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Mikaru Arei

4 Level (0/6500 XP for level-up) Saisho (Ronin) Background Beastfolk (Kitsune) Race / Species / Heritage Neutral Good Alignment
Sorcerer (Divine Soul)
Level 4
Hit Dice: 4/4
1d6+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
12
+1
CHA
18
+4
29
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
1 / 1
Blood Break(Enchanter)
1 / 1
Favored by the Gods
4 / 4
Sorcery Points
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+3 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+6 Deception CHA
+3 History INT
+3 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+4 Performance CHA
+8 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +5 DEX 1d8+3 Piercing
 Ammunition, Loading, Two handed, Ranged (80/320)
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (20/60 ft.)
Dart +5 DEX 1d4+3 Piercing
 Finesse, thrown (20/60 ft.)
Attacks

Spell Book

Saisho:
+ 1 to Charisma

Ronin:
  • All attack rolls gain a +1, when no ally is within 5ft of you.

  • Change Shape:
  • As an action you can assume the appearance of a specific single bestial form. You always take this specific form when you use this ability. Your size changes to small. You can stay in this form indefinitely.

  • Unnatural Beauty:
    You have proficiency in Persuasion or Deception. You gain expertise with this skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

    Blood Break(Enchanter):
  • As an action, you can activate Blood Break. When you enter this state, all humanoids or beasts within 5ft must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

  • This effect ends for an affected creature if it takes any damage, if someone else uses an action to shake the creature out of its stupor, or until a minute passes.

  • Once used, this feature cannot be used again until you’ve taken a short or long rest

  • Ability Points:
    Dex - 2 - Spent on Stealth Proficiency
    Con - 1 - Renewable Hit Dice: For each point spent on this trait you regain an extra hit dice during a long rest.
    Int - 1 - Learn Elven Language
    Cha - 2 - Save for Expertise.

    Features & Traits
    Dagger - 2
    Light Crossbow - 1
    Crossbow Bolts - 40

    Component Pouch
  • 50 GP value Diamond

  • Explorer's Pack
  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

  • Lore Item (preserved Tail)
    Paper Parchment x5
    Crushed Silver and Iron (Spell Component)

    116 GP 8 SP

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Sorcerous Origin:
    Divine Soul

    Metamagic:
    Twinned Spell
    Distant Spell
    Spellcasting
    Languages:
    Common
    Elven
    Zooean

    Armor: none
    Weapons: daggers, darts, slings, quarterstaffs, light crossbows
    Tools: none
    Saving Throws: Constitution, Charisma
    Skills:
    Perception (Worship: The Mother)
    Arcana (Class), Deception(Class), History(Ronin), Insight(Ronin), Persuasion (Enchanter), and Religion(Saisho).

    Languages & Proficiencies
    Enchanting, Nimble, Determined

    Personality Traits
    Family is the most important thing in the world. After Saisho and the Empress.

    Ideals
    Her minor noble family.

    Bonds
    She may get herself into situations that she struggles to get out of. Putting her nose where it doesn't belong.

    Flaws
    The Mother

    Religion


    ™ & © 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

    Light Crossbow

    Weapon

    Common

    Ammunition, Loading, Range, 2-handed

    Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Ranged 1d8 Piercing 80/320 ft

    Cost: 25 gp
    Weight: 5 lbs

    Dagger

    Weapon

    Common

    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

    Type Damage Damage Range
    Simple Melee 1d4 Piercing 20/60

    Cost: 2gp
    Weight: 1 lb

    Dart

    Weapon

    Common

    Finesse, Thrown-range

    Proficiency with a dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Ranged 1d4 Piercing 20/60 ft

    Cost: 5 cp
    Weight: 1/4 lb

    Crossbow Bolts

    Ammunition

    Varies

    Sold in packs of 10 or 20.
    Works for all crossbow types.

    Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

    Cost: 5 gp for 10; 10 gp for 20
    Weight: 3 lbs for 10; 6 lbs for 20

    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.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Dancing Lights

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S, M
    Materials: A bit of phosphorus or wychwood, or a glowworm
    Duration: Concentration, Concentration, up to 1 minute
    You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
    As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
    Available for: Bard, Sorcerer, Wizard

    SRD

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: Touch
    Components: V, S, M
    Materials: Two lodestones
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

    This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
    Available for: Bard, Cleric, Druid, Sorcerer, Wizard

    Level 1 Spells

    PHB page 221

    Charm Person

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 ft.
    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

    Abjuration Magic

    Protection from Evil and Good

    1-level Abjuration

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, S, M
    Materials: Holy water or powdered silver and iron, which the spell consumes
    Duration: Concentration, up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
    Available for: Cleric, Paladin, Warlock, Wizard, Arcane Trickster Rogue, Devotion Paladin, Divine Soul Sorcerer, Eldritch Knight Fighter, Horizon Walker Ranger, Horizon Walker Ranger (Revised), Monster Slayer Ranger, Monster Slayer Ranger (Revised), Clockwork Soul (UA) Sorcerer, Protection (UA) Cleric

    Level 2 Spells

    Conjuration Magic

    Misty Step

    2-level Conjuration

    Casting Time: 1 Bonus Action
    Range/Area: Self
    Components: V
    Duration: Instantaneous
    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
    Available for: Sorcerer, Warlock, Wizard

    Statblocks for your Trinkets, businesses, building, castles, empires.

    Component Pouch

    Adventuring Gear

    Common

    A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

    Cost: 25 gp
    Weight: 2 lbs

    PHB page 150.

    Backpack

    Adventuring Gear

    Common

    A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a Bedroll or a coil of rope, to the outside of a backpack.

    Cost: 2 gp
    Weight: 5 lb

    PHB page 150.

    Bedroll

    Adventuring Gear

    Common

    A bedroll is needed to provide sufficient comfort to permit a Long Rest in adverse conditions.

    You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

    Cost: 1 gp
    Weight: 7 lb

    Mess Kit

    Adventuring Gear

    Common

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

    Cost: 2sp
    Weight: 1lb

    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: 5sp
    Weight: 1lb

    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: 1cp
    Weight: 1lb

    Rations (1 day)

    Adventuring Gear

    Varies

    Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

    Cost: 5sp
    Weight: 2lbs

    Waterskin

    Adventuring Gear

    Common

    A waterskin can hold 4 pints of liquid.

    Cost: 2sp
    Weight: 5lbs

    Rope, Hempen (50 feet)

    Adventuring Gear

    Common

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

    Cost: 1gp
    Weight: 10lbs


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