The Heir of the Pits of Hell

10 Level (0/85000 XP for level-up) Noble Background Aasimar (Fallen Variant) Race / Species / Heritage Chaotic Neutral Alignment
Sorcerer
Level 10
Hit Dice: 10/10
1d6+0 Class 1

STR
11
+0
DEX
10
+0
CON
10
+0
INT
10
+0
WIS
10
+0
CHA
12
+1
40
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+4
Prof. Bonus
30/60/0
Speed (walk/run/fly)
10
Passive Perception
10 / 10
Sorcery Points
Spellcasting ...
+4 Attack mod
INT Ability
+0 Abi Mod
12 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+0 Dexterity
+4 Constitution
+4 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+1 Deception CHA
+4 History INT
+0 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+0 Perception WIS
+1 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 STR 1d4 piercing
 Finesse, light, thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light Action Touch 1 Hour V
Firebolt +4 Action 120ft Instant 2d10 VS

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Silvery Barbs Reaction 60ft Instant V
 Notes:When a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Grease Action 60ft I Minute VS

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Dragon's Breath Bonus Action Touch Concentration, 1 min VS
Scorching Ray +4 Action 120ft Instant 2d6 VS
 Notes:Three targets, plus on per level above 2

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Fireball Action 150ft Instant 8d6 VS

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Fireball Action 150ft Instant 8d6 + VS
Wall of Fire Action 120ft Concentration, 1 min VS

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Fireball Action 150ft Instant 8d6 + VS
Immolation Action 90ft Concentration, 1 min

Role - The Heir to the Pits of Hell



  • As Lucifer's daughter, you have access to the most powerful spell known across the realms, his phone number.
  • (Action) You can call Lucifer as an action. He will take 1d4 turns to pick up, after which you can ask him for aid.
  • He is not too happy about your career path, and would prefer if you took over the family business rather than pursue your studies.
  • He is the ruler of Hell. He can probably help you out.

Race - Aasimar Variant



  • Darkvision - Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 (120ft because of your Sorcerous Origin) 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.
  • Fallen Ancestry - You have resistance to necrotic damage and fire damage, but vulnerability to radiant damage.
  • (Action) Healing Hand - As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Light Bearer - You know the Light cantrip. Charisma is your spellcasting ability for it.
  • (Action) Necrotic Shroud. - Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or become frightened of you until the end of your next turn.
  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
  • Once you use this trait, you can't use it again until you finish a long rest.

Class - Sorcerer (but with Intelligence)



  • Sorcery Points. Sorcery Points can be used for a bunch of cool stuff. You can never have more than your level. You regain all spent sorcery points when you finish a long rest.
  • 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.
  • (Bonus Action) Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn (2 points => 1st Level, 3 => 2nd, 5 => 3rd, 6 => 4th, 7 => 5th). 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.
  • (Bonus Action) 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.
  • Metamagic - You gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options, some chosen at character creation. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
  • Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Empowered Spell - When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You 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.
  • Seeking Spell - If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
  • You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Magical Guidance - You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.



  • Origin - Shadow Magic:
  • Eyes of the Dark - You have darkvision with a range of 120 feet.
    You learn the darkness spell, which you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
  • Strength of the Grave - Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make an Intelligence saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.
  • Hound of Ill Omen - You gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:
  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
  • The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.



  • Elemental Adept:Fire - If you picked it in character creation, you get the following benefits:
  • Spells you cast ignore fire resistance.
  • When you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.



Features & Traits

Handy Things



  • Small Shield (+1 Armour Class)

Other Stuff



  • Fine Clothes
  • Signet Ring
  • Scroll of Pedigre



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money

Languages



  • Common, Undercommon
  • Abyssal, Infernal
  • Draconic
  • Primordial, Dwarvish, Gnomish, Orc
  • Sylvan, Elvish

Proficiencies



  • Daggers, darts, slings, quaterstaffs, light crossbows
  • Dragonchess



Languages & Proficiencies


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

EvelynSchmevelyn.

Statblock Type

Character Sheet (2020)

Link/Embed