Mince
Level 5 (0/14000 XP for level-up)
Background Spellfire Initiate
Size Medium
Species Rocborn (Deathtalon)
Sorcerer
Subclass Cosmic Magic
Level 5
Hit dice 5/5
1d6+3

STR 16
+3
STR save: +3
DEX 16
+3
DEX save: +3
CON 16
+3
CON save: +6
INT 20
+5
INT save: +8
WIS 8
-1
WIS save: -1
CHA 16
+3
CHA save: +3

Initiative (DEX)
+3
Speed
30ft
Passive Perception
12
Heroic Inspiration
Armor Class (AC)
16
Mage Armor
Hit Points
41 / 41
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
INT
Abi Mod
+5
Save DC
16
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Talons +6 STR 1d6+3 Slashing
Death Talons +6 STR 1d6+3 Necrotic
Dagger (x2) +6 DEX 1d4+3 Piercing
  Properties: Finesse, Light, Thrown (Range 20/60)
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Mage Armor 16
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
-1 Animal Handling WIS
+8 Arcana INT
+3 Athletics STR
+6 Deception CHA
+5 History INT
-1 Insight WIS
+6 Intimidation CHA
+5 Investigation INT
-1 Medicine WIS
+5 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+5 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Cosmic Eye
+8
Action 150 ft Instantaneous 1d8 M (an eldritch parasite)
 Notes:   CLASS: Your eye darkens under the influence of the eldritch madness, appearing as an endless starry sky. Make a ranged spell attack against a creature within range as you fire a projectile of eldritch energy from you eye. On a hit, the target takes 1d8 necrotic damage. If you score a critical hit, you can reroll any roll of 4 or lower on the damage die until you get at higher result.
Magnetobolt
+8
Action 90 ft Instantaneous 1d6 V, S
 Notes:   CLASS: A near-invisible pulse of arcanomagnetic energy shoots towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be knocked prone. A creature made of ferrous metal or wearing ferrous armour has disadvantage on this saving throw.
Shiver
+8
Action Self (15-foot cone) Instantaneous 1d6
 Notes:   CLASS: You release a wave of freezing energy in a 15-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, and its speed is reduced by 5 feet until the start of your next turn. On a successful save, the creature takes half as much damage and its speed isn’t reduced. This speed reduction doesn’t stack with other effects that reduce speed.
Sorcerous Burst
+8
Action 120 ft Instantaneous 1d8 V, S
 Notes:   CLASS: You cast sorcerous energy at one creature or object within range. Make a ranged attack roll 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.
Sacred Flame
+8
Action 60 ft Instantaneous 1d8 V, S
 Notes:   FEAT: Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Boomering
+8
Action 30 ft Instantaneous 3d6 V, S
 Notes:   CLASS: A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once.
Catapult
+8
Action 60 ft Instantaneous 3d8 S
 Notes:   CLASS: Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Gloaming
+8
Action 60 ft Concentration, up to 1 minute V, M (a piece of smoked glass)
 Notes:   CLASS: Magical gloom spreads from a point you choose within range to fill a 50-foot-radius sphere for the duration. The fading twilight spreads around corners. A creature with darkvision can see through this darkness, and any normal light can illuminate it. Ranged attacks made through the gloaming have disadvantage. If the point you choose is an object being worn or carried, the effect emanates from the object and moves with it. Completely covering the source of the gloaming with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or higher, the effect is dispelled.
Pinball Punisher
+8
Action 5 ft Instantaneous 1d6
 Notes:   CLASS: You make a melee spell attack of incredible force against a creature of your choice within range. On a successful hit, the target is thrown 30 feet away from you in a straight line in a direction of your choice, landing prone. If the target’s movement is prevented by a solid object or another creature, both it and the object or creature preventing the movement take 1d6 bludgeoning damage for every 10 feet of movement obstructed.
Jump
+8
Bonus Action Touch 1 minute V, S, M (a grasshopper’s hind leg)
 Notes:   SUBCLASS: You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Mage Armor
+8
Action Touch 8 hours V, S, M (a piece of cured leather)
 Notes:   FEAT: You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Alter Self
+8
Action Self Concentration, up to 1 hour V, S
 Notes:   FEAT:

