Cecil Amaterasu | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Cecil Amaterasu

Sorcerer 4 Class & Level
Outlander Background
Dragonborn (silver) Race
Neutral Good Alignment

Strength 10
+0
Dexterity 13
+1
constitution 14
+2
intelligence 11
+0
wisdom 12
+1
charisma 16
+3
Total Hit Dice 4
Hit Die
1d6+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+4 Constitution
+0 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+2 Arcana
+2 Athletics
+3 Deception
+0 History
+1 Insight
+5 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+0 Perception
+3 Performance
+3 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Arcana +2 Athletics +2 Intimidation +5 Survival +3
  proficiencies

 
14
Armor Class
29
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamageRangeType
Quarterstaff 1d20+2 1d8 MeleeBludgeoning
Dagger 1d20+3 1d4+1 Melee or 20/60 ft.Piercing
Dart 1d20+3 1d4+1 20/60 ft.Piercing
Cold BreathDC 12 CON 2d6 15-foot coneCold
Attacks
Senses: Passive (Perception) 11

Weapons
daggers, darts, slings, quarterstaves, light crossbows

Damage Resistances
Cold

Languages
Common, Draconic, Sylvan
[via Linguist] Undercommon, Giant, Deep Speech

Tools
Drum
Proficiences
Spellcasting. Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever
a spell refers to your spellcasting ability.

To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spell save DC: 13
Spell attack modifier: +5
Spellcasting
MAGICAL: Amulet of Mylanta: Contains 3 healing nodes. As an action, a character can use one node to heal 1d4 hit points at touch range. The item regains 1d4 charges at sunrise.

EQUIPMENT: Quarterstaff (serves as an arcane focus), dart (20), daggers (2), component pouch including a 50 gp diamond, traveler’s clothes

GEAR: explorer’s pack belt pouch, hunting trap

CONSUMABLES: potion of healing

MISC: drum crafted from a bear’s skull
Equipment
You once ran 25 miles to warn your clan of an approaching threat, and you’d do the same again.



Personality Traits
To dishonor yourself is to dishonor the clan.
Ideals
Patron goddess: Umberlee
You are a member of the Emerald Enclave, defenders of the wild lands.

Your clan is the most important thing in your life, even when they are far from you.
Bonds
It is nature’s way that the strong survive and the weak perish.
Flaws
Font of Magic (Recharges after You Finish a Long Rest). You have 3 sorcery points, which you can spend on a variety of magical effects (listed under this feature).

Flexible Casting. You can transform 2 unexpended sorcery points into one spell slot as a bonus action on your turn.

Metamagic. You have the following Metamagic options. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery points 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.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Sorcerer Draconic


Hit Points

Hit Dice: d6 per Sorcerer Draconic level
Hit Points at first Level: 6+Con
Hit Points at Higher Levels: 1d6 (4) +Con

Proficiences

Armor: none
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools:
Saving Throws: Constitution, Charisma
Skills:

Class Features

Sorcerous Origin
Coose you subclass at 1st lvl

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 (as many as you have lvls in this class), 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.
    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.
    1st, 2 / 2nd, 3 / 3rd, 5 / 4th, 6 / 5th, 7
    Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
  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. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
  • 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.
  • Subtle Spell
    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • 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.
  Sorcerous Restoration At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.   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.


Spellcasting

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 modifier = your proficiency bonus + your Charisma modifier

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


Subclass Options

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.   Black, Acid / Blue, Lightning / Brass, Fire / Bronze, Lightning / Copper, Acid / Gold, Fire / Green, Poison / Red, Fire / Silver, Cold / White, Cold

  • 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.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn

Ability Score Increase Strength +2, Charisma +1
Size Medium
Speed 30ft

Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 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.

Languages. Common, Draconic


DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Con. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Blade Ward

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Self
Duration 1 Round
Components V, S

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

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

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
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): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

True Strike

0-level (Cantrip) Divination

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 round
Components S

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

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

Level 1 Spells

PHB

Chromatic Orb

1-level Evocation

Casting Time 1 Action
Range 90ft
Duration Instantaneous
Components V, S, M
Materials a diamond worth at least 50gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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

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

Basic Rules , pg. 275

Shield

1-level Abjuration

Casting Time 1 Reaction
Range Self
Duration 1 Round
Components V, S

Damage Type: Protection/None   Saving Throws: None   Description: 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

Level 2 Spells

PHB

Blur

2-level Illusion

Casting Time 1 Action
Range Self
Duration Concentration, up to 1 Minute
Components V

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Class(es): Artificer, Sorcerer, Wizard, Druid (Circle of the Land (Desert)), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

Transmutation Magic

Knock

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.   A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.   If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.   When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Available for: Bard, Sorcerer, Wizard

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


Created by

Bartholomew Smartasp.

Statblock Type

Character Sheet (Legacy)

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