All Characters

Maana

Level 5 Sorcerer Acolyte Tiefling
Setting SRD / Fantasy
Armor Class 12 Unarmored
Hit Points 37 / 37 max
Speed 30 feet
Proficiency +3
Passive Perc. 10
Sorcery Points 6/6

💪 Ability Scores

🎯 Skills & Saving Throws

Passive Perception:
10
Pass. Investigation
11
Pass. Insight
10

✨ Features & Traits

Spellcasting Lv 1

You can cast Sorcerer spells using Charisma as your spellcasting ability.

Innate Sorcery Lv 1

As a Bonus Action, gain Advantage on Sorcerer spell attack rolls and increase spell save DC by 1 for 1 minute.

Font of Magic Lv 2

You have Sorcery Points equal to your Sorcerer level to fuel Metamagic and convert to/from spell slots.

Metamagic Lv 2

You learn two Metamagic options to modify your spells.

Sorcerer Subclass Lv 3

You gain a Sorcerer subclass of your choice.

Ability Score Improvement Lv 4

You gain the Ability Score Improvement feat or another feat.

Sorcerous Restoration Lv 5

When you finish a Short Rest, regain Sorcery Points equal to half your Sorcerer level (round down).

Darkvision

You have Darkvision with a range of 60 feet.

Fiendish Legacy

You are the recipient of a fiendish legacy that grants you supernatural abilities.

Otherworldly Presence

You know the Thaumaturgy cantrip.

📜 Spellcasting & Arcana

Charisma · Save DC 16 · Attack +8
1st Level 4/4 2nd Level 3/3 3rd Level 2/2

Cantrips

Acid Splash
Cantrip

Action · 60 feet · Instantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6...

Fire Bolt
Cantrip

1 action · Self · Instantaneous

A Symbaroum mystic spell.

Ray of Frost
Cantrip

1 action · Self · Instantaneous

A Symbaroum mystic spell.

1st Level

Burning Hands
1st Lvl (4 Slots)

Action · Self · Instantaneous

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 su...

Shield
1st Lvl (4 Slots)

Reaction, which you take when you are hit by an attack roll or targeted by the *Magic Missile* spell · Self · 1 round

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 damag...

2nd Level

Enlarge/Reduce
2nd Lvl (3 Slots)

Action · 30 feet · Concentration, up to 1 minute

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried....

Scorching Ray
2nd Lvl (3 Slots)

Action · 120 feet · Instantaneous

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.

3rd Level

Fireball
3rd Lvl (2 Slots)

Action · 150 feet · Instantaneous

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on t...

🎒 Inventory & Equipment

Customs

x1

Weapons