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Dragonborn Character Name Actions

Sorcerer 1 Medium humanoid (silver dragonborn),


Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +2
You are a ferocious wanderer of the Armor Class 14 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 9 (Hit Dice 1d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +3 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 13 (+1) 14 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 1 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 16 (+3) Dart. Ranged Weapon Attack: +3 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+2 proficiency bonus) Hit: 1d4 + 1 piercing damage.
Saving Throws Con +4, Cha +6
Background (Outlander) Skills Arcana +2, Athletics +2, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +5, Survival +3 creature in the area must make a
proud member of a noble clan. The clan Tools drum DC 12 Constitution saving throw,
outweighs everything else in your life, taking 2d6 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan
and fresh water for yourself and up to five
other people each day, provided that the
land offers berries, small game, water,
and so forth.
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features Spells Known:
the same again. Cantrips (at will): blade ward, mage hand,
Dragon Ancestor. Whenever you make ray of frost, true strike
Ideal. To dishonor yourself is to
a Charisma check when interacting with
dishonor the clan. 1st level (2 slots): magic missile, shield
dragons, your proficiency is doubled if it
Bond. Your clan is the most important
applies to the check.
thing in your life, even when they are Equipment
far from you. Draconic Resilience. As magic flows
Quarterstaff (serves as an arcane focus),
Flaw. It is nature’s way that the strong through your body, it causes physical
dart (20), daggers (2), explorer’s pack,
survive and the weak perish. traits of your dragon ancestor to emerge.
hunting trap, drum crafted from a bear’s
Your hit point maximum increases by
skull, component pouch, traveler’s
Dragonborn Traits 1 at 1st level and whenever you gain a
clothes, belt pouch, money (10 gp).
sorcerer level.
Draconic Ancestry (Silver). You have
Additionally, parts of your body are
a cold breath weapon and resistance to
covered by a thin sheen of dragon-
cold damage.
like scales. When you aren’t wearing
Breath Weapon (Recharges after You armor, your AC equals 13 + your
Finish a Short or Long Rest). You can Dexterity modifier.
use your action to exhale cold energy in
Spellcasting. Charisma is your
a 15-foot cone. Each creature in the area
spellcasting ability for your sorcerer
must make a DC Constitution saving
spells. You use your Charisma whenever
throw (DC = 8 + your Con modifier + your
a spell refers to your spellcasting ability.
proficiency bonus) taking full damage on
To cast a spell, you must expend a slot
a failed save, and half as much damage
of the spell’s level or higher. You regain
on a successful one.
all expended spell slots when you finish
a long rest.
Spell save DC: 13
Spell attack modifier: +5
Dragonborn Character Name Actions
Sorcerer 2 Medium humanoid (silver dragonborn),
Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +2
You are a ferocious wanderer of the Armor Class 14 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 16 (Hit Dice 2d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +3 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 13 (+1) 14 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 1 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 16 (+3) Dart. Ranged Weapon Attack: +3 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+2 proficiency bonus) Hit: 1d4 + 1 piercing damage.
Saving Throws Con +4, Cha +6
Background (Outlander) Skills Arcana +2, Athletics +2, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +5, Survival +3 creature in the area must make a
proud member of a noble clan. The clan Tools drum DC 12 Constitution saving throw,
outweighs everything else in your life, taking 2d6 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan Bonus Actions
and fresh water for yourself and up to five Flexible Casting. Sorcerer feature
other people each day, provided that the
land offers berries, small game, water,
and so forth.
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features Spells Known:
the same again. Cantrips (at will): blade ward, mage hand,
Dragon Ancestor. Whenever you make ray of frost, true strike
Ideal. To dishonor yourself is to
a Charisma check when interacting with
dishonor the clan. 1st level (3 slots): chromatic orb, magic
dragons, your proficiency is doubled if it
Bond. Your clan is the most important missile, shield
applies to the check.
thing in your life, even when they are
Draconic Resilience. As magic flows Font of Magic (Recharges after You
far from you.
through your body, it causes physical Finish a Long Rest). You have 2 sorcery
Flaw. It is nature’s way that the strong
traits of your dragon ancestor to emerge. points, which you can spend on a
survive and the weak perish.
