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5 Storm Sorcerer
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LEVEL & CLASS PLAYER NAME

Folk Hero Forest Gnome 6,500 Add: 14,000
CHARACTER NAME BACKGROUND RACE
I saved people during a natural disaster EXPERIENCE Next Level

F AC DESCRIPTION
-1 STR +2 INT
PRO

Armor

32 +3
Set Max HP
STRENGTH +2 DEX 0 WIS
Shield

-1 ● +5 CON
RESISTANCES
● +6 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor

Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on Int/Wis/Cha saves vs. +2 ARMOR

+2 magic CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED
Hide 2nd DC
5 d6+2 15 ft

CONSTITUTION SAVING THROWS FAILURES
25 ft 14 ABILITY SAVE DC
ABILITY
CHARISMA
SAVE DC INTELLIGENCE 13
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex)

PRO
Light Medium Heavy Shields
PRO

P

14 ● +3 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +5 Arcana (Int) > Font of Magic (Sorcery points) 5 LR Dagger, Dart, Light Crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

+2
+3 Deception (Cha) > Common Type of artisan's tool
+2 History (Int) > Primordial Vehicles (land)
0 Insight (Wis) Gnomish
14
>

+3 Intimidation (Cha) >

+2 Investigation (Int) >
WISDOM
0 Medicine (Wis) >

0 +2 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
0 Perception (Wis)

10 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +6 Persuasion (Cha) > Tempestuous Magic (after casting)
< <

CHARISMA +2 Religion (Int) > Font of Magic < <

+3 +2 Sleight of Hand (Dex) > < <

+2 Stealth (Dex) > < <

● +3 Survival (Wis) > < <
17 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

10 PASSIVE WISDOM (PERCEPTION) Light Crossbow ✔ Dex 80/320 ft +5 1d8+2 Piercing
>
Ammunition, loading, two-handed
DESCRIPTION
Darkvision 60 ft
Dagger ✔ Dex Melee, 20/60 ft +5 1d4+2 Piercing
>
Finesse, light, thrown
SENSES
>

NAME TOTAL NAME TOTAL
Bolts >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com

80 lb > > > HEAVILY ENCUMBERED > > > 81 . They will shield me from the law or anyone else searching for me.120 lb > > > PUSH/DRAG/LIFT SUBTOTAL SUBTOTAL SUBTOTAL 121 . I can communicate simple ideas with Small or smaller beasts. Level 4 for 6 sorcery points. SCAG 137) As a bonus action. PHB 101) [5 cantrips & 6 spells known] If someone is in trouble. Auran. Terran) PERSONALITY TRAITS ◆ Tempestuous Magic (Storm Sorcery 1. I follow through no matter what gets I can use an arcane focus as a spellcasting focus in my way. level 5 for 7 sorcery points ◆ Metamagic (Sorcerer 3. CLASS FEATURES RACIAL TRAITS ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB > > > CP > > > > > > SP > > > > > > > > > EP > > > > > > GP > > > > > > > > > PP > > > WEIGHT CARRIED > > > > > > ENCUMBERED > > ATTUNED MAGICAL ITEMS 41 . 5× per long rest] As a bonus action. SCAG 137) I can speak. I can control elemental air Freedom: Tyrants must not be allowed to oppress the people.Flapkan@gmail. When I I can cast sorcerer cantrips/spells that I know.95 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC. Speak with Small Beasts: Through sounds and gestures. I can use sorcery points to create spell slots and vice versa IDEALS I can convert spell slots to sorcery point at a rate of 1 point per spell slot level I can convert sorcery point to spell slots at the following rate: My tools are symbols of my past life. FLAWS Feature Name: Rustic Hospitality Since I come from the ranks of the common folk. +2 Intelligence) Natural Illusionist: I know the Minor Illusion cantrip. using Charisma as my spellcasting ability set my mind to something. Choose Feature Add Features Storm Sorcerer. I'm always ready to lend help. I can find a place to hide. Intelligence is my spellcasting ability for it. read. level 3 for 5 sorcery points will never forget my roots. Ignan. level 5: ◆ Spellcasting (Sorcerer 1. BACKGROUND FEATURE Forest Gnome (+1 Dexterity. though they will not risk their lives for me. or recuperate among other commoners.com . edited by Joost Wijnen . ◆ Wind Speaker (Storm Sorcery 1. after casting a 1st-level or higher spell. unless I have shown myself to be a danger to them. rest. I fit in among them with ease. I can use this control to fly up to 10 feet without provoking opportunity attacks (Chaotic) ◆ Font of Magic (Sorcerer 2. and write Primordial (and its dialects Aquan. PHB 101) [Sorcery points. level 2 for 3 sorcery points. so I can never go home again. and I carry them so that I Level 1 for 2 sorcery points. PHB 101) [2 known] BONDS Use the "Choose Features" button above to add a Metamagic option to the third page I can use only 1 Metamagic option on a spell unless otherwise written The people who knew me when I was young know my shameful secret.240 lb Add Equipment EQUIPMENT MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.

