Maana
Ability Scores
Skills & Saving Throws
Features & Traits
You can cast Sorcerer spells using Charisma as your spellcasting ability.
As a Bonus Action, gain Advantage on Sorcerer spell attack rolls and increase spell save DC by 1 for 1 minute.
You have Sorcery Points equal to your Sorcerer level to fuel Metamagic and convert to/from spell slots.
You learn two Metamagic options to modify your spells.
You gain a Sorcerer subclass of your choice.
You gain the Ability Score Improvement feat or another feat.
When you finish a Short Rest, regain Sorcery Points equal to half your Sorcerer level (round down).
You have Darkvision with a range of 60 feet.
You are the recipient of a fiendish legacy that grants you supernatural abilities.
You know the Thaumaturgy cantrip.
Spellcasting & Arcana
Save DC: 12 | Attack: +4Acid Splash
CantripAction ยท 60 feet ยท 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 Acid damage.
Fire Bolt
Cantrip1 action ยท Self ยท Instantaneous
A Symbaroum mystic spell.
Ray of Frost
Cantrip1 action ยท Self ยท Instantaneous
A Symbaroum mystic spell.
Burning Hands
1st Lvl (4 Slots)Action ยท Self (15-foot cone) ยท Instantaneous
A thin sheet of flames shoots forth. Each creature in a 15-foot Cone makes a Dexterity save, taking 3d6 Fire damage on failure, half on success.
Shield
1st Lvl (4 Slots)Reaction ยท Self ยท 1 round
An invisible barrier of magical force appears. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.
Enlarge/Reduce
2nd Lvl (3 Slots)Action ยท 30 feet ยท Concentration, up to 1 minute
You cause a creature or object to grow larger or smaller. Enlarge: Advantage on Strength checks/saves, +1d4 weapon damage. Reduce: Disadvantage on Strength checks/saves, -1d4 weapon damage.
Scorching Ray
2nd Lvl (3 Slots)Action ยท 120 feet ยท Instantaneous
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 hit, the target takes 2d6 Fire damage.
Fireball
3rd Lvl (2 Slots)Action ยท 150 feet ยท Instantaneous
A bright streak flashes from your finger to a point within range and then blossoms into an explosion of flame. Each creature in a 20-foot-radius Sphere must make a Dexterity save, taking 8d6 Fire dama...