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Ffej

1 Level (0/300 XP for level-up) Witchlight Hand Background Eladrin Race / Species / Heritage Chaotic Neutral Alignment
Sorcerer
Level 1
Hit Dice: 1/1
1d6+2 Class 1

STR 15

+2

DEX 10

+0

CON 15

+2

INT 10

+0

WIS 16

+3

CHA 17

+3

8
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+0 Dexterity
+4 Constitution
+0 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+3 Deception CHA
+0 History INT
+3 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +2 STR 1d8+2 piercing
 Range 80/320, Two-Handed
Daggers +2 STR 1d4+2 piercing
 Finesse, Thrown 20/60
Attacks

Spell Book

Light Crossbow


Arcane Focus


Explorer's Pack


Dagger x2





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money

Origin: Draconic Bloodline




Spellcasting

Armor: None


Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows


Languages: Common, Chiroptera





Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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.

Level 0 Spells

Acid Splash

0-level (Cantrip) Divination

Casting Time: 1 Action
Range/Area: 60ft
Duration: Instantaneous
Attack/Save: Dexterity Save
Damage/Effect: 1d6 Acid

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

At higher levels:

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120ft
Duration: Instantaneous
Attack/Save: Ranged Attack
Damage/Effect: 1d10 Fire

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).

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60ft
Duration: Instantaneous
Attack/Save: Constitution Save
Damage/Effect: 1d6 Cold; target has disadvantage on its next attack roll before the end of its next turn.

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At higher levels:

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class & Level
Background
Race
Alignment

Strength
0
Dexterity
0
constitution
0
intelligence
0
wisdom
0
charisma
0
Total Hit Dice
Hit Die
0
+0 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

Armor Class

Hit Points
+0
Initiative

Speed
Attacks

Heroes Enabled

Level 1 Spells

Chaos Bolt

1-level Evocation

Casting Time: 1 Action
Range/Area: 120ft
Duration: Instantaneous
Attack/Save: Ranged Attack
Damage/Effect: 2d8 + 1d6 *varying damage type*

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.

d8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder

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.

Ray of Sickness

1-level Necromancy

Casting Time: 1 Action
Range/Area: 60ft
Duration: Instantaneous
Attack/Save: Ranged Attack
Damage/Effect: 2d8 Poison; target also takes a Constitution save, and, if they fail, they are poisoned until the end of your next turn.

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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