Your hit point maximum increases by variety of magical effects (listed under
this feature).
Dragonborn Traits 1 at 1st level and whenever you gain a
sorcerer level. Flexible Casting. You can transform
Draconic Ancestry (Silver). You have
Additionally, parts of your body are 2 unexpended sorcery points into one
a cold breath weapon and resistance to
covered by a thin sheen of dragon- 1st-level spell slot as a bonus action
cold damage.
like scales. When you aren’t wearing on your turn.
Breath Weapon (Recharges after You armor, your AC equals 13 + your As a bonus action on your turn, you can
Finish a Short or Long Rest). You can Dexterity modifier. expend one spell slot and gain a number
use your action to exhale cold energy in of sorcery points equal to the spell’s level.
Spellcasting. Charisma is your
a 15-foot cone. Each creature in the area
spellcasting ability for your sorcerer
must make a DC Constitution saving
spells. You use your Charisma whenever
Equipment
throw (DC = 8 + your Con modifier + your
a spell refers to your spellcasting ability. Quarterstaff (serves as an arcane focus),
proficiency bonus) taking full damage on
To cast a spell, you must expend a slot dart (20), daggers (2), explorer’s pack,
a failed save, and half as much damage
of the spell’s level or higher. You regain hunting trap, drum crafted from a bear’s
on a successful one.
all expended spell slots when you finish skull component pouch including a 50 gp
a long rest. diamond, traveler’s clothes, belt pouch.
Spell save DC: 13
Spell attack modifier: +5
Dragonborn Character Name Actions
Sorcerer 3 Medium humanoid (silver dragonborn),
Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +2
You are a ferocious wanderer of the Armor Class 14 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 23 (Hit Dice 3d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +3 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 13 (+1) 14 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 1 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 16 (+3) Dart. Ranged Weapon Attack: +3 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+2 proficiency bonus) Hit: 1d4 + 1 piercing damage.
Saving Throws Con +4, Cha +6
Background (Outlander) Skills Arcana +2, Athletics +2, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +5, Survival +3 creature in the area must make a
proud member of a noble clan. The clan Tools drum DC 12 Constitution saving throw,
outweighs everything else in your life, taking 2d6 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan Bonus Actions
and fresh water for yourself and up to five Flexible Casting. Sorcerer feature
other people each day, provided that the
land offers berries, small game, water, Options
and so forth. Metamagic. Sorcerer feature
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features Spells Known:
the same again. Cantrips (at will): blade ward, mage hand,
Dragon Ancestor. Whenever you make ray of frost, true strike
Ideal. To dishonor yourself is to
a Charisma check when interacting with
dishonor the clan. 1st level (4 slots): chromatic orb, magic
dragons, your proficiency is doubled if it
Bond. Your clan is the most important missile, shield
applies to the check.
thing in your life, even when they are
Draconic Resilience. As magic flows 2nd level (2 slots): blur
far from you.
Flaw. It is nature’s way that the strong through your body, it causes physical Font of Magic (Recharges after You
survive and the weak perish. traits of your dragon ancestor to emerge. Finish a Long Rest). You have 3 sorcery
Your hit point maximum increases by points, which you can spend on a
Dragonborn Traits 1 at 1st level and whenever you gain a variety of magical effects (listed under
sorcerer level. this feature).
Draconic Ancestry (Silver). You have
Additionally, parts of your body are
a cold breath weapon and resistance to Flexible Casting. You can transform 2
covered by a thin sheen of dragon-
cold damage. unexpended sorcery points into one spell
like scales. When you aren’t wearing
slot as a bonus action on your turn.
Breath Weapon (Recharges after You armor, your AC equals 13 + your
Finish a Short or Long Rest). You can Dexterity modifier.
use your action to exhale cold energy in
Creating Spell Slots
Spellcasting. Charisma is your Spell Slot Sorcery
a 15-foot cone. Each creature in the area
spellcasting ability for your sorcerer Level Point Cost
must make a DC Constitution saving
spells. You use your Charisma whenever 1st 2
throw (DC = 8 + your Con modifier + your
a spell refers to your spellcasting ability.
proficiency bonus) taking full damage on 2nd 3
To cast a spell, you must expend a slot As a bonus action on your turn, you can
a failed save, and half as much damage
of the spell’s level or higher. You regain expend one spell slot and gain a number
on a successful one.
all expended spell slots when you finish of sorcery points equal to the spell’s level.
a long rest.
