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Akita

6 Level (0/23000 XP for level-up) The Hunter's Guild Background Race / Species / Heritage Neutral Alignment
Apocalypse Sorcerer
Level 6
Hit Dice: 6/6
1d6+2 Class 1

STR
12
+1
DEX
14
+2
CON
14
+2
INT
8
-1
WIS
10
+0
CHA
19
+4
46
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
10
Passive Perception
6 / 6
Sorcery Points
600 / 600
RP
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+3 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+4 Deception CHA
-1 History INT
+3 Insight WIS
+7 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Insect Glaive +5 DEX 1d10+1d4+2 Slashing
 Two-handed
Kinsect +5 DEX 1d6+2 Bludgeoning
 Range (60/120)
Bite +5 DEX 1d6+2 Piercing
Attacks

Sorcerer





Level 1: Spellcasting
PHB'24 p139

Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.
Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.


Level 1: Innate Sorcery
PHB'24 p140


An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.


Level 2: Font of Magic
PHB'24 p140



You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9


Level 2: Metamagic
PHB'24 p141


Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Distant Spell
PHB'24 p141
Cost: 1 Sorcery Point

When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.

Quickened Spell
PHB'24 p142
Cost: 2 Sorcery Points

When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Level 2: Uncanny Metabolism

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can't use it again until you finish a Long Rest.


Level 5: Sorcerous Restoration
PHB'24 p141

When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.


Apocolypse Sorcerer


Level 3: Apocalyptic Spells
GH:PG'24 p94


When you reach a sorcerer level specified in the Apocalyptic Spells table, you thereafter always have the listed spells prepared.
Apocalyptic Spells
Sorcerer Level Spells
3 Augury, Comprehend Languages, Hellish Rebuke, Ray of Enfeeblement
5 Bestow Curse, Revivify
7 Banishment, Divination
9 Contagion, Insect Plague

Level 3: Unhinged Asservations
GH:PG'24 p94


You are obsessed with documenting your visions. You gain proficiency with Calligrapher's Supplies and you can create Spell Scrolls in half the time and at half the cost in GP.
In addition, when you create a Spell Scroll, you can ensorcell it. When you ensorcell a Spell Scroll, you must expend a spell slot equal to or greater than the spell's level and you can spend Sorcery Points to apply one of your Metamagic options. Any creature that knows at least one language can use your ensorcelled Spell Scroll, which casts the spell with the benefit of the Metamagic option you chose. The Spell Scroll remains ensorcelled until it is used or you finish a Long Rest.

Level 6: Bear Witness
GH:PG'24 p94

You have prepared your entire life for the end of the world. While your Innate Sorcery feature is active, you gain the following benefits.
Apocalyptic Inurement. You have Resistance to Force damage.

Recite Scripture. Once per active Innate Sorcery, as a Bonus Action you can use a Spell Scroll that has a spell with a casting time of Action.

Unflappable. You are Immune to the Frightened condition.

Level 6: Arcane Apocrypha
GH:PG'24 p94
Your obsessive reflections on the end of existence inspire your writing. Whenever you finish a Long Rest, you can create one Spell Scroll at no cost. It must be a spell of level 5 or lower that you can cast. This Spell Scroll disintegrates when you finish a Long Rest.
Way of the Beginnings MonkWay of the Beginnings Monk

Detected language : English

Features & Traits
One set of traveller's clothes, a hunters card, and a carving knife.
Sm Monster Bone. Uncommon weapon upgrade material
x2 Armor Sphere
x4 Earth Crystal
x4 Jaggi Hide; This armor magically mends itself to counteract daily wear and tear.
x4 Bird Wyvern Fang. Your piercing weapon deals an extra 1 piercing damage.
x3 Bnahabra Shell. You reduce necrotic damage you take by 2 while you wear this armor.
x2 Monster Fluid. Uncommon or rare upgrade material that can be used for weapons or armor.
x4 Screamer Sac. A crafting material used to make sonic bombs.
x4 Velociprey Fangs
x2 Cephalos Scale
x2 Fertile Mud
x4 Barroth Shell

Uncommon Insect Glaive


Rarity Slots Bonus Features
Common 1 - The Kinsect, Standing Leap
Uncommon 2 - Kinsect Upgrade I
Rare 3 +1 Kinsect Upgrade II
Very Rare 4 +2 Kinsect Upgrade III
Legendary 5 +3 Kinsect Upgrade IV

Kinsect
The Kinsect returns to you at the end of your turn, granting you the benefit of the essence it collected for 1 minute. This duration is refreshed each time the kinsect returns to you with the essence of a creature.

Upon collecting Red, White, and Orange essences, the kinsect will only collect green essence until the essence fades.

The kinsect does not gain bonus damage from essence, magical effects (including the bonus damage from this weapons rarity), or ability modifiers.

Standing Leap
As an action, while not wearing heavy armor, you can make a standing leap forward or upwards, covering a number of feet equal to your Strength score + your proficiency bonus. As part of the same action, you may make a single weapon attack against a target.

Kinsect Upgrade I
As part of your Attack action, you can make a range weapon attack (range 60/120 ft) sending out your kinsect towards a creature. On hit it deals 1d6 bludgeoning damage. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Barroth Shell
When you hit a creature with this weapon, it must succeed on a DC 13 Constitution saving throw or become afflicted by waterblight for 1 minute. The creature may repeat its saving throw at the end of its turn, ending the effect on a success.

Carving Knife
Allows the wielder to add their proficiency bonus to carve checks, if they are not already proficient with the survival skill.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1255, Platinum: 0 Money
Skills: Athletics, Insight, Investigation, Nature
Tools: Cook's Utensils, Weaver's Tools
Languages: Common, Draconic

Languages & Proficiencies
I value the wildlife and natural world only insofar as it is valuable to me dealing with the merchant guilds.

Personality Traits
Guild. My guild is all that really matters. (Any)

Ideals
My weapon is made from the first monster I ever hunted.

Bonds
My pride leads me to believe I'm able to bring down beasts beyond my measure.

Flaws
Akita was born and raised in The Grovelands as a Canithrope. However he grew up in unlikely circumstances, where he was raised with a pack of Wulgs and became one of them. After 13 years of living with them, he had his first encounter with humanoid life with a Hunter apart of the Guild. This Hunter visited more often to Akita's family to feed and teach him about more civilized ways. 5 years after, Akita has learned how to speak, walk normally, and every how to defend himself with a weapon. The Hunter offered Akita to join him back to the Guild to train and become an actual Hunter, and he accepted gratefully.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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.

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