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Ja'Quaviontarious Jinchesterito

2 Level (0/900 XP for level-up) Folk Hero Background Blacken Elf Race / Species / Heritage Lawful Neutral Alignment
Sorcerer
Level 2
Hit Dice: 2/2
1d6+3 Class 1

STR
8
-1
DEX
16
+3
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
14
+2
15
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
11
Passive Perception
1 / 2
Aether Magic
2 / 2
Sorcery Points
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+3 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+4 Deception CHA
+0 History INT
+1 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+3 piercing
 Finesse, light, thrown (range 20/60)
Light Crossbow +5 DEX 1d8+3 piercing
 Ammunition (range 80/320), loading, two-handed
Staff -1 STR 1d6-1 bludgeoning
 Versatile (1d8)
Unarmed Strike +1 STR 1-1 bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Firebolt +4 1 action 120 ft. Instantaneous 1d10 V, S
 Notes: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. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Minor Illusion +4 1 action 30 ft. 1 minute S, M (a bit of fleece)
 Notes: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.
Prestidigitation +4 1 action 10 ft. Up to 1 hour V, S
 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, or 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.
Mage Hand +4 1 action 30 ft. 1 minute V, S
 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 magical items, or carry more than 10 pounds.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Shield +4 1 reaction which you take when you are hit by an attack roll or targeted by the Magic Missile spell Self 1 round V, S
 Notes:An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Witch Bolt +4 1 action 30 ft. Concentration, up to 1 minute 1d12 V, S, M (a twig from a tree that has been struck by lightning)
 Notes:A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
Mage Armor +4 1 action Touch 8 hours V, S, M (a piece of cured leather)
 Notes:You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

RACE (BLACKEN ELF):


Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.



Paranoia. Whenever you make a Wisdom (Insight) check to determine if a creature is lying, you are considered proficient in the Insight skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.



Aether Magic. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.



Corrupt Skin. When not wearing armor or clothing that covers your skin, you have disadvantage on Dexterity (Stealth) checks to avoid being seen, and attacks made against you in dim or dark lighting do not gain disadvantage.



BACKGROUND (FOLK HERO):


Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.



CLASS (SORCERER):


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.


SUBCLASS (WILD MAGIC):


Wild Magic Surge. 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.





Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages. Common, Elvish, Hobbletongue


Armor Proficiencies. none


Weapon Proficiencies. dagger, sickle, quarterstaff, dart, light crossbow, sling, rapier, shortsword, hand crossbow


Tool Proficiencies. carpenter's tools, thieves' tools, vehicles (land)




Languages & Proficiencies

I have a strong sense of fair play and always try to find the most equitable solution to arguments.





Personality Traits
Respect. People deserve to be treated with dignity and respect. (Good)




Ideals
I have a family, but I have no idea where they are. One day, I hope to see them again.




Bonds

I have a weakness for the vices of the city, especially hard drink.





Flaws

  • Defining Event-

I broke into a tyrant's castle and stole weapons to arm the people.




Notes


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

jj.doesnt.care.

Statblock Type

Character Sheet (2020)

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