+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+0 | Dexterity | |
+4 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+4 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+2 | Intimidation | CHA | |
+2 | Investigation | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+2 | Performance | CHA | |
+4 | Persuasion | CHA | |
+2 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Besta | +2 | DEX | 1d8 | perfurate | |
Munição, recarga, duas mãos, alcance (6m/18m) | |||||
Adaga | +2 | DEX | 1d4 | perfurante | |
Ágil, leve, arremesso (6/18) | |||||
Lufada | +4 | CHA | |||
SV Força - empurra 3m | |||||
Raio congelante | +4 | CHA | 1d8 | Gélido | |
speed is reduced by 10 feet until the start of your next turn | |||||
Ataque de pólem | +2 | DEX | 1d6 | ácido | |
range 5m |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d8 | Piercing | 80/320 ft | Ammunition, Loading, Two-Handed |
Cost: 25 gp Weight: 5 lb
https://www.dndbeyond.com/equipment/crossbow-bolts
Ammunition Varies
Set of 20 Crossbow bolts. They are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Cost: 1gp Weight: 1.5lb
DnD 5e Player's Handbook p. 151
Adventuring Gear Common
Cost: 20gp Weight: 3lb
DnD 5e XAN
Tool Weaver's tools allow you to create cloth and tailor it into articles of clothing.
Components. Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.
Arcana, History. Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.
Investigation. Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that other would overlook when you examine tapestries, upholstery, clothing, and other woven items.
Repair. As party of a short rest, you can repair a single damaged cloth object.
Craft Clothing. Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.
WEAVER'S TOOLS
Activity | DC |
---|---|
Repurpose cloth | 10 |
Mend a hole in a piece of cloth | 10 |
Tailor an outfit | 15 |
Cost: 1gp Weight: 5lb.
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
---|---|---|---|---|
1 | +2 | Spellcasting, Sorcerous Origin : Divine Soul, Origin Feature : Divine Magic, Favored by the Gods | 4 | 2 |
2 | +2 | Font of Magic | 4 | 3 |
3 | +2 | Metamagic | 4 | 4 |
4 | +2 | Ability Score Improvement | 5 | 5 |
5 | +3 | 5 | 6 | |
6 | +3 | Origin Feature : Empowered Healing | 5 | 7 |
7 | +3 | 5 | 8 | |
8 | +3 | Ability Score Improvement | 5 | 9 |
9 | +4 | 5 | 10 | |
10 | +4 | Metamagic | 6 | 11 |
11 | +4 | 6 | 12 | |
12 | +4 | Ability Score Improvement | 6 | 12 |
13 | +5 | 6 | 13 | |
14 | +5 | Origin Feature : Angelic Form | 6 | 13 |
15 | +5 | 6 | 14 | |
16 | +5 | Ability Score Improvement | 6 | 14 |
17 | +6 | Metamagic | 6 | 15 |
18 | +6 | Origin Feature : Unearthly Recovery | 6 | 15 |
19 | +6 | Ability Score Improvement | 6 | 15 |
20 | +6 | Sorcerous Restoration | 6 | 15 |
Affinity | Spell |
---|---|
Good | Cure Wounds |
Evil | Inflict Wounds |
Law | Bless |
Chaos | Bane |
Neutrality | Protection from Evil and Good |
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You start with the following equipment, in addition to the equipment granted by your background:
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - | - | - | - |
2 | 3 | - | - | - | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - | - | - | - |
4 | 4 | 3 | - | - | - | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. Source: Xanathar's Guide to Everything
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Evolving Cantrips
0-level (Cantrip) Evocation
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 affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
At higher levels: At 5th Level.
When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube.
At 11th Level.
This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet.
At 17th Level.
This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.
PHB
0-level (Cantrip) Evocation
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
0-level (Cantrip) Transmutation
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:
PHB
0-level (Cantrip) Transmutation
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
PHB
0-level (Cantrip) Illusion
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. If you create a sound, its 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 than 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.
PHB
1-level Evocation
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.
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
PHB
2-level Divination
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Elemental Evil Player's Companion , pg. 150
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.