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Artemis

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

STR
12
+1
DEX
16
+3
CON
13
+1
INT
15
+2
WIS
8
-1
CHA
20
+5
17
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
3 / 3
Sorcery Points
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+3 Constitution
+2 Intelligence
-1 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
+6 Arcana INT
+1 Athletics STR
+5 Deception CHA
+4 History INT
-1 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
-1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+3 Piercing
 Finesse
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Arc Blade +7 1 action Self Instantaneous 1d6 VM
 Notes:As a part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, The target suffers the attack's normal effects, except that any damage delt by the attack is lightning damage instead of its normal type. Additionally, an arc of lightning jumps to a creature you choose within 5 feet of the target, dealing 1d6 lightning damage. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 lightning damage, and the secondary damage deals an additional 1d6 lightning damage to their targets. Both damage rolls increace by one die at 11th level and 17th level.
Force Weapon +7 1 action 5 ft 1 round 1d10 VSM
 Notes:You conjure a blade of magical force in the air, which lashes out at your foes. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 force damage. The plade remains in existance for a short time; until the start of your next turn, you can make a single strike with your mystical blade as an opportunity attack. You can make 1 additional attack on your turn at 5th level (2 attacks), at 11th level (3 attacks), and at 17th level (4 attacks).
Lightning Surge +7 1 action Self Instantaneous 1d6 VSM
 Notes:You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage. This spell's damage by 1d6 when you reach 5th level, 11th level, and 17th level.
Fire bolt +7 1 action 120 ft Instantaneous 1d10 VS
 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.
Shocking Grasp +7 1 action Touch 1d8 VS
 Notes:Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Booming Blade +7 1 action Self 1 round 1d8 SM
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Surge +7 1 action Self Instantaneous 1d6 + VSM
 Notes:You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage. This spell's damage by 1d6 when you reach 5th level, 11th level, and 17th level.
Fire bolt +7 1 action 120 ft Instantaneous 1d10 + VS
 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.
Shocking Grasp +7 1 action Touch 1d8 + VS
 Notes:Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Booming Blade +7 1 action Self 1 round 1d8 + SM
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Heroism +7 1 action Touch Con, 1 minute VS
 Notes:A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Shield +7 1 reaction Self 1 round VS
 Notes:An invisible barrier of magical force appears and 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.
Rumbling Charge +7 1 action Self Insantaneous 1d12 VSM
 Notes:When you cast this spell, you immediately move 30 feet in a straight line without provoking opportunity attacks. If your path is blocked by a creature or object, you stop moving there, and that creature or object must make a Strength savinng throw or take 2d12 bludgeoning damage, or half as much on a successful one. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Surge +7 1 action Self Instantaneous 1d6 + VSM
 Notes:You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage. This spell's damage by 1d6 when you reach 5th level, 11th level, and 17th level.
Fire bolt +7 1 action 120 ft Instantaneous 1d10 + VS
 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.
Shocking Grasp +7 1 action Touch 1d8 + VS
 Notes:Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Booming Blade +7 1 action Self 1 round 1d8 + SM
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Aganazzar's Scorcher +7 1 action 30 ft Instantaneous 3d8 VSM
 Notes:A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Hardy Stomach.
You have advantage on saving throws made to resist ingested poisons.

Researcher.
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.
Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you
seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign.

Scent Tracking.
You have advantage on Wisdom (Survival) checks used to track a creature if you have an object the creature has worn or carried in the last
seven days.


Unit Tactics
You have advantage on an attack roll against a creature if at least two of your allies are within 5 ft. of the creature and the allies aren’t
incapacitated.

Better With an Audience. You have a +2 bonusto Charisma checks if at least three allies you cansee are within 30 feet of you.

Skill Expert
Increase one ability score of your choice by 1, to a maximum of 20. You gain proficiency in one skill of your choice. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for 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.
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.

Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

Careful Spell.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Subtle Spell.
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Heroic Magic
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Abjuration or a Transmutation spell from the sorcerer, warlock, or wizard spell list.

Armored Sorcery
At 1st level, you gain proficiency with light armor, medium armor, shields and four martial weapons of your choice.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Weapon Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows.
Armor Proficiencies: Light, medium
Language Proficiencies: Abyssal; Common; Draconic; Infernal

Languages & Proficiencies


™ & © 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.

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Level 0 Spells

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


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Level 1 Spells

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Level 2 Spells

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