Spell save DC: 13
Spell attack modifier: +5
Sorcerer Features
(cont’d)
Metamagic. You have the following
Metamagic options. You can use only one
Metamagic option on a spell when you
cast it, unless otherwise noted.
Distant Spell: When you cast a spell
that has a range of 5 feet or greater, you
can spend 1 sorcery points to double the
range of the spell.
When you cast a spell that has a range
of touch, you can spend 1 sorcery point to
make the range of the spell 30 feet.
Empowered Spell: When you roll
damage for a spell, you can spend 1
sorcery point to reroll a number of
the damage dice up to your Charisma
modifier (minimum of one). You must use
the new rolls.
You can use Empowered Spell even
if you have already used a different
Metamagic option during the casting
of the spell.

Equipment
Quarterstaff (serves as an arcane focus),
dart (20), daggers (2), explorer’s pack,
drum crafted from a bear’s skull, hunting
trap, component pouch including a 50
gp diamond, potion of healing, traveler’s
clothes, belt pouch.
Dragonborn Character Name Actions
Sorcerer 4 Medium humanoid (silver dragonborn),
Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +2
You are a ferocious wanderer of the Armor Class 15 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 30 (Hit Dice 4d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +4 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 14 (+2) 14 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 2 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 17 (+3) Dart. Ranged Weapon Attack: +4 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+2 proficiency bonus) Hit: 1d4 + 2 piercing damage.
Saving Throws Con +4, Cha +6
Background (Outlander) Skills Arcana +2, Athletics +2, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +5, Survival +3 creature in the area must make a
proud member of a noble clan. The clan Tools drum DC 12 Constitution saving throw,
outweighs everything else in your life, taking 2d6 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan Bonus Actions
and fresh water for yourself and up to five Flexible Casting. Sorcerer feature
other people each day, provided that the
land offers berries, small game, water, Options
and so forth. Metamagic. Sorcerer feature
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features Spells Known:
the same again. Cantrips (at will): blade ward, mage hand,
Dragon Ancestor. Whenever you make ray of frost, shocking grasp, true strike
Ideal. To dishonor yourself is to
a Charisma check when interacting with
dishonor the clan. 1st level (4 slots): chromatic orb, magic
dragons, your proficiency is doubled if it
Bond. Your clan is the most important missile, shield
applies to the check.
thing in your life, even when they are
Draconic Resilience. As magic flows 2nd level (3 slots): blur, scorching ray
far from you.
Flaw. It is nature’s way that the strong through your body, it causes physical Font of Magic (Recharges after You
survive and the weak perish. traits of your dragon ancestor to emerge. Finish a Long Rest). You have 4 sorcery
Your hit point maximum increases by points, which you can spend on a
Dragonborn Traits 1 at 1st level and whenever you gain a variety of magical effects (listed under
sorcerer level. this feature).
Draconic Ancestry (Silver). You have
Additionally, parts of your body are
a cold breath weapon and resistance to Flexible Casting. You can transform 2
covered by a thin sheen of dragon-
cold damage. unexpended sorcery points into one spell
like scales. When you aren’t wearing
slot as a bonus action on your turn.
Breath Weapon (Recharges after You armor, your AC equals 13 + your
Finish a Short or Long Rest). You can Dexterity modifier. Creating Spell Slots
use your action to exhale cold energy in Spell Slot Sorcery
Spellcasting. Charisma is your
a 15-foot cone. Each creature in the area Level Point Cost
spellcasting ability for your sorcerer
must make a DC Constitution saving 1st 2
spells. You use your Charisma whenever
throw (DC = 8 + your Con modifier + your 2nd 3
a spell refers to your spellcasting ability.
proficiency bonus) taking full damage on As a bonus action on your turn, you can
To cast a spell, you must expend a slot
a failed save, and half as much damage expend one spell slot and gain a number
of the spell’s level or higher. You regain
on a successful one. of sorcery points equal to the spell’s level.
all expended spell slots when you finish
a long rest.
