Benny LeBeau
πŸ”₯ Everflame Sorcerer 4 Β· Noble
HP
23
/ 23
⚑ Divine Spark
0 / 14
Divine Flame Bonus: +0 dmg/die
βš”οΈCombat
✨Spells
πŸ”₯Spark
🎲Skills
πŸ“œTraits
πŸŽ’Gear
Hit Points
23
Current / 23 Max
Tap a
button
Death Saves
Successes
Failures
Core Stats
AC
13
Initiative
+3
Speed
40 ft
Spell DC
13
Spell Atk
+5
Prof Bonus
+2
Hit Dice
4d6
Used: 0 / 4
Ability Scores
Strength
+1
13
Dexterity
+3
16
Constitution
+2
14
Intelligence
βˆ’1
8
Wisdom
+0
11
Charisma
+3
16
Saving Throws
+1
Strength
+3
Dexterity
+4
Constitution ✦
βˆ’1
Intelligence
+0
Wisdom
+5
Charisma ✦
Weapons & Attacks
Rapier +1
Hit+4
Damage1d8+4 Pierce
TypeMelee
Martial, Finesse, Vex Β· Green-Flame Blade: Fire, 3 Fire
Whip
Hit+3
Damage1d4+3 Slash
Reach10 ft
Martial, Finesse, Reach, Slow Β· Green-Flame Blade: Fire, 3 Fire
Fire Bolt
Hit+5
Damage1d10 Fire
Range120 ft
V/S Β· Cantrip Β· Generates Spark (1d2Γ·2)
Sorcerous Burst
Hit+5
Damage1d8 Acid
Range120 ft
V/S Β· Cantrip
Unarmed Strike
Hit+3
Damage2 Bludgeon
Passive Senses
Perception
12
Insight
12
Investigation
9
Conditions
Blinded
Charmed
Frightened
Grappled
Incapacitated
Invisible
Paralyzed
Poisoned
Prone
Stunned
Unconscious
Fever Pitch πŸ”₯
πŸ”₯ Sorcery Points
4 / 4
✦ Cantrips (At Will)
Control Flames
Utility
Range: 60 ft
Time: 1A
Comp: S
Dur: Instant
Shape and control nonmagical flames up to a 5-ft cube. Can extinguish, expand, move, or change colour. No Spark generated.
Create Bonfire
DEX 13
Range: 60 ft
Time: 1A
Comp: V,S
Dur: Conc 1m
Creates a bonfire in a 5-ft cube. Creatures that enter or start their turn there make DEX 13 save or take 1d8 fire damage. +Spark (1d2Γ·2)
Sorcerous Burst
+5 ATK
Range: 120 ft
Time: 1A
Comp: V,S
Dur: Instant
1d8 acid (or other damage type you choose). On a 8, roll an extra d8.
Fire Bolt
+5 ATK
Range: 120 ft
Time: 1A
Comp: V,S
Dur: Instant
Ranged spell attack. 1d10 fire damage. Ignites flammable objects not worn/carried. +Spark (1d2Γ·2)
Green-Flame Blade
+5 ATK
Range: Self/5ft
Time: 1A
Comp: S,M
Dur: Instant
Make a melee attack as part of casting. If it hits, green fire leaps to another creature within 5 ft dealing 3 fire damage (at level 5: +CHA mod to main target too). +Spark if fire damage
✦ 1st Level
Shield
Reaction
Range: Self
Time: 1 Reaction
Dur: 1 round
When hit by an attack or targeted by magic missile, gain +5 AC until start of your next turn (including the triggering attack). Also blocks magic missile.
Mage Armor
Utility
Range: Touch
Time: 1A
Comp: V,S,M
Dur: 8 hours
Protect a willing creature not wearing armour. AC becomes 13 + DEX modifier. Ends early if the target dons armour or you dismiss it.
Burning Hands ✦
DEX 13
Range: 15ft Cone
Time: 1A
Comp: V,S
Dur: Instant
Always Prepared (Ignition). 3d6 fire damage (half on save). Ignites flammable objects. Treats 1s as 2s (Elemental Adept). +Spark (1d4Γ·2)
Faerie Fire ✦
DEX 13
Range: 60 ft
Time: 1A
Comp: V
Dur: Conc 1m
Always Prepared (Ignition). Objects in 20-ft cube outlined in blue/green/violet light for 1 min. Attack rolls against affected creatures have advantage. Affected creatures can't benefit from invisibility.
