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Exploding Sorcerer (BOOM!!!) Level Up Chart

The document outlines two character builds for a role-playing game, focusing on a Gold Dragon Sorcerer combined with a Hexblade Warlock. It details the abilities, race statistics, skills, and level-up abilities for both Glasya Tiefling and Levistus Tiefling options. Additionally, it provides a comprehensive spell list and features gained at each level, culminating in a powerful character capable of dealing significant damage and utilizing various magical abilities.

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0% found this document useful (0 votes)
57 views4 pages

Exploding Sorcerer (BOOM!!!) Level Up Chart

The document outlines two character builds for a role-playing game, focusing on a Gold Dragon Sorcerer combined with a Hexblade Warlock. It details the abilities, race statistics, skills, and level-up abilities for both Glasya Tiefling and Levistus Tiefling options. Additionally, it provides a comprehensive spell list and features gained at each level, culminating in a powerful character capable of dealing significant damage and utilizing various magical abilities.

Uploaded by

O Vulpino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Character Name,Description & Background

----------------------------------------------------------------- Overview -----------------------------------------------------------------


Build 1 Gold Dragon Sorcerer 19 / Hexblade Warlock 1 Race: Glasya Tiefling Levistus Tiefling
Build 2 Gold Dragon Sorcerer 18 / Hexblade Warlock 2 Ability Name Ability Score Modifier Ability Score Modifier
Strength 8 -1 8 -1
Build Concept BOOM!!! (And draconic hellfire) Dexterity 14 2 14 2
Constitution 14 2 16 3
Race Glasya Tiefling OR Levistus Tiefling Intelligence 10 0 8 -1
Alignment NA Wisdom 12 1 10 0
Deity NA Charisma 17 3 17 3
Race Statistics Skills & Proficiencies

----------------------------------------------------------------- Race Statistics -----------------------------------------------------------------


Race Glasya Tiefling Skills & Proficiencies None
Ability Increases +1 Dex, +2 Cha Speed 30ft
--------------------------------------------------------------------------- Race Abilities ---------------------------------------------------------------------------
Ability Name Ability Description
Darkvision Thanks to your infernal heritage, 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.
Hellish Resistance You have resistance to fire damage.
Legacy of Malbolge You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you
reach 5th level, you can also cast the Invisibility spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with
this trait. Charisma is your spellcasting ability for these spells.
Languages You can speak, read, and write Common and Infernal.
----------------------------------------------------------------- Race Statistics -----------------------------------------------------------------
Race Levistus Tiefling Skills & Proficiencies None
Ability Increases +1 Con, +2 Cha Speed 30ft
--------------------------------------------------------------------------- Race Abilities ---------------------------------------------------------------------------
Ability Name Ability Description
Darkvision Thanks to your infernal heritage, 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.
Hellish Resistance You have resistance to fire damage.
Legacy of Stygia You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this
trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this
trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages You can speak, read, and write Common and Infernal.
Level Up Abilities & Final Spell List

Level ----------------------------------------------------------------- Level Up Abilities -----------------------------------------------------------------