Spell save DC: 13
Spell attack modifier: +5
Sorcerer Features
(cont’d)
Metamagic. You have the following
Metamagic options. You can use only one
Metamagic option on a spell when you
cast it, unless otherwise noted.
Distant Spell: When you cast a spell
that has a range of 5 feet or greater, you
can spend 1 sorcery points to double the
range of the spell.
When you cast a spell that has a range
of touch, you can spend 1 sorcery point to
make the range of the spell 30 feet.
Empowered Spell: When you roll
damage for a spell, you can spend 1
sorcery point to reroll a number of
the damage dice up to your Charisma
modifier (minimum of one). You must use
the new rolls.
You can use Empowered Spell even
if you have already used a different
Metamagic option during the casting
of the spell.

Equipment
Quarterstaff (serves as an arcane focus),
dart (20), daggers (2), explorer’s pack,
hunting trap, drum crafted from a bear’s
skull, component pouch including a 50
gp diamond, potion of healing (2), vial of
acid, traveler’s clothes, belt pouch.
Dragonborn Character Name Actions
Sorcerer 5 Medium humanoid (silver dragonborn),
Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +3
You are a ferocious wanderer of the Armor Class 15 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 37 (Hit Dice 5d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +5 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 14 (+2) 14 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 2 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 17 (+3) Dart. Ranged Weapon Attack: +5 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+3 proficiency bonus) Hit: 1d4 + 2 piercing damage.
Saving Throws Con +5, Cha +6
Background (Outlander) Skills Arcana +3, Athletics +3, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +6, Survival +4 creature in the area must make a
proud member of a noble clan. The clan Tools drum DC 13 Constitution saving throw,
outweighs everything else in your life, taking 2d6 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan Bonus Actions
and fresh water for yourself and up to five Flexible Casting. Sorcerer feature
other people each day, provided that the
land offers berries, small game, water, Options
and so forth. Metamagic. Sorcerer feature
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features Spells Known:
the same again. Cantrips (at will): blade ward, mage hand,
Dragon Ancestor. Whenever you make
Ideal. To dishonor yourself is to ray of frost, shocking grasp, true strike
a Charisma check when interacting with
dishonor the clan.
dragons, your proficiency is doubled if it 1st level (4 slots): chromatic orb, magic
Bond. Your clan is the most important
applies to the check. missile, shield
thing in your life, even when they are
far from you. Draconic Resilience. As magic flows 2nd level (3 slots): blur, scorching ray
Flaw. It is nature’s way that the strong through your body, it causes physical
3rd level (2 slots): haste
survive and the weak perish. traits of your dragon ancestor to emerge.
Your hit point maximum increases by Font of Magic (Recharges after You
Dragonborn Traits 1 at 1st level and whenever you gain a Finish a Long Rest). You have 5 sorcery
sorcerer level. points, which you can spend on a
Draconic Ancestry (Silver). You have variety of magical effects (listed under
Additionally, parts of your body are
a cold breath weapon and resistance to this feature).
covered by a thin sheen of dragon-
cold damage. Flexible Casting. You can transform 2
like scales. When you aren’t wearing
Breath Weapon (Recharges after You armor, your AC equals 13 + your unexpended sorcery points into one spell
Finish a Short or Long Rest). You can Dexterity modifier. slot as a bonus action on your turn.
use your action to exhale cold energy in Creating Spell Slots
Spellcasting. Charisma is your
a 15-foot cone. Each creature in the area
spellcasting ability for your sorcerer Spell Slot Sorcery
must make a DC Constitution saving Level Point Cost
spells. You use your Charisma whenever
throw (DC = 8 + your Con modifier + your
a spell refers to your spellcasting ability. 1st 2
proficiency bonus) taking full damage on
To cast a spell, you must expend a slot 2nd 3
a failed save, and half as much damage
of the spell’s level or higher. You regain 3rd 5
on a successful one.
all expended spell slots when you finish As a bonus action on your turn, you can
a long rest. expend one spell slot and gain a number
Spell save DC: 14 of sorcery points equal to the spell’s level.
