Kosmeros

1 Level (0/300 XP for level-up) Criminal Background Tiefling Race / Species / Heritage Neutral Evil Alignment
Sorcerer
Level 1
Hit Dice: 1/1
1d6+2 Class 1

STR
8
-1
DEX
11
+0
CON
14
+2
INT
14
+2
WIS
16
+3
CHA
15
+2
14
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+0 Dexterity
+4 Constitution
+2 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+4 Deception CHA
+2 History INT
+3 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +0 DEX 1d4 Piercing
 Finesse, Light, Thrown, Nick
Dagger +0 DEX 1d4 Piercing
 Finesse, Light, Thrown, Nick
Dagger +0 DEX 1d4 Piercing
 Finesse, Light, Thrown, Nick
Dagger +0 DEX 1d4 Piercing
 Finesse, Light, Thrown, Nick
Spear -1 STR 1d6-1 Piercing
 Thrown, Versatile, Sap
Attacks
Dagger, Dagger, Dagger, Dagger, Spear, Backpack, Pouch, Pouch, Thieves' Tools, Crystal, Crowbar, Traveler's Clothes, Oil, Rations, Rope, Tinderbox, Torch, Waterskin, Caltrops, Crowbar

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 44, Platinum: 0 Money
Common, Giant, Draconic

Languages & Proficiencies
Egocentric - Driven by personal gain

Ideals
Their younger sibling

Bonds
Their lack of strength and unable to save their sibling.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Player's Handbook (2024)

Wild Magic Sorcery

Class: Sorcerer

Unleash Chaotic Magic   Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
Features

Level 3: Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.   If the magical effect is a spell, it is too wild to be affected by your Metamagic.   Wild Magic Surge
1d100Effect
01–04 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
05–08 A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block.
09–12 For the next minute, you regain 5 Hit Points at the start of each of your turns.
13–16 Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
17–20 You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.
21–24 For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25–28 You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29–32 The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die.
33–36 You have Resistance to all damage for the next minute.
37–40 You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
41–44 For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
45–48 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
49–52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–56 You can take one extra action on this turn.
57–60 You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself on a 7, Magic Missile (cast as a level 5 spell on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat; on a 10, See Invisibility.
61–64 For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning.
65–68 If you die within the next hour, you immediately revive as if by the Reincarnate spell.
69–72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.
89–92 Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage.
93–96 You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.
97–00 Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously.

Level 3: Tides of Chaos

You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.   If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.

Level 6: Bend Luck

You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.

Level 14: Controlled Chaos

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Level 18: Tamed Surge

Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.   Once you use this feature, you can’t do so again until you finish a Long Rest.

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Statblocks for race/species of the character.

Homebrew

Tiefling

HUMANOID

Tiefling Traits

Size: Medium (about 120 - 250cm tall) or Small (about 60 - 120cm tall), chosen when you select this species

Speed: 30 feet (6 squares)

As a Tiefling, you have these special traits.

Darkvision

You have Darkvision with a range of 60 feet (12 squares).

Fiendish Legacy

You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.   When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).  
Legacy Level 1 Level 3 Level 5
Abyssal You have Resistance to Poison damage. You also know the Poison Spray cantrip. Ray of Sickness Hold Person
Chthonic You have Resistance to Necrotic damage. You also know the Chill Touch cantrip. False Life Ray of Enfeeblement
Infernal You have Resistance to Fire damage. You also know the Fire Bolt cantrip. Hellish Rebuke Darkness

Otherworldly Presence

You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook (2024)

Elementalism

CANTRIP TRANSMUTATION

Casting Time: Action

Range/Area: 30 feet

Components: V, S

Duration: Instantaneous

Description: You exert control over the elements, creating one of the following effects within range.
  Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.
  Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
  Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.
  Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
  Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.

Available For: Druid, Sorcerer, Wizard

Player's Handbook (2024)

Acid Splash

CANTRIP EVOCATION

Casting Time: Action

Range/Area: 60 feet

Components: V, S

Duration: Instantaneous

Description: You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

Cantrip Upgrade: The damage increases by 1d6 when you reach levels 5 ( 2d6 ), 11 ( 3d6 ), and 17 ( 4d6 ).

Available For: Artificer, Sorcerer, Wizard

Player's Handbook (2024)

Fire Bolt

CANTRIP EVOCATION

Casting Time: Action

Range/Area: 120 feet

Components: V, S

Duration: Instantaneous

Description: You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.

Cantrip Upgrade: The damage increases by 1d10 when you reach levels 5 ( 2d10 ), 11 ( 3d10 ), and 17 ( 4d10 ).

Available For: Artificer, Sorcerer, Wizard

Player's Handbook (2024)

Chill Touch

CANTRIP NECROMANCY

Casting Time: Action

Range/Area: Touch

Components: V, S

Duration: Instantaneous

Description: Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.

Cantrip Upgrade: The damage increases by 1d10 when you reach levels 5 ( 2d10 ), 11 ( 3d10 ), and 17 ( 4d10 ).

Available For: Sorcerer, Warlock, Wizard

Player's Handbook (2024)

Thaumaturgy

CANTRIP TRANSMUTATION

Casting Time: Action

Range/Area: 30 feet

Components: V

Duration: 1 minute

Description: You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
  Altered Eyes. You alter the appearance of your eyes for 1 minute.
  Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
  Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
  Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
  Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  Tremors. You cause harmless tremors in the ground for 1 minute.

Available For: Cleric

Level 1 Spells

Player's Handbook (2024)

Chromatic Orb

1ST EVOCATION

Casting Time: Action

Range/Area: 90 feet

Components: V, S, M (a diamond worth 50+ GP)

Duration: Instantaneous

Description: You hurl an orb of energy at a target within range. 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. On a hit, the target takes 3d8 damage of the chosen type.
  If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.

Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Available For: Sorcerer, Wizard

Player's Handbook (2024)

Charm Person

1ST ENCHANTMENT

Casting Time: Action

Range/Area: 30 feet

Components: V, S

Duration: 1 hour

Description: One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.

Available For: Bard, Druid, Sorcerer, Warlock, Wizard

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


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Character Sheet (2020)

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