
    Attack/Save: ranged
    Damage/Effect: fire
    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
    Available for: Warlock

    Level 2 Spells

    PHB page 260

    Misty Step

    2-level Conjuration

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: Verbal
    Duration: Instantaneous
    Attack/Save: n/a
    Damage/Effect: n/a
    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
    Available for: Sorcerer, Warlock, Wizard

    XGtE

    Snowball Swarm

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: V, S, M
    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.

    Xanathar's Guide to Everything

    Dragon's Breath

    2-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Touch
    Components: V,S,M
    Materials: (a hot pepper)
    Duration: Concentration, up to 1 minute
    Attack/Save: ranged
    Damage/Effect: fire, lightning, acid, cold, or poison
    You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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: Sorcerer, Wizard

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