Remove these ads. Join the Worldbuilders Guild

Etch

3 Level (0/2700 XP for level-up) Background Changeling Race / Species / Heritage Chaotic Good Alignment
Sorcerer(wild magic)
Level 3
Hit Dice: 3/3
1d6+3 Class 1

STR
8
-1
DEX
10
+0
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
17
+3
23
Hit Points
+0
Initiative (DEX)
9
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
3 /
Sorcery points
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+0 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+5 Deception CHA
+0 History INT
+3 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 DEX 1d4 Piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Firebolt +5 1 action 120 Instant 1d10 V,S

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Chaos Bolt +5 1 action 120 Instant 2d8+1d6 V,S
 Notes:one of d8's chooses the damage type. if rolled doubles, the spell splits.
Sleep +5 1 Action 90 1 minute 5d8 V,S,M
 Notes:20ft AOE. low to high
feather fall +5 1 reaction 60ft 1 minute V,M
 Notes:5 targets. Fall speed is 60ft. No fall damage.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Chaos Bolt +5 1 action 120 Instant 2d8+1d6 + V,S
 Notes:one of d8's chooses the damage type. if rolled doubles, the spell splits.
Sleep +5 1 Action 90 1 minute 5d8 + V,S,M
 Notes:20ft AOE. low to high
Misty Step +5 1 Bonus Action Self Instantaneous V
 Notes:Teleport 30ft

Active


Shapeshift(ACT). Can change appearance and voice. Lasts till new form or until death.
  • Limits: size class, game stats, Equipment, limb count.
  • Wild Magic Surge 1/turn, roll 1d20 immediately after casting a leveled spell, when DM says. Chaos on a 1.
  • If chaos is a spell, it can't affected by Metamagic, doesn't need concentration, and lasts full duration
  • Tides of Chaos. Gain Advantage on a attack roll, ability check, or saving throw. Cast a Chaos'ed spell or L-rest to do it again.
    Metamagic. Burn Sorcery points and buff a Spell. 1 per spell.
  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Empowered Spell. Burn 1 sorcery point to reroll damage dice. 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.

  • Passive


    Changeling Instincts. You gain proficiency with Insight and Persuasion.
    Changeling ability buff. +2 Cha, +1 Con

    Font of Magic


    3 Sorcery points. Regain spent points on L-rest
  • B-ACT to turn Spell Slot into Sorcery Points equal to the slot's level.
  • All created spell slots vanishes after L-rest.
  • Sorcery points to Spell slots = B-ACT
  • Spell Slot Level
  • 1st
  • 2nd
  • 3rd
  • Sorcery Point Cost
  • 2
  • 3
  • 5

  • Features & Traits
    Stuff
    2 Daggers
    Arcane Focus (Hand tattoo)
    Dungeoneer's Pack
    Map
    +1 mastercraft greatsword
    magic items
    Consumables
    2xH.potion 2d4+2 hp B-Act


    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 520, Platinum: 0 Money
    Languages: Common, elvish, dwavish
    Armor: none
    Weapons: Simple weapons
    Tool:

    Languages & Proficiencies
    backstory:
    A jester appeared in my room at midnight on my 12th birthday, shaking me awake and saying "gibble de goo, gibble de gee, i grant you the magic of eternaty!" the he jumped, farted, and clicked his heels together, dissapearing in a flash.


    Personality Traits





    levelSpell countSpells
    04/4Fire Bolt, Light, Mage Hand, Prestidigitation
    13/4Chaos Bolt, Feather Fall, sleep
    21/4Misty Step

