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Loricia Trifera

3 Level (0/2700 XP for level-up) Noble Background Human Race / Species / Heritage Alignment
Sorcerer Wild Magic
Level 3
Hit Dice: 3/3
1d6+0 Class 1

STR
13
+1
DEX
13
+1
CON
11
+0
INT
15
+2
WIS
6
-2
CHA
15
+2
14
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
8
Passive Perception
3 /
Sorcery Points
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
-2 Wisdom
+4 Charisma
saving throws
+1 Acrobatics DEX
-2 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+2 Deception CHA
+2 History INT
-2 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
-2 Medicine WIS
+2 Nature INT
-2 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
light crossbow +3 STR 1d8+1 piercing
daggers +3 STR 1d4+1 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +4 action 30 ft 1 min
 Notes: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.
Ray of Frost +4 action 60ft instant 1d8
 Notes: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.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Prestidigitation +4 action 10ft 1 hour
 Notes: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. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Mending +4 action touch instant
 Notes:This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Ice Knife +4 action 60ft instant 1d10 2d6
 Notes:You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes [1d10] piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take [2d6] cold damage.
Sleep +4 action 90ft 1 min 5d8
 Notes:This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 ft 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 an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to 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.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Ice Knife +4 action 60ft instant 1d10 2d6 +
 Notes:You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes [1d10] piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take [2d6] cold damage.
Sleep +4 action 90ft 1 min 5d8 +
 Notes:This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 ft 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 an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to 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.
Shatter +4 action 60ft instant 3d8
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10 foot radius sphere centred on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Binding Ice action 30ft cone instant 3d8
 Notes:A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
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
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 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.
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.

Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Features & Traits
a light crossbow and 20 bolt
an arcane focus
an explorer's pack
Two daggers

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
4 cantrips
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting
Languages. You can speak, read, and write Common and Orc

Languages & Proficiencies
My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
The common folk love me for my kindness and generosity.
I take great pains to always look my best and follow the latest fashions.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.

Personality Traits
I will face any challenge to win the approval of my family.

Bonds
I hide a truly scandalous secret that could ruin my family forever.

Flaws
learning dancing lights cantrip

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

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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

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
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.

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
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).

PHB, page 267. Available in the SRD and the Basic Rules.

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: Verbal, Somatic
Duration: up to 1 hour
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.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Level 1 Spells

XGE, page 157. Also found in EEPC, page 19.

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: Somatic, Material
Materials: A drop of water, or a piece of ice, or focus
Duration: Instantaneous
Attack/Save: Ranged, Dexterity for Secondary Effect
Damage/Effect: Piercing (1d10), Explosion (Saving Throw): Cold (2d6, spell slot 2+ +1d6 ea)
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes [1d10] piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take [2d6] cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90 ft
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 spell can affect. Creatures within 20 ft 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 an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to 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.
Available for: Bard, Sorcerer, Wizard

Level 2 Spells

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10 foot radius sphere centred on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Available for: Wizards

FToD

Binding Ice

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: S, M
Materials: a vial of meltwater
Duration: Instantaneous
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

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