✦ 2nd Level
Dragon's Breath
DEX 13
Range: Touch/15ft Cone
Time: 1 Bonus A
Dur: Conc 1m
Touch a willing creature β€” it can use its action to exhale a 15-ft cone dealing 3d6 damage (your choice of type). DEX 13 save for half. +Spark if fire type (1d6Γ·2)
Pyrotechnics
CON 13
Range: 60 ft
Time: 1A
Comp: V,S
Dur: Instant
Choose a nonmagical flame within range. Either create blinding fireworks (CON 13 or blinded 1 round) or extinguish the flame and fill a 5-ft cube with smoke (heavily obscured for 1 min).
Blur
Defensive
Range: Self
Time: 1A
Comp: V
Dur: Conc 1m
Your body blurs. Attackers have disadvantage on attack rolls against you. Creatures with truesight or that don't rely on sight are immune.
✦ 3rd Level (UNLOCKS AT SORCERER 5)
Scorching Ray πŸ”₯✦
+5 ATK
Range: 120 ft
Time: 1A
Comp: V,S
Dur: Instant
Fire Affinity (Sorcerer 3). Create 3 rays of fire, each targeting a creature within range. Each ray: +5 ranged spell attack, 2d6 fire damage on hit. Treats 1s as 2s (Elemental Adept). +Spark (1d6Γ·2)
Heat Metal πŸ”₯✦
CON 13
Range: 60 ft
Time: 1A
Comp: V,S,M
Dur: Conc 1m
Fire Affinity (Sorcerer 3). Choose a manufactured metal object. The creature holding or wearing it takes 2d8 fire damage and must drop it (CON 13 or disadvantage on attacks/ability checks). Bonus action to repeat each turn. +Spark (1d6Γ·2)
✦ 5th Level (UNLOCKS AT SORCERER 9)
Fireball πŸ”₯✦
DEX 13
Range: 150 ft
Time: 1A
Comp: V,S,M
Dur: Instant
Fire Affinity (Sorcerer 5). A bright explosion in a 20-ft radius sphere. 8d6 fire damage, half on save. Spreads around corners. Ignores resistance (Elemental Adept), treats 1s as 2s. +Spark (1d8Γ·2)
Protection from Energy ✦
Defensive
Range: Touch
Time: 1A
Comp: V,S
Dur: Conc 1h
Fire Affinity (Sorcerer 5). Grant a willing creature resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder) for the duration.
✦ 7th Level (UNLOCKS AT SORCERER 13)
Wall of Fire πŸ”₯✦
DEX 13
Range: 120 ft
Time: 1A
Comp: V,S,M
Dur: Conc 1m
Fire Affinity (Sorcerer 7). Create a wall of fire up to 60 ft long, 20 ft high, 1 ft thick β€” or a 20-ft diameter ring. One side (your choice) deals 5d8 fire damage to creatures passing through or starting their turn in it. DEX 13 halves. +Spark (1d8Γ·2)
Fire Shield πŸ”₯✦
Defensive
Range: Self
Time: 1A
Comp: V,S,M
Dur: 10 min
Fire Affinity (Sorcerer 7). Wreathed in flames. Warm shield: resistance to cold, attackers take 2d8 fire damage. Cold shield: resistance to fire, attackers take 2d8 cold damage. +Spark (1d8Γ·2) if warm shield
✦ 9th Level (UNLOCKS AT SORCERER 17)
Immolation πŸ”₯✦
DEX 13
Range: 90 ft
Time: 1A
Comp: V
Dur: Conc 1m
Fire Affinity (Sorcerer 9). Flames engulf one creature. DEX 13 or 8d6 fire damage and burning for 1 min (3d6 fire at start of each turn, repeat save to end). While burning, creature sheds bright light 30 ft. +Spark (1d10Γ·2)
Flame Strike πŸ”₯✦
DEX 13
Range: 60 ft
Time: 1A
Comp: V,S,M
Dur: Instant
Fire Affinity (Sorcerer 9). A vertical column of divine fire in a 10-ft radius, 40-ft high cylinder. DEX 13 or 4d6 fire + 4d6 radiant damage (half on save). Fire portion ignores resistance (Elemental Adept). +Spark (1d10Γ·2)
Slot Recovery
⚠️ OVERLOAD! Your Spark exceeds maximum β€” Overload consequences apply!