1 ● Gold Dragonblood Sorcerer (1)
● Class skills (Pick 2 from Sorc list)
○ Deception, Persuasion
● Background Skills (Pick any 2)
○ Perception, Stealth
● Dragon Ancestor (Gold)
○ At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features
you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting
with dragons, your proficiency bonus is doubled if it applies to the check.
● Draconic Resilience
○ As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point
maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC
equals 13 + your Dexterity modifier.
● Spellcasting: (Sorcerer spells known 2)
○ Cantrips: Fire Bolt, Booming Blade, Green Flame Blade, Blade Ward
○ 1st: Burning Hands, Shield
2 ● Hexblade (1)
● Hexblade's Curse
○ Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can
see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are
incapacitated. Until the curse ends, you gain the following benefits:
■ You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
■ Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
■ If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1
hit point).
You can’t use this feature again until you finish a short or long rest.
● Hex Warrior
○ At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor,
shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish
a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack
with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This
benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon
you conjure with that feature, no matter the weapon's type.
● Pact Magic Spell Slots
○ You regain all expended warlock spell slots when you finish a short or long rest.
● Spellcasting: Lv1 6 (Sorcerer spells known 2)(Warlock spells known 2)
○ Cantrips: Create Bonfire, Chill Touch, Eldritch Blast
○ 1st: Hellish Rebuke, Armor of Agathys
3 ● Gold Dragonblood Sorcerer (2)
● Flexible Casting
○ You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You
learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The
created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a
given level. You can create spell slots no higher in level than 5th.
(Lvl:1st Cost: 2) (Lvl:2nd Cost: 3) (Lvl:3rd Cost: 5) (Lvl:4th Cost: 6) (Lvl:5th Cost: 7)
Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of
sorcery points equal to the slot's level.
● Spellcasting: (Sorcerer spells known 3)(Warlock spells known 2)
○ 1st: Absorb Elements
4 ● Gold Dragonblood Sorcerer (3)
● Metamagic
○ At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of
your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
● Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change
the casting time to 1 bonus action for this casting.
● Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a
number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery
point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one
creature at the spell's current level.
● Spellcasting: (Sorcerer spells known 4)(Warlock spells known 2)
○ 2nd: Scorching Ray, (Forget Burning Hands) Dragon's Breath
5 ● Gold Dragonblood Sorcerer (4)
● Ability Score Improvement/Feat
○ Flames of Phlegethos: You learn to call on hellfire to serve your commands. You gain the following benefits:
■ Increase your Intelligence or Charisma score by 1, to a maximum of 20.
■ When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use
the new roll, even if it is another 1.
■ Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn.
The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an
additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack
takes 1d4 fire damage.
● Spellcasting: (Sorcerer spells known 5)(Warlock spells known 2)
○ Cantrips: Mage Hand
○ 2nd: Misty Step / Invisibility / Darkness
6 ● Gold Dragonblood Sorcerer (5)
● Spellcasting: (Sorcerer spells known 6)(Warlock spells known 2)
○ 3rd: Fireball
7 ● Gold Dragonblood Sorcerer (6)
● Elemental Affinity
○ Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your
Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1
hour.
● Spellcasting: (Sorcerer spells known 7)(Warlock spells known 2)
○ 2nd: Misty Step
○ 3rd: Counterspell
8 ● Gold Dragonblood Sorcerer (7)
● Spellcasting: (Sorcerer spells known 8)(Warlock spells known 2)
○ 3rd: Counterspell
○ 4th: Wall of Fire / Greater Invisibility
9 ● Gold Dragonblood Sorcerer (8)
● Ability Score Improvement/Feat
○ Elemental Adept (Fire)
■ When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
■ Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast
that deals damage of that type, you can treat any 1 on a damage die as a 2.
■ You can select this feat multiple times. Each time you do so, you must choose a different damage type.
● Spellcasting: Lv1 8 (Sorcerer spells known 9)(Warlock spells known 2)
○ 4th: Banishment / Polymorph
10 ● Gold Dragonblood Sorcerer (9)
● Spellcasting: (Sorcerer spells known 10)(Warlock spells known 2)
○ 5th: Hold Monster
11 ● Gold Dragonblood Sorcerer (10)
● Metamagic
○ Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to
your Charisma modifier (minimum of one). You must use the new rolls.
■ You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the
spell.
