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Sorcerer (1)

CLASS & LEVEL BACKGROUND PLAYER NAME

Human/Calishite Neutral Evil


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +2 30
8 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum 10


-1 Strength
DEXTERITY
+2 Dexterity

14
+5 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

+2 -1 Wisdom

+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16 +2 Acrobatics (Dex) Total 1d6 SUCCESSES

+3 -1 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
-1 Athletics (Str)

12
+5 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+1
+1 Insight (Wis)
Dagger +4 1d4 + 2 piercing
Draconic
+3 Intimidation (Cha) Shortsword +2 1d6 + 2 piercing
Resilience. +1
WISDOM +1 Investigation (Int)
-1 Medicine (Wis)
Greatclub -1 1d8 - 1 bludgeoning
HP/level,
9 +1 Nature (Int) unarmored AC 13
-1 Perception (Wis)
-1
+3 Performance (Cha)
+ DEX modifier ().
CHARISMA

+5 Persuasion (Cha)
+1 Religion (Int)

16 +2 Sleight of Hand (Dex)


+2 Stealth (Dex)
+3 -1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

9 PASSIVE WISDOM (PERCEPTION)


CP Pouch (1); Crystal
(1); Piton (10);
SP
Waterskin (1);
Weapon Proficiencies: Disguise Kit (1);
Crossbow, light; EP
Rations (1 day) (10);
Rope, hempen (1);
Dagger; Dart; Tinderbox (1);
Quarterstaff; Sling GP
15 Hammer (1);
Backpack (1);
Language Proficiencies: PP
Clothes, fine (1);
Crowbar (1); Torch
Abyssal; Common; (10)
Draconic
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Acid Splash
Poison Spray
Ray of Frost
Shocking Grasp

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Shield

Thunderwave
4
SPELLS KNOWN

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1

Conjuration cantrip Conjuration cantrip Evocation cantrip


Acid Splash Poison Spray Ray of Frost
1 act. 60 ft V,S Inst 1 act. 10 ft V,S Inst 1 act. 60 ft V,S Inst
You hurl a bubble of acid. Choose one You extend your hand toward a creature you A frigid beam of blue-white light streaks
creature within range, or choose two can see within range and project a puff of toward a creature within range. Make a
creatures within range that are within 5 feet of noxious gas from your palm. The creature ranged spell attack against the target. On a
each other. A target must succeed on a must succeed on a Constitution saving throw hit, it takes 1d8 cold damage, and its speed is
Dexterity saving throw or take 1d6 acid or take 1d12 poison damage. This spells reduced by 10 feet until the start of your next
damage. This spell's damage increases by damage increases by 1d12 when you reach turn. The spell's damage increases by 1d8
1d6 when you reach 5th level (2d6), 11th 5th level (2d12), 11th level (3d12), and 17th when you reach 5th level (2d8), 11th level
level (3d6), and 17th level (4d6). level (4d12). (3d8), and 17th level (4d8).

Sorcerer DC 13 Mod +5 Sorcerer DC 13 Mod +5 Sorcerer DC 13 Mod +5

Level-1 abjuration Evocation cantrip Level-1 evocation


Shield Shocking Grasp Thunderwave
1 react. Self V,S 1 rnd 1 act. Touch V,S Inst 1 act. Self V,S Inst
An invisible barrier of magical force appears Lightning springs from your hand to deliver a A wave of thunderous force sweeps out from
and protects you. Until the start of your next shock to a creature you try to touch. Make a you. Each creature in a 15-foot cube
turn, you have a +5 bonus to AC, including melee spell attack against the target. You originating from you must make a
against the triggering attack, and you take no have advantage on the attack roll if the target Constitution saving throw. On a failed save, a
damage from magic missile. is wearing armor made of metal. On a hit, the creature takes 2d8 thunder damage and is
target takes 1d8 lightning damage, and it pushed 10 feet away from you. On a
can't take reactions until the start of its next successful save, the creature takes half as
turn. The spell's damage increases by 1d8 much damage and isn't pushed. In addition,
when you reach 5th level (2d8), 11th level unsecured objects that are completely within
(3d8), and 17th level (4d8). the area of effect are automatically pushed 10
feet away from you by the spell's effect, and
the spell emits a thunderous boom audible
out to 300 feet. At Higher Levels. When you
cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for
each slot level above 1st.

Sorcerer DC 13 Mod +5 Sorcerer DC 13 Mod +5 Sorcerer DC 13 Mod +5


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