Divine Spark
0
/ 14 Maximum
Flame Bonus: +0 dmg/die
Roll Spark Gain
Cantrip
1d2 Γ· 2↓
0–1 Spark
1st Level
1d4 Γ· 2↑
1–2 Spark
2nd–3rd Level
1d6 Γ· 2↑
1–3 Spark
4th–5th Level
1d8 Γ· 2↑
1–4 Spark
Spark Effects Table
SparkFlame BonusEffect
0–3+1 dmg/dieStable
4–6+2 dmg/dieHeated
7–9+3 dmg/dieBlazing
10++4 dmg/dieCritical
14+β€”OVERLOAD
Active Cooling
As an action, roll 1d4. Make a CON save (DC = 10 + Divine Flame Bonus).

Success: Reduce Spark AND HP by the 1d4 amount.
Failure: Gain 1 Spark instead (backfire).

Short Rest: Spend Hit Dice to cool. For each HD spent, reduce Spark by 1d4 instead of healing.
Long Rest: Automatically lose all Spark.
Overload (Spark > 14)
Step 1: Reset death saves, then permanently mark one death saving throw space in red.

Step 2: Check total red saves and apply corresponding consequence (DM determines severity).
Skills
Acrobatics
DEX
+3
Animal Handling
WIS
+0
Arcana
INT
βˆ’1
Athletics
STR
+1
Deception
CHA
+5
History
INT
+1
Insight
WIS
+2
Intimidation
CHA
+3
Investigation
INT
βˆ’1
Medicine
WIS
+0
Nature
INT
βˆ’1
Perception
WIS
+2
Performance
CHA
+3
Persuasion
CHA
+5
Religion
INT
βˆ’1
Sleight of Hand
DEX
+3
Stealth
DEX
+3
Survival
WIS
+0
Everflame Features
Sorcerer 1 Β· Everflame
Ignition
Your magic burns with dangerous intensity. You always know your current Spark. You learn Burning Hands and Faerie Fire as always-prepared bonus spells. As a bonus action, you can create a small flame (bright 10 ft, dim 10 ft) lasting 1 hour β€” no Spark generated.
Sorcerer 1 Β· Everflame
Divine Spark
Max Spark: 14 (10 + Sorcerer level). When you cast a fire damage spell, roll for Spark intensity. Your Spark affects fire magic potency (Divine Flame Bonus = Spark Γ· 3, rounded down). Exceeding max Spark causes Overload.
Sorcerer 1
Font of Magic
You have 4 Sorcery Points that you regain on a long rest. You can convert them to spell slots or sacrifice spell slots for sorcery points as a bonus action.
Sorcerer 3 Β· Metamagic
Careful Spell
Spend 1 sorcery point to choose up to 3 creatures that automatically succeed on the saving throw of a spell you cast. They still take half damage on spells that deal half on save.
Sorcerer 3 Β· Metamagic
Twinned Spell
Spend sorcery points equal to a spell's level (1 for cantrips) to target a second creature in range with the same spell, as long as it can't normally target more than one creature at that level. Note: Doubles Spark generation for fire spells.
Variant Human
Elemental Adept (Fire)
Your fire spells ignore resistance to fire damage. When you roll damage for a fire spell, treat any 1 on a damage die as a 2.
Variant Human
Mobile
Speed increases by 10 feet (total 40 ft). When you use the Dash action, difficult terrain doesn't cost extra movement. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether or not you hit.
Background Β· Noble
Noble Background
Proficiencies: History, Persuasion. Tool proficiency: Darts. Languages: Common, Common Sign Language, Elvish. You have high-born connections and are treated as a peer by nobility in many lands.
Proficiencies
Weapons
Crossbow, Light Dagger Dart Quarterstaff Sling
Tools
Darts
Languages
Common Common Sign Language Elvish
Currency
PP
0
GP
29
EP
0
SP
19
CP
0
Equipment
Rapier +1
1 Β· 2 lb
Immovable Rod
1 Β· β€”
Gems
10 Β· β€”
Dagger
1 Β· 1 lb
Dagger
1 Β· 1 lb
Whip
1 Β· 3 lb
Perfume
1 Β· β€”
Dice
1 Β· β€”
Fine Clothes
1 Β· 6 lb
Gems (extra)
10 Β· β€”
Weight
Carried
13 lb
Encumbered
195 lb
Push/Lift
390 lb