I can reroll my Charisma modifier number of damage dice > FEAT: I can Empower a spell even if I use another Metamagic option on it > FEAT: > FEAT: > FEAT: FEATS > MAGIC ITEM: Attuned NOTES ADVENTURING GEAR # LB ADVENTURING GEAR # LB > < > < > MAGIC ITEM: Attuned > < > < > < > < > < > < > < > MAGIC ITEM: Attuned > < > < > < > < > < > < > < > MAGIC ITEM: Attuned > < > < SUBTOTAL SUBTOTAL EXTRA EQUIPMENT > MAGIC ITEM: Attuned OTHER HOLDINGS MAGIC ITEMS MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11. edited by Joost Wijnen .com .Flapkan@gmail.95 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC. ◆ Empowered Spell (Metamagic Option. PHB 102) [1 sorcery point] If the spell uses damage dice.

com .Flapkan@gmail.95 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC. edited by Joost Wijnen . Small GENDER AGE SIZE HEIGHT WEIGHT CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN ORGANIZATION CLICK HERE CLICK HERE TO CHANGE THIS ICON TO CHANGE THIS ICON SYMBOL CHARACTER PORTRAIT ALLIES & ORGANIZATIONS APPEARANCE Modest LIFESTYLE DAILY PRICE 1 gp ENEMIES CHARACTER HISTORY MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.

edited by Joost Wijnen .95 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC.Flapkan@gmail. Companion Options RACE SIZE HEIGHT WEIGHT COMPANION TYPE AGE GENDER ALIGNMENT NAME F Temporary HP: SUCCESSES PRO STR INT Set Max HP STRENGTH DEX WIS CON CHA ARMOR PROFICIENCY MAXIMUM CLASS BONUS HIT POINTS Heal FAILURES SAVING THROWS CURRENT HIT POINTS DEATH SAVES ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE DEXTERITY > DESCRIPTION INITIATIVE SPEED > LEVEL USED DIE > CONSTITUTION ATTACKS HIT DICE PER ACTION ATTACKS F EX PRO P Acrobatics (Dex) Animal Handling (Wis) INTELLIGENCE Arcana (Int) Athletics (Str) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) WISDOM Investigation (Int) Medicine (Wis) Nature (Int) Perception (Wis) Performance (Cha) CHARISMA Persuasion (Cha) Religion (Int) FEATURES TRAITS Sleight of Hand (Dex) Stealth (Dex) Survival (Wis) SKILLS PASSIVE WISDOM (PERCEPTION) SENSES CLICK HERE TO CHANGE THIS ICON REMARKS COMPANION’S APPEARANCE NOTES MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.com .

com . edited by Joost Wijnen .95 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC. Notes Page Options NOTES NOTES MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.Flapkan@gmail.

