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Sorcerer 14 Urchin Nate

Perry Wilkins CLASS & LEVEL BACKGROUND PLAYER NAME

Human Chaotic good 140,000


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

18 +5 30
STRENGTH I talk to frank under my breath from time to

0
time, telling them to shut up.
ARMOR
+5 PROFICIENCY BONUS CLASS INITIATIVE SPEED
Almost always drunk or at least buzzed.
10 PERSONALITY TRAITS

Hit Point Maximum 82


0 Strength

82
DEXTERITY The low are lifted up, and the high and mighty are
+5 Dexterity
brought down. Change is the nature of things
+5 ● +7

+3
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

20 -2 Wisdom
● +10 Charisma I owe a debt I can never repay to
CONSTITUTION SAVING THROWS the adventurers who saved me.
+2
TEMPORARY HIT POINTS BONDS

+5 Acrobatics (Dex) Total 14 SUCCESSES


14 It's not stealing if I need it more
-2 Animal Handling (Wis)
14d6 FAILURES
than someone else.
+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)

+3 ● 10

+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Sorcery points: 12
Quarterstaff* +4 1d6-1 Bludgeoning
17 -2 Insight (Wis) Warped Being-------------------
Starting at 1st level, your aberrant origin protects you from harm. Your body
+5 Intimidation (Cha) Dagger** +10 1d4+5 piercing might have a coating of viscous slime, tough hide, scales, or an invisible psionic
barrier (choose the form of protection when you gain this feature). Whatever form
+3 Investigation (Int) the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t
WISDOM
Light Crossbow*** +10 1d8+5 piercing wearing armor.

-2
-2 Medicine (Wis)
Psionic Sorcery-----------------
+3 Nature (Int) Beginning at 6th level, when you cast any of the spells gained from your Psionic

-2 Perception (Wis)
* Versatile (1d8) Spells feature, you can cast it by expending a spell slot as normal or by spending
a number of sorcery points equal to the spell’s level. If you cast the spell using
4
+5 Performance (Cha) ** Finesse, light, thrown (range sorcery points, it requires no components.

Revelation in Flesh---------------
● +10 Persuasion (Cha) 20/60) Beginning at 14th level, you can unleash the aberrant truth hidden within your
flesh. As a bonus action, you can spend 1 or more sorcery points to magically
CHARISMA
+3 Religion (Int) *** Ammunition (range 80/320), transform your body for 1 minute. For each sorcery point you spend, you can gain

+5 ● +10 Sleight of Hand (Dex)


loading, two-handed
one of the following benefits of your choice, the effects of which last until the
transformation ends:
• You gain a swimming speed equal to your walking speed and the ability to
+10 breathe water. Gills grow from your neck or fan out from behind your ears, your
● Stealth (Dex)
fingers become webbed, or you grow lashing cilia that extend through your
20 -2 Survival (Wis) clothing.
• You gain a flying speed equal to your walking speed and can hover. As you fly,
your skin glistens with mucus.
SKILLS ATTACKS & SPELLCASTING • Your body, along with any equipment you are wearing or carrying, becomes slimy
and pliable. You can move through any space as narrow as 1 inch without
squeezing, and you can spend 5 feet of movement to escape from nonmagical
restraints or being grappled.
8 PASSIVE WISDOM (PERCEPTION)
- Common Clothes • Your eyes turn black or become writhing sensory tendrils. You are aware of the
location of any hidden or invisible creature within 60 feet of you.
CP
- 3 daggers
Warp Reality--------------
- light crossbow At 18th level, you become the focal point of a reality-warping anomaly. As an
SP
- 20 bolts action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute.
Disguise kit, thieves' tools, - Quarterstaffs
This might take the form of a sphere of rippling psychic energy, a fluctuating
amoebic gel, an extrusion of ephemeral parasites, or some other manifestation.

daggers, darts, slings, EP - Map of the home city


Other creatures treat the aura as difficult terrain, and when they start their turn in
it, they take 2d10 psychic damage. When you activate this feature, you can
- A small necklace with a picture of choose any number of creatures you can see to be unaffected by the aura.
quarterstaffs, light crossbows my family
As a bonus action, you can end the aura early. If you do so, you and any

10
number of creatures you choose within the aura are teleported to a location you
GP can see within 1 mile of you. Each creature must appear within 20 feet of you and
- Belt w/ pouch in an unoccupied space. An unwilling creature that succeeds on a Charisma
- Bottle of whiskey saving throw against your spell save DC is not teleported.

500
Once you use this feature, you can’t use it again until you finish a long rest.
PP - Explorer's pack
- Component pouch Current Carry weight: 58
Max Carry Weight: 150lbs

Common, Deep Speech - Big hand

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
22 5'8" 190
Perry Wilkens
AGE HEIGHT WEIGHT

Brown Light brown Brown


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Early in my life my family and I was


taken by a small contingent of illithids
trying to take over Gorefall, we were all
subjected to ceremorphosis. All of my
family members were turned into mind
flayers, however due to some chance
flaw in the tadpole I was given too, I
survived and claimed dominance over
it. Before I could be disposed of, the
mind flayers were all slain by a group of
adventurers. They saved me, gave me
enough coin to get started, and went on
their way.

I aspired to be like them in everything I ADDITIONAL FEATURES & TRAITS

did, but life is rarely that kind. So I


ended up a simple urchin in the streets A small silver locket I wear around my neck to remind me of what Frank
with an illithid in the back of my head, took from me.
whispering to me. I named them Frank.

Eventually I was able to find a real job


waiting tables at a tavern, but I still
hear Frank in the back of my head, still
trying to tempt me in and take control
of me. He offers power.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer Char 18 10
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Mind Sliver Psionic Blast Psychic Crush
Green Flame Blade Fly
Blade Ward Counterspell
Light

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 1
EPAR
SPELL NAME Teleport
ED
PR

Magic Missile

Shield

False life
4 3
Summon Aberant Spirit
SPELLS KNOWN

2 3
Aganazzar's Scorcher

Cloud of Daggers

Scorching Ray
5 2
Immolation
9

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

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