    Base stats 8, 10, 15, 10, 13, and 15
    lvl 3 stats 8, 10, 16, 10, 13, and 17

    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

    The statblocks of your class features

    Sorcerer Wild Magic Surge

    Roll the Dice
    NumberEffect
    01-02Roll on this table at the start of each of your turns for the next minute - ignoring this result on subsequent rolls.
    03-04For the next minute - you can see any invisible creature if you have line of sight to it.
    05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you - then disappears I minute later.
    07-08You cast Fireball as a 3rd-level spell centered on yourself.
    09-10You cast Magic Missile as a 5th-level spell.
    11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd - you shrink. If the roll is even - you grow.
    13-14You cast Confusion centered on yourself.
    15-16For the next minute - you regain 5 hit points at the start of each of your turns.
    17-18You grow a long beard made of feathers that remains until you sneeze - at which point the feathers explode out from your face.
    19-20You cast Grease centered on yourself.
    21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
    23-24Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
    25-26An eye appears on your forehead for the next minute. During that time - you have advantage on Wisdom (Perception) checks that rely on sight.
    27-28For the next minute - all your spells with a casting time of 1 action have a casting time of 1 bonus action.
    29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
    31-32You are transported to the Astral Plane until the end of your next turn - after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
    33-34Maximize the damage of the next damaging spell you cast within the next minute.
    35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd - you get younger (minimum 1 year old). If the roll is even - you get older.
    37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
    39-40You regain 2d10 hit points.
    41-42You turn into a potted plant until the start of your next turn. While a plant - you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points - your pot breaks - and your form reverts.
    43-44For the next minute - you can teleport up to 20 feet as a bonus action on each of your turns.
    45-46You cast Levitate on yourself.
    47-48A unicorn controlled by the DM appears in a space within 5 feet of you - then disappears 1 minute later.
    49-50You can't speak for the next minute. Whenever you try - pink bubbles float out of your mouth.
    51-52A spectral shield hovers near you for the next minute - granting you a +2 bonus to AC and immunity to Magic Missile.
    53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
    55-56Your hair falls out but grows back within 24 hours.
    57-58For the next minute - any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
    59-60You regain your lowest-level expended spell slot.
    61-62For the next minute - you must shout when you speak.
    63-64You cast Fog Cloud centered on yourself.
    65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
    67-68You are frightened by the nearest creature until the end of your next turn.
    69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
    71-72You gain resistance to all damage for the next minute.
    73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
    75-76You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
    77-78You cast Polymorph on yourself. If you fail the saving throw - you turn into a sheep for the spell's duration.
    79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
    81-82You can take one additional action immediately.
    83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
    85-86You cast Mirror Image.
    87-88You cast Fly on a random creature within 60 feet of you.
    89-90You become invisible for the next minute. During that time - other creatures can't hear you. The invisibility ends if you attack or cast a spell.
    91-92If you die within the next minute - you immediately come back to life as if by the Reincarnate spell.
    93-94Your size increases by one size category for the next minute.
    95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
    97-98You are surrounded by faint - ethereal music for the next minute.
    99-100You regain all expended sorcery points.

    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

    Player's Handbook

    Firebolt

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    Components V,S

    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.
    At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    Class(es): Sorcerer, Wizard

    PHB

    Light

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range Touch
    Duration 1 Hour
    Components V M
    Materials (a firefily or phosphorescent moss)

    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

    Class(es): Bard, Cleric, Sorcerer, Wizard

    Saving ThrowDexterity

    D&D 5e PHB Page 256

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 30 feet
    Duration 1 minute
    Components V, S

    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.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    PHB

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    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.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    Xanathar's Guide to Everything

    Chaos Bolt

    1-level Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    Components V, S

    You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

    d8 Damage Type
    1 Acid
    2 Cold
    3 Fire
    4 Force
    5 Lightning
    6 Poison
    7 Psychic
    8 Thunder
    If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

    Class(es): Sorcerer

    Player's Handbook

    Feather Fall

    1-level Transmutation

    Casting Time 1 reaction (upon you or a creature within 60 feet of you falls)
    Range 60 feet
    Duration 1 minute
    Components V,M (a feather or piece of down)

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Class(es): Artificer, Bard, Sorcerer, Wizard

    Basic Rules , pg. 276

    Sleep

    1-level Enchantment

    Casting Time 1 Action
    Range 90 ft (to 20 ft)
    Duration 1 Minute
    Components V, S, M
    Materials A pinch of fine sands, rose petals, or a cricket.

    Damage Type: Unconscious   Saving Throws: None   Description: 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 feet 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.

    Class(es): Bard, Sorcerer, Wizard

    Level 2 Spells

    PHB

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Class(es): Druid, Paladin, Sorcerer, Warlock, Wizard

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


    Created by

    stormgate_dnd.

    Statblock Type

    Character Sheet (latest)

    Link/Embed