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Ivar

Mountain Dwarf Race
Soldier Origin
Divine Soul Sorcerer 5 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 7
-2
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 14
+2
charisma 20
+5
Total Hit Dice 5
Hit Die
1d6+3
+3 proficiency bonus
-2 Strength
+2 Dexterity
+6 Constitution
+0 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+0 Arcana
+1 Athletics
+5 Deception
+0 History
+5 Insight
+8 Intimidation
+0 Investigation
+5 Martial
+2 Medicine
+0 Nature
+2 Perception
+5 Performance
+5 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
37
Hit Points
+2
Initiative
25
Speed
Attacks
Armor: Light and Medium
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, battleaxe, handaxe, light hammer, and warhammer
Tools: Mason's Tools, Dice Set, Land Vehicles
Saving Throws: Constitution, Charisma
Skills: Insight, Athletics, Intimidation, Martial
Proficiences
Cantrips: Mind Sliver, Chill Touch, Toll the Dead, Guidance, Spare the Dying
1st: Guiding Bolt, Healing Word, Shield (Bless)
2nd: Spiritual Weapon (Misty Step)
3rd: Haste, Counterspell

Rituals: Find Familiar, Unseen Servant
Spellcasting
PP: 0 GP: 0 SP: 10 CP: 0

Weapons
Daggers x3


Armour
Scale Mail


Misc
Arcane Focus
Explorer's Pack
Rank Insignia
Trophy taken from a fallen enemy (Dagger)
Bone dice set
Common Clothes

 

Equipment
17/15/14/14/14/10/9/7
Stat Array

Mountain Dwarf


+2 Charisma

Darkvision
Accustomed to life underground, 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


Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage


Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus


Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer


Tool Proficiency
You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools


Dwarven Armor Training
You have proficiency with light and medium armor


Sorcerer



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.
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.
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


Spell slot LevelSorc Point Cost
1st2
2nd3
3rd5
4th6
5th7


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.
  • Quickened and Twinned spell


  • Feats
    Fey Touched
    Ritual Caster


    Sorcerous Versatility (O)
    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 (O)
    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


    Divine Soul Sorcerer



    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.


    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



    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    Tasami.

    Statblock Type

    Verum Character Sheet

    Link/Embed