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Pyro Pinecone
Pyro Pinecone
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as
STRENGTH Breastplate 15 if it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +2
14
SHIELD Fey Ancestry. You have advantage on saving throws against
AC being charmed, and magic can’t put you to sleep.
N
CIE C
Wild Magic Surge. Immediately after you cast a sorcerer
+2 Strength
Y
PROFI
spell of 1st level or higher, the DM can have you roll a d20.
+2 If you roll a 1, roll on the Wild Magic Surge table to create a
+1 Dexterity random magical effect.
✘ +4 Constitution ARMOR CLASS
Tides of Chaos (1/Long Rest). You can gain advantage on
DEXTERITY
+0 Intelligence one attack roll, ability check, or saving throw.Any time
MAXIMUM HIT DICE TEMPORARY before you regain the use of this feature, the DM can have
12 ✘
-1 Wisdom
+5 Charisma
8 1d6 you roll on the Wild Magic Surge table immediately after
you cast a sorcerer spell of 1st level or higher. You then
regain the use of this feature.
CONDITIONAL
+1
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
15 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
+2 Athletics (Str)
INTELLIGENCE +3 Deception (Cha)
10 ✘
✘
+2 History (Int)
+1 Insight (Wis)
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
-1 Medicine (Wis) 1 Scholar’s Pack
WISDOM 1 Breastplate
+0 Nature (Int)
1 Longsword
8 -1 Perception (Wis)
+3 Performance (Cha)
1
1
Clothes, Common
Crossbow, Light
✘ +5 Persuasion (Cha) 1 Dagger
-1 +0 Religion (Int) 20 Crossbow Bolt (20)
17 -1 Survival (Wis)
SKILLS
+3 9 PASSIVE PERCEPTION
ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 10 0 42,25 lb.
INITIATIVE +1 1 Attack / Attack Action EQUIPMENT
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
PERSONALITY TRAITS
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE
You hurl a mote of fire at a creature or object within range. Make a As part of the action used to cast this spell, you must make a melee This spell is a minor magical trick that novice spellcasters use for
ranged spell attack against the target. On a hit, the target takes 1d10 attack with a weapon against one creature within the spell’s range, practice. You create one of the following magical effects within
fire damage. A flammable object hit by this spell ignites if it isn’t otherwise the spell fails. On a hit, the target suffers the attack’s range:
being worn or carried. normal effects, and green fire leaps from the target to a different • You create an instantaneous, harmless sensory effect, such as a
This spell’s damage increases by 1d10 when you reach 5th level creature of your choice that you can see within 5 feet of it. The shower of sparks, a puff of wind, faint musical notes, or an odd odor.
(2d10), 11th level (3d10), and 17th level (4d10). second creature takes fire damage equal to your spellcasting ability • You instantaneously light or snuff out a candle, a torch, or a
modifier. small campfire.
This spell’s damage increases when you reach higher levels. At 5th • You instantaneously clean or soil an object no larger than 1 cubic
level, the melee attack deals an extra 1d8 fire damage to the target, foot.
and the fire damage to the second creature increases to 1d8 + your • You chill, warm, or flavor up to 1 cubic foot of nonliving material
spellcasting ability modifier. Both damage rolls increase by 1d8 at for 1 hour.
11th level and 17th level. • You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Sword Coast Adventurer’s Guide Spellcasting (Sorcerer) Player’s Handbook
You create a momentary circle of spectral blades that sweep around For the duration, you understand the literal meaning of any spoken This spell sends creatures into a magical slumber. Roll 5d8, the total
you. Each creature within range, other than you, must succeed on a language that you hear. You also understand any spoken language is how many hit points of creatures this spell can affect. Creatures
Dexterity saving throw or take 1d6 force damage. that you hear. You also understand any written language that you within 20 feet of a point you choose within range are affected in
This spell’s damage increases by 1d6 when you reach 5th level see, but you must be touching the surface of which the words are ascending order of their current hit points (ignoring unconscious
(2d6), 11th level (3d6), and 17th level (4d6). written. It takes about 1 minute to read one page of text. This spell creatures).
doesn’t decode secret messages in a text or glyph, such as an arcane Starting with the creature that has the lowest current hit points,
sigil, that isn’t part of a written language. each creature affected by this spell falls unconscious until the spell
ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.
Spellcasting (Sorcerer) Sword Coast Adventurer’s Guide Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Scholar’s Pack Breastplate Longsword
Equipment Packs Armor Weapons
Includes a backpack, a book of lore, a bottle of ink, an ink This armor consists of a fitted metal chest piece worn with
pen, 10 sheets of parchment, a little bag of sand, and a supple leather. Although it leaves the legs and arms
small knife. relatively unprotected, this armor provides good protection
for the wearer’s vital organs while leaving the wearer
relatively unencumbered.