Location & Atmosphere
    Sorcery Points
    • d4
    • d6
    • d8
    • d10
    • d12
    • d20
    • Sorcerer 14
    • Background
    • Player Name Wilbo
    • Race Dragonborn (Red)
    • Alignment
    • Experience Points
    • Breath

      3d10 Fire / 3 per rest

    • Draconic Transformation

      With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:

      Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.

      Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.

      Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

    • Dragon Wings

      At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

      You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

    • Chromatic Warding (fire)

      Immunity to fire for 1 minute (action per long rest)

    • Draconic Resistance

      You have resistance to the damage type associated with your Chromatic Ancestry.

    • Elemental Affinity (Fire)

      1 SP = resistance for 1 hour

    • Heightened Spell

      3 SP gives targets disadvantage on saves

    • Quickened Spell

      2 SP to change casting time to 1 action (cantrip)


      Spelldriver Feat - Can quicken spells 1st level or higher / only 1 spell over 3rd lvl

    • Unerring Spell

      2 SP to reroll attack, must use new roll

    • Magical Guidance

      1 SP to re-roll ability check

    • Empowering Reserves

      2 SP grants advantage on ability check

    • Imbuing Touch

      2 SP - As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

    • Sorcerous Fortitude

      Add SP = d4 to THP

    • Lvl. 1


      Reaction - +5 AC - No damage from Magic Missile

    • Lvl. 1

      Chromatic Orb

      3d8 (choose damage type) - +1d8 slots over 1st - 90ft.

    • Lvl. 2


      Concentration 1 hour +1 creature slots above 2nd

    • Lvl. 2

      Vortex Warp

      You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

      At Higher Levels. 

      When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

    • Lvl. 3


      8d6 fire - 150ft - 20ft radius - dex save - +1d6 slots over 3rd

    • Lvl. 3

      Dispel Magic

      Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

      At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

    • Lvl. 3


      You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

      At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

    • Lvl. 4

      Wall of Fire

      You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

      • At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
    • Lvl. 4

      Dimension Door

      500 ft. +1 willing creature

    • Lvl. 5

      Summon Draconic Spirit

      Armor Class 14 + the level of the spell (natural armor)
      Hit Points 50 + 10 for each spell level above 5th (the dragon has a number of hit dice [d10s] equal to the level of the spell)
      Speed 30 ft., fly 60 ft., swim 30 ft.
      19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)
      Damage Resistances(Chromatic and Metallic Only) acid, cold, fire, lightning, poison
      Damage Resistances(Gem Only) force, necrotic, psychic, radiant, thunder
      Condition Immunities charmed, frightened, poisoned
      Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
      Languages Draconic, understands the languages you speak
      Challenge — Proficiency Bonus (PB) equals your bonus
      Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends
      Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
      Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 plus 4 + the spell's level piercing damage.
      Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.
    • Lvl. 5

      Wall of Stone

      A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

      If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
      The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

      If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

      The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.
      If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

    • Lvl. 6


      10d6 + 40 Force - dex save - no damage on success

    • Lvl. 7

      Crown of Stars

      7 motes - 4d12 - bonus action ranged spell attack

    • Firebolt

      3d10 fire - 120 ft

    • Mind Sliver

      3d6 psychic - int. save - subtracts 1d4 from target's next save

    • Shape Water

      move water 5 ft in any direction - form a shape, change color, opacity, freexr, 1 hour, 5x5 cube

    • Minor Illusion

      You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

      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.

      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, because things can pass through it.

      If a creature uses its 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.

    • Mage Hand

    • Green Flame Blade

      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 you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

      At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

    • Feat: Elemental Adept

      When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

      Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

      You can select this feat multiple times. Each time you do so, you must choose a different damage type.

    • Elemental Affinity

      Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

    • Feat: Spelldriver

      Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting.

      When you use your bonus action to cast a spell of 1st level or higher, you can also use your action to cast another spell of 1st level or higher. However, if you cast two or more spells in a single turn, only one of them can be 3rd level or higher.

      Rules Tip: Casting Multiple Spells

      Normally, when you cast a spell as a bonus action, you can't use your action to also cast a spell that turn unless that spell is a cantrip—see PHB p202. The Spelldriver feat removes that restriction, but the focus necessary to channel multiple spells in the same round still limits the overall power of those spells.

    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Acrobatics (Dex)
    • Animal Handling (Wis)
    • Arcana (Int)
    • Athletics (Str)
    • Deception (Cha)
    • History (Int)
    • Insight (Wis)
    • Intimidation (Cha)
    • Investigation (Int)
    • Medicine (Wis)
    • Nature (Int)
    • Perception (Wis)
    • Performance (Cha)
    • Persuasion (Cha)
    • Religion (Int)
    • Sleight of Hand (Dex)
    • Stealth (Dex)
    • Survival (Wis)
    Armor Class
    • Imryth Horn of Valhalla

      Summon 3d4 + 3 Berzerker Uthgart Barbarians / 1 hour per 7 days

    • Ember Blade of Elrem (+9)

      +1 atk & dmg / 1d10 slashing / +3d6 Slashing on Giant / +1d6 Fire (Elrem's Blessing)

    • Gorthak's Thunderbow (+2)

      1d8 Pierce / +2 atk / 2d6 thunder

    • Gauntlets of Ogre Power

      Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.

    • Wings of Cryovain

      +1 Stealth - Feather Fall

    • Mithral Scale Mail

      AC 14 + Dex

    • Broom of Flight

      This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

      You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

    • Charm of Restoration

      Greater (3) / Lesser (2)

    • Cloak of the Manta Ray

      While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

    • Sending Stone
    • Conch of Teleportation
    • Mage Robe

      +1 to spell atk bonus

    Proficiency Bonus

    Don Jon's Dagger

    8 winter wolf pelts

    heart of a giant

    jasper gemstone (50gp)

    Bank: gold egg (5kgp) / Aquamarine gem (500gp) / 12025gp / 2 white dragon scales (2.5kgp)


    Friendly (mostly), wanderlust, loyal to companions, hates racists
    Honor, protecting innocent, fulfilling destiny
    Create family, live up to expectations
    slow to trust, can be arrogant
    • Draconic, Common, Uthgart
    Other Proficiencies