○ Spellcasting: (Sorcerer spells known 11)(Warlock spells known 2)
○ Cantrips: Control Flames
○ 5th: Telekinesis
12 ● Gold Dragonblood Sorcerer (11)
● Spellcasting: (Sorcerer spells known 12)(Warlock spells known 2)
○ 6th: Investiture of Flame
13 ● Gold Dragonblood Sorcerer (12)
● Ability Score Improvement/Feat
○ Charisma +2
● Spellcasting: Lv1 5 (Sorcerer spells known 12)(Warlock spells known 2)
14 ● Gold Dragonblood Sorcerer (13)
● Spellcasting:(Sorcerer spells known 13)(Warlock spells known 2)
○ 7th: Delayed Blast Fireball / Firestorm
15 ● Gold Dragonblood Sorcerer (14)
● Dragon Wings
○ At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current
speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your
turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to
accommodate your wings might be destroyed when you manifest them.
● Spellcasting: (Sorcerer spells known 13)(Warlock spells known 2)
16 ● Gold Dragonblood Sorcerer (15)
● Spellcasting: (Sorcerer spells known 14)(Warlock spells known 2)
○ 8th: Incendiary Cloud
17 ● Gold Dragonblood Sorcerer (16)
● Ability Score Improvement/Feat
○ War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
■ You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you
take damage.
■ You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
■ When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a
spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and
must target only that creature.
18 ● Gold Dragonblood Sorcerer (17)
● Metamagic
○ Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
● Spellcasting: (Sorcerer spells known 15)(Warlock spells known 2)
○ 9th: Meteor Swarm
19 ● Gold Dragonblood Sorcerer (18)
● Draconic Presence
○ Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become
awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear
(your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration
spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose
awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura
for 24 hours.
20 ● Gold Dragonblood Sorcerer (19)
Build 1 ● Ability Score Improvement/Feat
○ Tough
■ Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you
gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
● Spellcasting: Lv1 19 (Sorcerer spells known 15)(Warlock spells known 2)
○ Get the extra 6th level spell slot
2 ●
(XX) ● Hexblade (2)
Build 2 ● Eldritch Invocations (2) Choose Two
○ Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
○ Agonizing Blast: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
● Spellcasting: (Warlock spells known 3)
○ 1st: Hex
Level ----------------------------------------------------------------- Final Spell List -----------------------------------------------------------------
Cantrips Race: Minor Illusion, Ray of Frost
Sorcerer: Fire Bolt, Control Flames, Green Flame Blade, Blade Ward, Mage Hand, Booming Blade
Warlock: Create Bonfire, Chill Touch, Eldritch Blast
1 Sorcerer: Shield, Absorb Elements
Warlock: Hellish Rebuke, Armor of Agathys, Hex
2 Scorching Ray, Dragon's Breath, Misty Step, Invisibility, Darkness
3 Fireball, Counterspell,
4 Flexible Choices: Wall of Fire / Greater Invisibility / Banishment / Polymorph
5 Hold Monster, Telekinesis
6 Investiture of Flame
7 Flexible Choices: Delayed Blast Fireball / Firestorm
8 Incendiary Cloud
9 Meteor Swarm
------------------------------------------------------------Final ASI & Feat List ------------------------------------------------------------
Name Level Source Description
Flames of 5 Sorcerer 4 You learn to call on hellfire to serve your commands. You gain the following benefits
Phlegethos ● Increase your Intelligence or Charisma score by 1, to a maximum of 20.
● When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but
you must use the new roll, even if it is another 1.
● Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of
your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet
and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you
that hits you with a melee attack takes 1d4 fire damage.
Elemental Adept 9 Sorcerer 8 Elemental Adept (Fire)
(Fire) ● When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or
thunder.
● Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a
spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
● You can select this feat multiple times. Each time you do so, you must choose a different damage type.
ASI 13 Sorcerer 12 Charisma +2
Warcaster 17 Sorcerer 16 You have practiced casting spells in the midst of combat, learning techniques that grant you the following
benefits:
● You have advantage on Constitution saving throws that you make to maintain your concentration on a
spell when you take damage.
● You can perform the somatic components of spells even when you have weapons or a shield in one or
both hands.
● When a hostile creature's movement provokes an opportunity attack from you, you can use your
reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a
casting time of 1 action and
Tough 20 Sorcerer 19 Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you
gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

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