1 min P 289 3RD LEVEL > SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG. if metal armor.M Conc.Flapkan@gmail.M 1 min (D) P 260 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11. 10 min P 243 > Lightning Bolt 100-ft long 5-ft wide all 8d6+1d6/SL Lightn. > Fly 1+1/SL willing creatures gain fly 60 ft speed — Trans 1a Touch V. +1d8 at CL 5. 1 min P 230 > Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft.M Conc. Int(Investigation) check vs.S Instantaneous P 275 1ST LEVEL > SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.S.M 1 h (D) P 255 > Lightning Lure 1 crea you see save or pull 10 ft to you. for dmg again. see book — Illus 1a 30 ft S. Spell DC. Spell Sheet 1/1 Based on the character sheet TM & © 2014 Wizards of the Coast LLC. Spell Sheet Options 1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL CHARACTER NAME SPELL SLOTS STORM SORCERER SPELLS Charisma +6 DC 14 SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC CANTRIPS (0 LEVEL) > SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG. if hit crea save or 3d8+1d8/SL Bludg. > Dancing Lights 4 torch-sized lights or 1 humanoid-sized light. if consecutive. ends if out of range — Evoc 1a 30 ft V. spell ends if it dons armor — Abjur 1a Touch V. 1d8 Lightning dmg.S.M Instantaneous E 19 > Mage Armor 1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration.M 8 h (D) P 256 > Witch Bolt Spell attack 1d12+1d12/SL Lightning dmg. > Catapult Send 5+5/SL lb unattended object in 90 ft straight line.S. dmg Dex Trans 1a 150 ft S Instantaneous E 15 > Ice Knife Ranged atk for 1d10 Piercing dmg. dmg. can't have multiple instances — Conj 1a 30 ft V. adv.com .S. +1d8 at CL 5. hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft S. edited by Joost Wijnen . cannot have multiple instances — Evoc 1a Touch V. and 17 Str Evoc 1a 15 ft V Instantaneous S 143 > Mage Hand Create spectral hand for simple tasks or carry up to 10 lb. 11.S. 1d8 Lightning dmg.M Conc.95 (Printer Friendly). no rea 1 turn.S 1 min (D) P 256 > Shocking Grasp Spell attack.M Instantaneous P 255 FOREST GNOME SPELLS Intelligence +5 DC 13 SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC CANTRIPS (0 LEVEL) KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG. AT WILL Minor Illusion 5-ft cube illusion includes visible or audible. unattended flammable obj ignite Dex Evoc 1a 100-ft line V. 10-ft rad dim light. 1 a. and 17 — Evoc 1a Touch V. bns a to move 60 ft — Evoc 1a 120 ft V. if end in 5 ft. 11. save halves. 1 a to control.

