5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Dagger | +4 | 1d4+2 piercing | 20/60 | |
Unarmed Strike | +4 | 1d6+2 bludgeoning | 5 | |
Handgun | +4 | 1d10+2 piercing | 80/320 |
Cha = 15+1(warforged)+2(ability score improvements)
MetamagicTwinned Spell: A single ranged spell can split and gain another target within range (ex, chromatic orb, but not magic missile). Sorcery points depend on spell level
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.
Spells
Cantrip Prestidigitation:(10ft Action) - This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
Cantrip Infestation: (30ft Action) - You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Cantrip Thunderclap: (Self+Action) - You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
Cantrip Fire Bolt: (120ft+Action) - 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.
Cantrip Shape Water: (30ft+Action) - You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:-You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
-You cause the water to form into simple shapes and animate at your direction.
-You change the water’s color or opacity. The water must be changed in the same way throughout.
-You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.
1st Cure Wounds: (Touch+Action) - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. (1d8+3) (learned from subclass)
1st Magic Missile: (120ft+Action) - 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.
1st Chromatic Orb: (90ft+Action) - 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. (7d8 at 5th lvl) (If atk misses, USE FAVORED BY THE GODS (+2d4))
1st Silent Image: (60ft+Action, Concentration 10mins) - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.- You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
- Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.
1st Shield: (Self+Reaction) - Until the start of your next turn, you have a +5 bonus to AC
2nd Vortex Warp: (Sight/90ft+Action) - You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
2nd Mind Thrust:(60ft+Bonus Action) - You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.-upscaling = +1 more targets
2nd Spider Climb:(Touch+Action) Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Cha = 15+1(warforged)+2(ability score improvements)
[b]Metamagic[/b]
[b]Twinned Spell:[/b] A single ranged spell can split and gain another target within range (ex, chromatic orb, but not magic missile). Sorcery points depend on spell level
[b]Quickened Spell:[/b] 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.
Spells
Cantrip Prestidigitation:(10ft Action) - This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
Cantrip Infestation: (30ft Action) - You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes [1d6] poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a [d4] for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Cantrip Thunderclap: (Self+Action) - You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes [1d6] thunder damage.
Cantrip Fire Bolt: (120ft+Action) - 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.
Cantrip Shape Water: (30ft+Action) - You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
-You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
-You cause the water to form into simple shapes and animate at your direction.
-You change the water’s color or opacity. The water must be changed in the same way throughout.
-You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.
1st Cure Wounds: (Touch+Action) - A creature you touch regains a number of hit points equal to [1d8] + your spellcasting ability modifier. This spell has no effect on undead or constructs. ([1d8+3]) (learned from subclass)
1st Magic Missile: (120ft+Action) - 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.
1st Chromatic Orb: (90ft+Action) - 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. ([7d8] at 5th lvl) (If atk misses, USE FAVORED BY THE GODS (+[2d4]))
1st Silent Image: (60ft+Action, Concentration 10mins) - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
- You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
- Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.
1st Shield: (Self+Reaction) - Until the start of your next turn, you have a [+5] bonus to AC
2nd Vortex Warp: (Sight/90ft+Action) - You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
2nd Mind Thrust:(60ft+[b]Bonus Action[/b]) - You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes [3d6] psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
-upscaling = [+1] more targets
2nd Spider Climb:(Touch+Action) Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Warforged
Constructed Resilience - You were created to have remarkable fortitude, represented by the following benefits:-You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
-You don’t need to eat, drink, or breathe.
-You are immune to disease.
-You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection - Your body has built-in defensive layers, which can be enhanced with armor.-You gain a +1 bonus to Armor Class.
-You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
-While you live, your armor can't be removed from your body against your will.
Specialized Design - You gain one skill proficiency and one tool proficiency of your choice.
Sorcerer:
Spellcasting
Sorcerous Origin
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. Any spell slot you create with this feature vanishes when you finish 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.
Metamagic (in spell section)
Devine Soul:
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.
[b] Constructed Resilience[/b] - You were created to have remarkable fortitude, represented by the following benefits:
-You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
-You don’t need to eat, drink, or breathe.
-You are immune to disease.
-You don't need to sleep, and magic can't put you to sleep.
[b]Sentry's Rest[/b] - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
[b]Integrated Protection[/b] - Your body has built-in defensive layers, which can be enhanced with armor.
-You gain a [+1] bonus to Armor Class.
-You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
-While you live, your armor can't be removed from your body against your will.
[b]Specialized Design[/b] - You gain one skill proficiency and one tool proficiency of your choice.
[b]Sorcerer:[/b]
[b]Spellcasting[/b]
[b]Sorcerous Origin[/b]
[b]Font of Magic:[/b] 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.
[b]-Flexible Casting[/b] 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.
[b]-Creating Spell Slots:[/b] 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. Any spell slot you create with this feature vanishes when you finish 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.
[b]Metamagic[/b] (in spell section)
[b]Devine Soul:[/b]
[b]Favored by the Gods:[/b] Starting at 1st level, divine power guards your destiny. [b]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.[/b]
Once you use this feature, you can't use it again until you finish a short or long rest.
(Technically starting w 25 but shh)
Languages: Common, Celestial
(232lbs, at digestive system corruption)
Temba Devi
Garder = agent
Shout outs: Stacey, Mario Pizzamiglio, Eric Schreeck, Ben-Jam-in, Phil Mehl, Wesley Muncy, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, Syn21, Dave Walker, Rhonda Seiter, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, Lou Bliss, Pythor Sen, Bryson Waits, Desedent, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Matt Price, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Kayleigh Sulin, Dani, Gundar Wez, Nahellion, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Thobek, Aaron Teupe, Mage1X, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, Alex Harford (VA7OMM), jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!
