From OakthorneWiki
Jump to navigationJump to search
Race: Elf, Class: Sorceror (Divine Soul)
Background: Acolyte, Alignment: CG
Patron Deity: Sehanine
Factions: FACTIONS
Ability Scores
Strength 8 (-1), Dexterity 12 (+1), Constitution 16 (+3);
Intelligence 12 (+1), Wisdom 13 (+1), Charisma 17 (+3)
Bonus: +2
Saving Throws: Constitution & Wisdom
Skills: Arcana, Insight, Perception, Persuasion, Religion
Tools: None
Languages: Common, Elven, Celestial, Dwarf
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, shortbow, longbow
Darkvision, Keen Senses, Fey Ancestry, Fleet of Foot, Mask of the Wild, Favored by the gods, Divine Magic
Elemental Adept: Fire
Attacks:Quarterstaff: +1, 1d6-1
Armor Class: 14, Initiative: +1, Speed: 35 ft
Hit Points: 21, Hit Dice: 3d6
Personality Traits: Optimist - Nothing can shake my optimistic attitude
Ideals: Charity - I always try to help those in need, no matter the cost
Bonds: Socialist - Everything I do is for the common people
Flaws: Trusting - I trust everyone

words -Attribution



  • Guidance - Concentration - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
  • Fire Bolt - 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 ldlO fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • Prestidigitation - This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    • If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Spare the Dying - You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

First Level

  • Cure Wounds - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  • Mage Armor - You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  • Burning Hands - As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
    • At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld6 for each slot level above 1st.
  • Magic Missile - You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    • At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  • Feather Fall - Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Second Level

  • Scorching Ray - You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
    • At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.


Racial Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Darkvision. You can see in dim light within 60 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.
  • Keen Senses. You have proficiency in the Perception skill.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Ability Score Increase. Your Wisdom score increases by l.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Class Traits

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • 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.
  • Metamagic
    • Extended Spell: 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.
    • Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Specialty Traits

  • Favored by the gods Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
  • Divine Magic Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell List or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. You learn an additional spell, cure wounds. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Background Traits

  • Skill Proficiencies: Insight, Religion
  • Detect Magic: Can cast detect magic at will.


  • Elemental Adept: Fire Spells you cast ignore resistance to fire. In addition, when you roll damage for a spell you cast that deals that type, you can treat any 1 on a damage die as a 2.


  • Coins: 5 cp • 0 sp • 0 ep • 0 gp • 0 pp • Other coins: 0
  • Gems: 0

Magic Items

  • Arcane Focus staff


Carried Equipment

  • In Hand: Quarterstaff arcane focus
  • Worn: x
  • Belt: Dagger
  • Backpack: Explorers pack

Stored Equipment

  • x


  • xxx: (x gp/day). x


  • x

Important Individuals

  • x