Morwin Starkan
Level 10 (0/85000 XP for level-up)
Background Artisan
Size Medium
Species Dwarf
Sorcerer
Subclass Divine Soul
Level 10
Hit dice 10/10
1d6+2

STR 8
-1
STR save: -1
DEX 15
+2
DEX save: +2
CON 15
+2
CON save: +6
INT 12
+1
INT save: +1
WIS 10
+0
WIS save: +0
CHA 18
+4
CHA save: +8

Initiative (DEX)
+2
Speed
30
Passive Perception
10
Heroic Inspiration
Armor Class (AC)
15
Mage Armor
Hit Points
39 / 71
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+10
Ability
CHA
Abi Mod
+6
Save DC
18
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Mage Armor 15
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+4 Deception CHA
+1 History INT
+4 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 5000, Platinum: 0
Treasure and Equipment
Features & Traits
Ancestor: Pekira

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

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.

    Sorcery Incarnate. 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.

    Favored by the Gods. 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.

    Magical Guidance. You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

    Empowered Healing. The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

    Angelic Form. Starting at 10th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

    The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

    Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

    Cleansing Fire. For two sorcery points, when casting a fire spell, that spell will heal any allies for half its damage and cleanse any poison on them on their initial effect.

    Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 3 squares of you. The creature must succeed on a DC 16 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 16 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 3 squares away from you, or if you use this tattoo on a different creature.
    Spellcasting
    Cantrips
  • Fire Bolt
  • Elementalism Elementalism
  • Mage Hand
  • Message
  • Mending
  • Sorcerous Burst
  • Level 1
  • Burning Hands
  • Mage Armor
  • Sleep
  • Bless (Divine Soul Spell)
  • Level 2
  • Dragon's Breath
  • Misty Step
  • Scorching Ray
  • Mirror Image

  • Level 3
  • Blink
  • Counterspell
  • Dispel Magic
  • Daylight
  • Fireball

  • Level 4
  • Banishment
  • Fire Shield
  • Wall of Fire


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

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