Вы находитесь на странице: 1из 3

Sorcerer 17 Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME


Dresk
Kobold Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 +4 30 Im oblivious to etiquette
-1 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
and social expectations.

9 PERSONALITY TRAITS

Hit Point Maximum


-1
Strength
DEXTERITY Live and Let Live: Meddling in the

+4


4

10
Dexterity
Constitution
140 affairs of others only causes trouble.
CURRENT HIT POINTS IDEALS
1
Intelligence
18 3
Wisdom
My isolation gave me great insight into
11
Charisma
a great evil that only I can destroy.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+4 17
Acrobatics (Dex) Total SUCCESSES I harbor dark, bloodthirsty thoughts that
18 my isolation and meditation failed to quell.
Animal Handling (Wis) 1d6+4 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)

+1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int) Darkvision 60ft
Fire Bolt 4d10+5 Grovel, Cower, and Beg
12
9
Insight (Wis) - Once per short rest, as an action on your
Intimidation (Cha) Chill Touch 4d8 turn, you can cower pathetically to distract
nearby foes. Until the end of your next turn,
WISDOM Investigation (Int) your allies gain advantage on attack rolls

9
Medicine (Wis) against enemies within 10 feet of you that
+3 Nature (Int) Fire Bolt: Range 120
can see you.
Pack Tactics
16 Perception (Wis) Chill Touch: Range 120 - You have advantage on an attack roll
against a creature if at least one of your
Performance (Cha) allies is within 5 feet of the creature and the
CHARISMA

11
Persuasion (Cha) Wand of the Warmage +2 ally isn't incapacitated.
- While holding this wand, you Sunlight Sensitivity

7
Religion (Int) - You have disadvantage on attack rolls and
+5 Sleight of Hand (Dex)
gain a +2 bonus to spell attack on Perception checks that rely on sight

Stealth (Dex)
rolls. In addition, you ignore half when you, the target of your attack, or
whatever you are trying to perceive is in
20 cover when making a spell attack.
Survival (Wis) direct sunlight.

SKILLS ATTACKS & SPELLCASTING Elemental Adept: Fire


- Spells you cast ignore resistance to Fire. In
addition, when you roll damage for a spell
13 PASSIVE WISDOM (PERCEPTION)
Ring of Telekinesis you cast that deals Fire damage, you can
CP treat any 1 on a damage die as a 2.
- While wearing this ring, you
Warcaster
can cast the telekinesis spell - You have advantage on Constitution saving
SP at will, but you can target only throws that you make to maintain your
Quarterstaff, Light Crossbow, objects that aren't being worn concentration on a spell when you take
Dagger, Dart, Sling EP
or carried. damage.
- You can perform the somatic components
Ring of Free Action of spells even when you have weapons or
Herbalism Kit GP - While you wear this ring, a shield in one or both hands.
- When a hostile creatures movement
difficult terrain doesn't cost provokes an opportunity attack from you, you
you extra movement. In
Common, Draconic, Goblin PP
addition, magic can neither
can use your reaction to cast a spell at the
creature, rather than making an opportunity
reduce your speed nor cause attack. The spell must have a casting time of
you to be paralyzed or 1 action and must target only that creature.
restrained.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
22 2'6" 30lbs
AGE HEIGHT WEIGHT

Yellow Brown w/ red scales None


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Draconic Bloodline: Red


Font of Magic Dragon Ancestor
- Sorcery Points: 17 - Whenever you make a Charisma check when interacting with dragons, your proficiency
- Flexible Casting bonus is doubled if it applies to the check.
Metamagic Draconic Resilience
- Twinned Spell: When you cast a spell - Your hit point maximum increases by 1 and increases by 1 again whenever you gain a
that targets only one creature and level in this class.
doesnt have a range of self, you can - When you arent wearing armor, your AC equals 13 + your Dexterity modifier.
spend a number of sorcery points Elemental Affinity
equal to the spells level to target a - When you cast a spell that deals damage of the type associated with your draconic
second creature in range with the ancestry, add your Charisma modifier to that damage. At the same time, you can spend
same spell (1 sorcery point if the spell 1 sorcery point to gain resistance to that damage type for 1 hour.
is a cantrip). Dragon Wings
- Quickened Spell: When you cast a - You gain the ability to sprout a pair of dragon wings from your back, gaining a flying
spell that has a casting time of 1 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.
action, you can spend 2 sorcery
- You cant manifest your wings while wearing armor unless the armor is made to
points to change the casting time to 1
accommodate them, and clothing not made to accommodate your wings might be
bonus action for this casting.
destroyed when you manifest them.
- Heightened Spell: When you cast a
spell that forces a creature to make a ADDITIONAL FEATURES & TRAITS
saving throw to resist its effects, you
can spend 3 sorcery points to give
one target of the spell disadvantage
on its first saving throw made against
the spell.
- Careful Spell: When you cast a spell
that forces other creatures to make a
saving throw, you can protect some of
those creatures from the spells full
force. To do so, you spend 1 sorcery
point and choose a number of those
creatures up to your Charisma
modifier. A chosen creature
automatically succeeds on its saving
throw against the spell.

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Charisma
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Firebolt Counterspell Mass Suggestion

Minor Illusion Fireball

Mage Hand Melf's Minute Meteors (Conc)

Control Flame
Chill Touch
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 1
EPAR
SPELL NAME Finger of Death
ED
PR

Chromatic Orb

Shield
4 3
Polymorph (Conc)
SPELLS KNOWN

Banishment (Conc)

8 1
Incendiary Cloud (Conc)

2 3
Mirror Image

Invisibility (Conc)

Scorching Ray
5 2
Wall of Stone (Conc)
9 1 1
Wish

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Вам также может понравиться