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

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Leorak

Sorcerer 5 Class & Level
Courtier Background
Half Elf Race
TN Alignment

Strength 10
+0
Dexterity 12
+1
constitution 16
+3
intelligence 10
+0
wisdom 12
+1
charisma 18
+4
Total Hit Dice 5
Hit Die
1d6+3
+3 proficiency bonus
+1 Strength
+2 Dexterity
+7 Constitution
+1 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+3 Arcana
+0 Athletics
+4 Deception
+3 History
+4 Insight
+4 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+4 Perception
+4 Performance
+7 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills Insight, Arcana, Persuasion, History, Acrobatics and Perception.   CON and CHA proficiencies

 
12
Armor Class
39
Hit Points
+1
Initiative
30
Speed
Daggar 1d20+3 1d4+1
Light Crossbow 1d20+3 1d8+1
Attacks
Common, Elvish, Dwarvish, Giant and Sylvan

Passive Perception: 13

SORCERY POINT: 4
Proficiences
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
=15

Spell attack modifier = your proficiency bonus + your Charisma modifier
=7
Spellcasting
160 SP
515 CP
Volmun scroll + pen and ink
Holy Water
2x Dagger
Light Crossbow + 20 Bolts
Explorer’s pack
Jewel Neckless (Arcane Focus)
Elemental fire stone
Alchemy jug
Set of fine clothes
Cloak of Protection
Equipment
Darkvision
Fey Ancestry

Ignite
Mantle of Flame
Font of Magic
Metamagic
Features & Traits

Heroes Enabled

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

The statblocks of your class features

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

Player's Handbook 5e

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft.
Components: V, S
Duration: Instantaneous
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: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Sorcerer, Wizard, Artificer

PHB pg. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S, M
Materials: A bit of fleece
Duration: 1 Minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. I you create a sound, it's volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger that a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE pg. 157

Gust

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range:
  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or you clothing to ripple in a breeze.
Available for: Druid, Sorcerer, Wizard

PHB pg. 266

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Available for: Druid, Sorcerer, Warlock, Wizard

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
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): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB pg. 220

Burning Hands

1-level Evocation

Casting Time: 1 Action
Range/Area: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
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

PHB

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this creature affect. Creatures within 20ft of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses and a action to shake or slap the sleeper awake. Subtract each creature's hit points from lowest hit points. A creature's hit points must be equal or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

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)

Level 2 Spells

Enhance Ability

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration Concentration, Up to 1 hour
Components V, S, M
Materials fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

  • Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
  • Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • Eagle's Splendor: The target has advantage on Charisma checks.
  • Fox's Cunning: The target has advantage on Intelligence checks.
  • Owl's Wisdom: The target has advantage on Wisdom checks.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

Level 3 Spells

Counterspell

3-level Abjuration

Casting Time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range 60 ft
Duration Instantaneous
Components S

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

Thunder Step

3-level Conjuration

Casting Time 1 Action
Range 90 ft.
Duration Instantaneous
Components V

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Sorcerer, Warlock, Wizard

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


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