| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| -2 | Strength | |
| +2 | Dexterity | |
| +2 | Constitution | |
| +2 | Intelligence | |
| -1 | Wisdom | |
| +5 | Charisma |
| +2 | Acrobatics | DEX | |
| -1 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| -2 | Athletics | STR | |
| +7 | Deception | CHA | |
| +2 | History | INT | |
| -1 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +4 | Investigation | INT |
| -1 | Medicine | WIS | |
| +2 | Nature | INT | |
| +1 | Perception | WIS | |
| +3 | Performance | CHA | |
| +7 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
| Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | 5 | - | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | 6 | Sorcerous Origin Feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | 14 | Sorcerous Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | 18 | Sorcerous Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
| 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:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
| d100 1d100 | Effect |
|---|---|
| 01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. |
| 05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
| 07-08 | You cast fireball as a 3rd-level spell centered on yourself. |
| 09-10 | You cast magic missile as a 5th-level spell. |
| 11-12 | Roll 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. |
| 13-14 | You cast confusion centered on yourself. |
| 15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
| 17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
| 19-20 | You cast grease centered on yourself. |
| 21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
| 23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
| 25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
| 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
| 29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 31-32 | You 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. |
| 33-34 | Maximize the damage of the next damaging spell you cast within the next minute. |
| 35-36 | Roll 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. |
| 37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
| 39-40 | You regain 2d10 hit points. |
| 41-42 | You 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. |
| 43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
| 45-46 | You cast levitate on yourself. |
| 47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
| 49-50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
| 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
| 55-56 | Your hair falls out but grows back within 24 hours. |
| 57-58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
| 59-60 | You regain your lowest-level expended spell slot. |
| 61-62 | For the next minute, you must shout when you speak. |
| 63-64 | For the next minute, you must shout when you speak. |
| 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
| 67-68 | You are frightened by the nearest creature until the end of your next turn. |
| 69-70 | Each 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. |
| 71-72 | You gain resistance to all damage for the next minute. |
| 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
| 75-76 | You 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. |
| 77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
| 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 81-82 | You can take one additional action immediately. |
| 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 85-86 | You cast mirror image. |
| 87-88 | You cast fly on a random creature within 60 feet of you. |
| 89-90 | You 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. |
| 91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
| 93-94 | Your size increases by one size category for the next minute. |
| 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 97-98 | You are surrounded by faint, ethereal music for the next minute. |
| 99-00 | You regain all expended sorcery points. |
• Choose: a rapier; or a shortsword
• Choose: a shortbow and quiver of 20 arrows; or a shortsword
• Choose: a burglar's pack; or a dungeoneer's pack; or an explorer's pack
• Leather armor, two daggers, and thieves' tools
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | |||
| 4th | 3 | 4 | 3 | |||
| 5th | 3 | 4 | 3 | |||
| 6th | 3 | 4 | 3 | |||
| 7th | 3 | 5 | 4 | 2 | ||
| 8th | 3 | 6 | 4 | 2 | ||
| 9th | 3 | 6 | 4 | 2 | ||
| 10th | 4 | 7 | 4 | 3 | ||
| 11th | 4 | 8 | 4 | 3 | ||
| 12th | 4 | 8 | 4 | 3 | ||
| 13th | 4 | 9 | 4 | 3 | 2 | |
| 14th | 4 | 10 | 4 | 3 | 2 | |
| 15th | 4 | 10 | 4 | 3 | 2 | |
| 16th | 4 | 11 | 4 | 3 | 3 | |
| 17th | 4 | 11 | 4 | 3 | 3 | |
| 18th | 4 | 11 | 4 | 3 | 3 | |
| 19th | 4 | 12 | 4 | 3 | 3 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 2 | 2 | |||
| 4th | 2 | 3 | 3 | |||
| 5th | 2 | 3 | 3 | |||
| 6th | 2 | 3 | 3 | |||
| 7th | 2 | 4 | 4 | 2 | ||
| 8th | 2 | 4 | 4 | 2 | ||
| 9th | 2 | 4 | 4 | 2 | ||
| 10th | 3 | 5 | 4 | 3 | ||
| 11th | 3 | 5 | 4 | 3 | ||
| 12th | 3 | 5 | 4 | 3 | ||
| 13th | 3 | 6 | 4 | 3 | 2 | |
| 14th | 3 | 6 | 4 | 3 | 2 | |
| 15th | 3 | 6 | 4 | 3 | 2 | |
| 16th | 3 | 7 | 4 | 3 | 3 | |
| 17th | 3 | 7 | 4 | 3 | 3 | |
| 18th | 3 | 7 | 4 | 3 | 3 | |
| 19th | 3 | 8 | 4 | 3 | 3 | 1 |
| 20th | 3 | 8 | 4 | 3 | 3 | 1 |
| Lvl | Proficiency Bonus | Sneak Attack | Features |
|---|---|---|---|
| 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
| 2nd | +2 | 1d6 | Cunning Action |
| 3rd | +2 | 2d6 | Roguish Archetype |
| 4th | +2 | 2d6 | Ability Score Improvement |
| 5th | +3 | 3d6 | Uncanny Dodge |
| 6th | +3 | 3d6 | Expertise |
| 7th | +3 | 4d6 | Evasion |
| 8th | +3 | 4d6 | Ability Score Improvement |
| 9th | +4 | 5d6 | Roguish Archetype Feature |
| 10th | +4 | 5d6 | Ability Score Improvement |
| 11th | +4 | 6d6 | Reliable Talent |
| 12th | +4 | 6d6 | Ability Score Improvement |
| 13th | +5 | 7d6 | Roguish Archetype Feature |
| 14th | +5 | 7d6 | Blindsense |
| 15th | +5 | 8d6 | Slippery Mind |
| 16th | +5 | 8d6 | Ability Score Improvement |
| 17th | +6 | 9d6 | Roguish Archetype Feature |
| 18th | +6 | 9d6 | Elusive |
| 19th | +6 | 10d6 | Ability Score Improvement |
| 20th | +6 | 10d6 | Stroke of Luck |
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.
0-level (Cantrip) Enchantment
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a 1d4 and subtract the number rolled from the save.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
PHB
0-level (Cantrip) Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When this spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
PHB
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
1-level Abjuration
You may cast this spell as a reaction when you or a willing target creature within range would be hit by an attack or would be subjected to the magic missile spell.
An invisible barrier of magical force appears and protects your target. Until the start of your next turn, the target gains a +5 bonus to AC, including against the triggering attack, and takes no damage from the magic missile spell.
Strixhaven: A Curriculum of Chaos p.38
1-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.