invisibility. TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks. Attacks have disadvantage. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. or etherealness. or two levels of exhaustion if currently already exhausted (see conditions). TRUESIGHT Out to range. GRAPPLE (instead of one attack) With a free hand. READY (action) DEAFENED EXHAUSTION (PHB 291) DODGE (action) Choose an action that you will take in response to a set Fail checks involving hearing. second interaction and special cases take an action to Attacks have advantage. Enemy attacks within 5 ft are critical hits. grappler’s Str (Athletics) check. from flying to walking). MOVEMENT (PHB 182) ENVIRONMENT (PHB 183) MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11. Disadvantage if item is being held by two or more hands. If making an attack with a light melee weapon in one hand. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT movement between actions. of exhaustion (see conditions). perceive without sight. MARK (with melee attack) (DMG 271) LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks With a melee attack you can mark the target of that attack. treat dim light as bright light. If failed or consumed less than half. until you become incapacitated or SEARCH (action) Can’t willingly move closer to the source of fear. Fail Str and Dex saving throws. Give an ally advantage on next ability check or attack roll USE OBJECT (action) INVISIBLE vs. draw a second weapon. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. see ‘Two. Regain all hit points and half hit Standing up from being prone costs half your movement speed for this turn. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0 Your movement doesn’t provoke opportunity attacks for disadvantage if you are smaller than the opponent. Normal attack up to normal range (first number). If the Incapacitated. At the end of the rest. or 3 + your Str modifier in feet up. illusions. Weapon Fighting’. (Acrobatics) check vs. suffer one level Normal 300 feet 3 miles 24 miles –– from the new speed. Speed 0. Another creature’s SUFFOCATING space counts as difficult terrain. PETRIFIED Incapacitated. reduce exhaustion level by 1. Enemy attacks have advantage. at the Fast 400 feet 4 miles 30 miles -5 passive Perception types (e. ability checks to interact socially. Readying a FRIGHTENED and you have advantage on Dex saving throws until the spell requires concentration. equip a shield. Can speak only falteringly. survive for Con modifier in JUMP rounds. Normal attack on target within 5 ft. Can’t move. SHOVE (instead of one attack) DARKVISION Out to range. Taking the action uses your reaction. your speed drops to 0. Search for something. DISARM (instead of one attack) (DMG 271) UNCONSCIOUS Knock an item from grasp by winning weapon attack roll vs. At the end of each day beyond that. Enemy attacks within 5 ft are critical hits. Immune to poison / disease. regardless of bonus. Weight increases by factor 10. Enemy attacks have advantage. Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage on Dex saving throws. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). spend hit dice to regain hit points. Incapacitated. If either weapon has the thrown property. If failed. dice at end. Ends when grappler is incapacitated or when Escape a grapple by winning a Str (Athletics) or Dex TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect. it may be thrown as part of this action. Move through hostile’s space once by winning opposing INCAPACITATED HELP (action) Dex (Acrobatics) check. or Hide from those that can’t perceive you. After moving at least 10 feet on foot.g. Your Dex Fail checks involving sight. allowed to make an attack with a light melee weapon in STUNNED other hand as a bonus action. Attack rolls from attackers you can see have disadvantage trigger. suffer one level of exhaustion (see conditions). Crawl while prone (see conditions). Moving through difficult terrain costs twice as much speed. melee weapon in one hand. and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182) space if it is two sizes larger or smaller than you. Speed 0. allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED light melee weapon in other hand as a bonus action. Crawl (at ½ speed) or stand up (costs ½ speed). LEVEL EFFECT (cumulative) multiple attacks with the ‘Extra Attack’ class feature. PARALYZED drink a potion. This off-hand attack can’t add a positive ability score modifier to the damage roll. Dropping prone costs no movement speed.g. retrieve an item from a backpack). TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. A Can’t be seen (normally). PLAYER REFERENCE LINE Point of Origin CONE CUBE SPHERE CYLINDER AREA OF EFFECT ATTACK (action) HIDE (action) BLINDED Make one melee or ranged attack with a weapon. Slow 200 feet 2 miles 18 miles Able to use stealth You can freely move through a nonhostile’s space. COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. start of your next turn. complete (e. Maximum of 1 long rest per 24 hours. perceive everything regardless of (magical) darkness. If only half a gallon is consumed. Enemy attacks have advantage. days (1 day minimum). Resistance MELEE ATTACK (one attack) to all damage. after which drop to 0 hit points and dying. Stop aging. possibly with a Wis (Perception) GRAPPLED ESCAPE (action) or Int (Investigation) check. shapechanging.com . 1 Disadvantage on ability checks (See the ‘Attack Action’ section below. regardless of bonus. disadvantage. CLIMB / SWIM (at ½ speed) WATER (one gallon per day) May involve a Str (Athletics) check if the climb / swim is difficult. edited by Joost Wijnen . opponent’s Str (Athletics) or Dex (Acrobatics) check. you can jump you Str score in feet straight SHORT REST forward. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour. it COVER (PHB 196) PRONE may be thrown as part of this action. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Disadvantage to checks/attacks while the source of fear is in sight.95 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC. 4 Hit Point maximum halved DISENGAGE (action) Str (Athletics) check. Enemy attacks have disadvantage. Unaware of surroundings. Another creature’s space Go without food for 3 + Con modifier of consecutive counts as difficult terrain. DC 15 Con saving throw at end of day. Disadvantage on attack if target is within 5 ft or up to long range RESTRAINED away (second number). start of your next turn. Fail Str and Dex saving throws. RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away. Enemy attacks have advantage.Flapkan@gmail. opponent’s Str (Athletics) or Dex (Acrobatics) check. FALLING DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen. 6 Death the rest of the turn. Can’t move or speak. if done before the You can interact with an object once per turn for free. by subtracting the distance already moved end of each additional hour. Larger opponents have advantage and smaller have Drop everything. Disadvantage if trying to move the opponent to a side rather than to directly away from you. The next opportunity attack against the marked target HEAVILY OBSCURED (darkness) Effectively blinded (see conditions) before the end of your next turn has advantage and doesn’t cost you your reaction. After that. 2 Speed halved DASH (action) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves Gain your speed as extra movement for this turn. an opponent within 5 ft of you. Incapacitated. but still make noise and tracks.) check to discover you. If food and water are consumed. Can’t move or speak. LONG REST STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Fail Str and Dex saving throws. Fail Str and Dex saving throws. performing a standing jump. Can’t see colors. to a maximum of 20d6. suffer CRAWL (at ½ speed) one level of exhaustion. weapon has the thrown property. BLINDSIGHT Out to range. Can’t take actions or reactions. Unaware of surroundings. give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290) by winning Str (Athletics) check vs. ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183) MOVE (limited by movement speed) FORCED MARCH You can move your movement speed every turn. End prone if taken any damage from the fall. Can’t move or speak.