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Aztaroth
Level 14 (0/165000 XP for level-up)
Background
Size Small
Species
Sorcerer
Subclass Spellfire/Cosmic Threads
Level 14
Hit dice 14/14
1d6+5
Wizard
Subclass Abjurer
Level
Hit dice /1
1d6+5

STR 14
+2
STR save: +2
DEX 16
+3
DEX save: +3
CON 20
+5
CON save: +10
INT 28
+9
INT save: +9
WIS 18
+4
WIS save: +4
CHA 41
+15
CHA save: +20

Initiative (DEX)
+8
Speed
30
Passive Perception
19
Heroic Inspiration
Armor Class (AC)
19
Hit Points
140 / 140
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+20
Ability
CHA
Abi Mod
+15
Save DC
28
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Armor ( AC Mod: +6 )
W T  Armor AC D Properties
Skills
P/E Bonus Skill Abi
+8 Acrobatics DEX
+4 Animal Handling WIS
+14 Arcana INT
+2 Athletics STR
+15 Deception CHA
+14 History INT
+9 Insight WIS
+15 Intimidation CHA
+9 Investigation INT
+9 Medicine WIS
+9 Nature INT
+9 Perception WIS
+20 Performance CHA
+20 Persuasion CHA
+9 Religion INT
+3 Sleight of Hand DEX
+8 Stealth DEX
+4 Survival WIS

+10 Expertise Bonus
+5 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
Features & Traits
Class
Level 1: Spellcasting
PHB'24 p139
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.

Level 1: Innate Sorcery
PHB'24 p140
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.

Level 2: Font of Magic
PHB'24 p140
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.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9

Level 2: Metamagic
PHB'24 p141
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.

Level 2: Metamagic Options
PHB'24 p141

Quickened Spell
PHB'24 p142
Cost: 2 Sorcery Points

When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Twinned Spell
PHB'24 p142
Cost: 1 Sorcery Point

When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.

Heightened Spell
PHB'24 p142
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.

Extended Spell
PHB'24 p142
Cost: 1 Sorcery Point

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Level 4: Ability Score Improvement
PHB'24 p141
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.

Level 5: Sorcerous Restoration
PHB'24 p141
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.

Level 7: Sorcery Incarnate
PHB'24 p141
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

Level 8: Ability Score Improvement
PHB'24 p141
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 10: Metamagic
PHB'24 p141
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description.

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.

Level 12: Ability Score Improvement
PHB'24 p141
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclasses
Level 3: Spellfire Burst
FRHoF p24
When you spend at least 1 Sorcery Point as part of the 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).

Level 3: Spellfire Spells
FRHoF p24
When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.

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

Level 6: Absorb Spells
FRHoF p25
You always have Counterspell prepared.

Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.

Level 14: Honed Spellfire
FRHoF p25
Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of Radiant Fire increases to 1d8.

Racial Features
Hare-Trigger
You can add your proficiency bonus to your initiative rolls.

Leporine Senses
You have proficiency in the Perception skill.

Lucky Footwork
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Rabbit Hop
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feats
Spellfire Adept
FRHoF
p41
General Feat (Prerequisites: Level 4+, Spellfire Spark or Spellcasting or Pact Magic Features)
You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Fueled Spellfire. Once per turn, when a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to one damage roll of the spell.

Searing Spellfire. When you make a damage roll that deals Radiant damage, it ignores Resistance to Radiant damage.

Metabolistic Magic
VSS:PP2
General Feat (Prerequisites: Level 4+; Spellcasting or Pact Magic Feature)
You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Arcane Skill. When you fail a D20 Test, you can expend a spell slot to gain a bonus to the roll, potentially causing it to succeed. The bonus equals 2 plus the level of the spell slot expended.

Vital Fuel. When you finish a Short Rest, you can expend a number of Hit Point Dice up to your Proficiency Bonus to recover expended spell slots. Choose spell slots to recover that have a combined level equal to no more than the number of Hit Point Dice expended. Once you use this feature, you can't do so again until you finish a Long Rest.

Cartomancer
BMT
p49
Prerequisites: Level 4+, Spellcasting Feature
You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:

Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.

Hidden Ace. When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
Spellcasting
Cantrips: Mind Sliver, Spark, Sorcerous Burst, Minor Illusion, Message
1st: Ancestral Communion, Spellfire Flare, Mage Armor, Cure Wounds (Subclass), Guiding Bolt (Subclass)
2nd: Unraveling Whisper, Mirror Image, Crown of Madness, Lesser Restoration (Subclass), Scorching Ray (Subclass)
3rd: Catnap, Cosmic Horror, Haste, Aura of Vitality (Subclass), Dispel Magic (Subclass), Counterspell (Subclass)
4th: Spellfire Storm, Dimension Door, Greater Invisibility, Fire Shield (Subclass), Wall of Fire (Subclass)
5th: Hold Monster, Synaptic Static, Greater Restoration (Subclass), Flame Strike (Subclass)
6th: Sunbeam
7th:


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, 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" with a large format like A3.
Then print the resulting PDF to whichever format you need with "fit to page" selected.

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