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Boomering
+8
Action 30 ft Instantaneous 3d6 + V, S
 Notes:   CLASS: A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once.
Catapult
+8
Action 60 ft Instantaneous 3d8 + S
 Notes:   CLASS: Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Foxfire
+8
Action 15 ft Instantaneous 2d8 S, M (a strip of burnt leather)
 Notes:   CLASS: A flurry of psychic flames sprouts up around three creatures you can see within the spell’s range. Those creatures must make a Dexterity saving throw, taking 1d8 fire damage and 1d8 psychic damage on a failed save, or half as much on a successful one. The burning creatures who fail their saving throw continue to burn, and on subsequent turns you can use your action to force those remaining creatures to make the save again, following the same damage rules. On a success, the flames are extinguished.
Mirror Image
+8
Action Self 1 minute V, S
 Notes:   CLASS: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Levitate
+8
Action 60 ft Concentration, up to 10 minutes V, S, M (a metal spring)
 Notes:   SUBCLASS: One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.

Level 3 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Boomering
+8
Action 30 ft Instantaneous 3d6 + V, S
 Notes:   CLASS: A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once.
Catapult
+8
Action 60 ft Instantaneous 3d8 + S
 Notes:   CLASS: Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Fireball
+8
Action 150 Instantaneous 8d6 V, S, M (a ball of bat guano and sulfur)
 Notes:   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 that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 62, Platinum: 0
Treasure and Equipment

Playing Cards, Arcane Focus (Crystal or Wand), 2 Pouches, Traveler’s Clothes, Claws, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack



Proficiencies, Languages, and Talents

Weapon Proficiencies: Simple Weapons


Tool Proficiencies: Playing Cards


Languages: Common




Features & Traits

Species


Glide. When you fall, you can take a Reaction to extend your wings. When you do so, you take no damage from the fall, and you can maneuver 1 foot horizontally for every 1 foot you fall, up to a maximum distance equal to your Speed.


Preen. You can spend 10 minutes preening your feathers, giving you Advantage on the next Charisma check you make before you finish a Long Rest.


Talons. Your hands end in sharp talons, with which you can make Unarmed Strikes. When you use your talons to deal damage with an Unarmed Strike, you can deal Slashing damage equal to 1d6 plus your Strength or Dexterity modifier, instead of the strike’s normal damage.


Carrion Eater. Your exceptional constitution allows you to safely feast on carrion without risk of disease. Additionally, when you reduce a creature to 0 Hit Points with an Unarmed Strike using your talons, you gain Temporary Hit Points equal to your Proficiency Bonus. You also gain this benefit if you use a Bonus Action to touch the corpse of a creature that has died in the last 10 minutes. You can gain Temporary Hit Points from the same creature only once.


Death's Talons. When you deal damage with an Unarmed Strike using your talons, you can choose to deal Necrotic damage instead of its normal damage type.


Mortal Insight. You know whether a creature you can see within 60 feet of you is Bloodied, Poisoned, or diseased.


Class


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.


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.


Subclass


Starborn. You can breathe underwater or in the vacuum of space and you are unaffected by Extreme Temperatures and Vacuums. Additionally, in Zero Gravity environments, you have a Fly Speed equal to your Speed.


Cosmic Rays. Immediately after you cast a damaging Sorcerer spell with a spell slot, you can take a Bonus Action to channel the residual magic into cosmic rays. Make a ranged spell attack against a creature you can see within 60 feet of yourself. On a hit, the target takes 1d4 Radiant damage for each level of the spell slot expended.




Spellcasting

Spells marked as coming from a feat or species can be cast once without a spell slot (Once for Free) UNLESS it is a cantrip, which can be cast like normal




Feats

Spellfire Spark


Magic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can’t use this benefit if you have the Incapacitated condition.
Spellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


Cosmos Touched


You learn the alter self spell and Mage Armor. You can cast each of these spells once without expending a spell slot. Once you cast either of these feat’s spells, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability for these spells is the ability score increased by this feat.







™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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