+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
-2 | Dexterity | |
+4 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+7 | Charisma |
-4 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+7 | Arcana | INT | |
+0 | Athletics | STR | |
+7 | Deception | CHA | |
+0 | History | INT | |
+8 | Insight | WIS | |
+7 | Intimidation | CHA | |
+3 | Investigation | INT |
+4 | Medicine | WIS | |
+0 | Nature | INT | |
+7 | Perception | WIS | |
+7 | Performance | CHA | |
+15 | Persuasion | CHA | |
+0 | Religion | INT | |
-4 | Sleight of Hand | DEX | |
-4 | Stealth | DEX | |
+9 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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0-level (Cantrip) Divination
1-level Divination
2-level Enchantment
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Spell | Slots | Per | Level | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | 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 |
Creating Spell Slots Chart | |
---|---|
Spell Slot per Level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
0-level (Cantrip) Divination
1-level Divination
2-level Enchantment
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Divination
PHB
0-level (Cantrip) Divination
PHB
0-level (Cantrip) Enchantment
SRD
1-level Enchantment
1-level Divination
SRD
2-level Evocation
2-level Enchantment
SRD
2-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item
Rare Requires Attunement
Cursed, Magical
Your fiendish skin graft gives you resistance to fire damage.
Blazing Rebuke. You can activate your fiendish skin's blazing rebuke effect as a reaction. When you activate your skin's blazing rebuke effect, you become dangerously hot to the touch until the start of your next turn. Anyone striking you with a natural weapon or unarmed strike while your blaze effect is active takes 1d6 fire damage. Your own clothing and gear are unaffected, but activating this effect is draining, and you take 1d4 points of damage every time you do so. The effect lasts until the end of your next turn.
Cursed. The Skin of Fiends has been grafted to your flesh, cursing you until you are targeted by the remove curse spell or similar magic. Removing the curse causes the skin to slough off your body slowly, leaving a ghastly lingering injury. The skin must be replaced by another graft or healed with a regeneration or heal spell.
Spellcasting Focus
Uncommon Requires Attunement
Arcane Focus, Magical
This magic wand has 6 charges and regains 1d4+1 charges at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns on you. By activating the magic of the wand as an action and spending 2 charges, you can choose to cause either of the following telekinetic effects:
Tentacle Toss. Up to 3 objects that are not worn or carried and weigh up to 10 pounds each are telekinetically flung towards a target of your choice within 60 feet of you. Make a ranged spell attack for each. On a successful hit, the target takes 1d10 bludgeoning, piercing, or slashing damage per object flung against it, which may vary according to the nature of each object.
Tentacle Thrust. Choose a creature you can see within 30 feet of you. The creature must make a Strength saving throw. On a failed save, the creature is shoved up to 15 feet in a direction of your choice. This movement provokes attacks of opportunity. If the creature encounters a wall or similar, solid object at any point during this movement, it takes 3d8 bludgeoning damage and falls prone.
Ring
Very Rare Requires Attunement
These rings typically come in pairs but have been known to come in sets of up to four. Each ring is magically connected and can be attuned to by a different creature. While wearing one of the rings, you can use the following property even if you aren't attuned to it:
When another creature that you can see who is also wearing one of the rings drops to 0 hit points, you can use your reaction to cause that creature to drop to 1 hit point instead. Once this property of the rings has been used, it can't be used again until the next dawn.
If you find an additional ring of deathless bonds, you can add it to an existing set by holding all of the rings together for 1 minute. A ring can only be a part of one set at a time, and is removed from a set if it's more than 1 mile away from the other rings for 24 consecutive hours.
If you are the only creature attuned to one of the rings, it gains 5 charges and regains all expended charges daily at dawn. While wearing the ring, you can use an action expend 1 of its charges to cast the cure wounds spell (spellcasting modifier +6). If the target of the spell is another creature wearing one of the rings, the spell's range increases to 30 feet.
If additional creatures are attuned to rings from the set, the rings' collective strength grows and they share a pool of charges instead. For each attuned creature after the first, the rings gain an extra 3 charges. The rings can share a maximum of 20 charges in this way.
The following properties are shared among all attuned creatures who are also wearing one of the rings from the set. The effects are cumulative and are determined by the number of attuned wearers:
2 attuned wearers: When you use the rings to cast cure wounds on another wearer, you can choose to cast it using a bonus action instead, but can only cast it once on the same turn.
3 attuned wearers: When you use the rings to cast cure wounds on another wearer, its range increases to 60 feet, and you can increase the spell slot level by one for each additional charge you expend, up to 4th level.
4 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you also gain 1d4 + 1 temporary hit points for each charge you spend.
5 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you also gain the effects of the lesser restoration spell.
6 or more attuned wearers: When you use the rings to cast cure wounds on another wearer, you increase the spell slot level by one for each additional charge you expend, up to 5th level.