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Seraphina

3 Level (0/2700 XP for level-up) Acolyte Background Aasimar Race / Species / Heritage NG Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR 10

+0

DEX 11

+0

CON 14

+2

INT 13

+1

WIS 11

+0

CHA 19

+4

23
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
10
Passive Perception
3 / 3
Sorcery Points
2 / 2
Innate Sorcery
1 / 1
Celestial Revelation
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+4 Constitution
+1 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+4 Deception CHA
+1 History INT
+2 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +2 STR 1d8 Piercing
 Thrown (Range 20/60), Versatile (1d8)
Dagger +2 STR 1d4 Piercing
 Finesse, Light, Thrown (Range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Firebolt +6 Action 120ft Instantaneous 1d10 Fire+4 V, S
 Notes:Evocation: You hurl a mote of fire at a creature or an 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 starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Minor Illusion +6 Action 30ft 1 minute S, M
 Notes:Illusion: You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study 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. Sound. 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. Image. 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, since things can pass through it.
Sorcerous Burst +6 Action 120ft Instantaneous 1d8 Fire+4 V, S
 Notes:Evocation: You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Light +6 Action Touch 1 hour V, M
 Notes:Evocation: You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Resistance +6 Action Touch Concentration, Up to 1 minute V, S
 Notes:Abjuration: You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.
Guidance +6 Action Touch Concentration, up to 1 minute V, S
 Notes:Divination: You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Mind Sliver +6 Action 60ft 1 Round 1d6 Psychic V
 Notes:Divination: You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +6 Action Touch Instantaneous 2d8 Healing+4 V, S
 Notes:Abjuration: A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Guiding Bolt +6 Action 120ft 1 Round 4d6 Radiant+4 V, S,
 Notes:Evocation: You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Wardaway +6 Action 60ft Instantaneous 2d4 Force V, S, M
 Notes:Abjuration: You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save. On a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 2d4 for every spell slot level above 1.
Burning Hands +6 Action Self (15ft Cone) Instantaneous 2d6 Fire V, S
 Notes:Evocation: A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Detect Magic +6 Action or Ritual Self Concentration, up to 10 minutes V, S
 Notes:Divination: For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Shield +6 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:Abjuration: 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.
Chromatic Orb +6 Action 90ft Instantaneous 3d8 Fire+4 V, S, M
 Notes:Evocation: You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt +6 Action 120ft 1 Round 4d6 Radiant+4 + V, S,
 Notes:Evocation: You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Wardaway +6 Action 60ft Instantaneous 2d4 Force + V, S, M
 Notes:Abjuration: You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save. On a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 2d4 for every spell slot level above 1.
Burning Hands +6 Action Self (15ft Cone) Instantaneous 2d6 Fire + V, S
 Notes:Evocation: A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Chromatic Orb +6 Action 90ft Instantaneous 3d8 Fire+4 + V, S, M
 Notes:Evocation: You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Lesser Restoration +6 Bonus Action Touch Instantaneous V, S
 Notes:Abjuration: You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Scorching Ray +6 Action 120ft Instantaneous 2d6 Fire+4 V, S
 Notes:Evocation: You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Alter Self +6 Action Self Concentration, up to 1 hour V, S
 Notes:Transmutation: You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Blindness/Deafness +6 Action 120ft 1 minute V
 Notes:Transmutation: One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Class Features



Spellcasting


Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description.

Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.


Innate Sorcery


An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.
  • You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.


  • Font of Magic


    You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

    You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

    You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

  • Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

  • Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

  • Any spell slot you create with this feature vanishes when you finish a Long Rest.


    Metamagic


    Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

    You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

    Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

    Distant Spell


    Cost: 1 Sorcery Point

    When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
    When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

    Heightened Spell


    Cost: 2 Sorcery Points

    When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.


    Sorcerer Subclass


    You gain a Sorcerer subclass of your choice. The Aberrant Sorcery, Clockwork Sorcery, Draconic Sorcery, and Wild Magic Sorcery subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.
    (Spellfire Sorcery)


    Spellfire Burst


    When you spend at least 1 Sorcery Point as part of a Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.

  • Bolstering Flames. You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.

  • Radiant Fire. One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).


  • Spellfire Spells


    When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.

    Spellfire Spells
    Sorcerer Level Spells
    3: Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray
    5: Aura of Vitality, Dispel Magic
    7: Fire Shield, Wall of Fire
    9: Greater Restoration, Flame Strike


    Species Traits



    Celestial Resistance


    You have Resistance to Necrotic damage and Radiant damage.


    Darkvision


    You have Darkvision with a range of 60 feet.


    Healing Hands


    As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. 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.

    Celestial Revelation


    When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

    Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

    Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.


    Background Features



    Magic Initiate: Cleric


    Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).

    Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

    Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

    Repeatable. You can take this feat more than once, but you must choose a different spell list each time.

    (Cantrips: Guidance, Resistance)
    (Level 1: Cure Wounds)

    Features & Traits
    - Spear
  • Dagger
  • Rations (10)
  • Crowbar
  • Torch
  • Backpack
  • Robe
  • Emblem
  • Caltrops (10)
  • Oil
  • Rope (50ft)
  • Tinderbox
  • Waterskin
  • Book of Prayers
  • Calligrapher's Supplies
  • Parchment (10)

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 36, Platinum: 0 Money

    Languags


  • Common
  • Celestial
  • Infernal

  • Weapon Proficiencies


  • Simple

  • Armor Proficiencies


  • None

  • Tool Proficiencies


  • Calligrapher's Tools

  • Languages & Proficiencies
    Damage Resistances: Radiant, Necrotic

    Notes


    ™ & © 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

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    Statblocks for your spells.

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


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