Spell attack modifier: +6
Sorcerer Features
(cont’d)
Metamagic. You have the following
Metamagic options. You can use only one
Metamagic option on a spell when you
cast it, unless otherwise noted.
Distant Spell: When you cast a spell
that has a range of 5 feet or greater, you
can spend 1 sorcery points to double the
range of the spell.
When you cast a spell that has a range
of touch, you can spend 1 sorcery point to
make the range of the spell 30 feet.
Empowered Spell: When you roll
damage for a spell, you can spend 1
sorcery point to reroll a number of
the damage dice up to your Charisma
modifier (minimum of one). You must use
the new rolls.
You can use Empowered Spell even
if you have already used a different
Metamagic option during the casting
of the spell.

Equipment
Quarterstaff (serves as an arcane focus),
dart (20), daggers (2), explorer’s pack,
hunting trap, manacles, bag of caltrops
(2), drum crafted from a bear’s skull,
component pouch including a 50 gp
diamond, potion of healing (2), vial of
acid, traveler’s clothes, belt pouch.
Dragonborn Character Name Actions
Sorcerer 6 Medium humanoid (silver dragonborn),
Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +3
You are a ferocious wanderer of the Armor Class 15 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 44 (Hit Dice 6d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +5 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 14 (+2) 14 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 2 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 17 (+3) Dart. Ranged Weapon Attack: +5 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+3 proficiency bonus) Hit: 1d4 + 2 piercing damage.
Saving Throws Con +5, Cha +6
Background (Outlander) Skills Arcana +2, Athletics +2, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +6, Survival +3 creature in the area must make a DC
proud member of a noble clan. The clan Tools drum 13 Constitution saving throw, taking
outweighs everything else in your life, 3d6 + 3 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan Bonus Actions
and fresh water for yourself and up to five Flexible Casting. Sorcerer feature
other people each day, provided that the
land offers berries, small game, water, Options
and so forth. Metamagic. Sorcerer feature
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features all expended spell slots when you finish
the same again. a long rest.
Dragon Ancestor. Whenever you make
Ideal. To dishonor yourself is to Spell save DC: 14
a Charisma check when interacting with
dishonor the clan. Spell attack modifier: +7
dragons, your proficiency is doubled if it
Bond. Your clan is the most important
applies to the check. +1 Wand of the War Mage. You gain a
thing in your life, even when they are
Draconic Resilience. As magic flows +1 bonus to spell attack rolls (included in
far from you.
through your body, it causes physical the attack modifier) and ignore half cover
Flaw. It is nature’s way that the strong
traits of your dragon ancestor to emerge. when making a spell attack.
survive and the weak perish.
Your hit point maximum increases by Spells Known:
Dragonborn Traits 1 at 1st level and whenever you gain a Cantrips (at will): blade ward, mage hand,
sorcerer level. ray of frost, shocking grasp, true strike
Draconic Ancestry (Silver). You have
Additionally, parts of your body are
a cold breath weapon and resistance to 1st level (4 slots): chromatic orb, magic
covered by a thin sheen of dragon-
cold damage. missile, shield
like scales. When you aren’t wearing
Breath Weapon (Recharges after You armor, your AC equals 13 + your 2nd level (3 slots): blur, scorching ray
Finish a Short or Long Rest). You can Dexterity modifier. 3rd level (3 slots): haste, fly
use your action to exhale cold energy in
Elemental Affinity. When you cast a Font of Magic (Recharges after You
a 15-foot cone. Each creature in the area
spell that deals cold damage, add your Finish a Long Rest). You have 6 sorcery
must make a DC Constitution saving
Charisma modifier to that damage. points, which you can spend on magical
throw (DC = 8 + your Con modifier + your
proficiency bonus) taking full damage on Spellcasting. Charisma is your effects (listed under this feature).
a failed save, and half as much damage spellcasting ability for your sorcerer Flexible Casting. You can transform 2
on a successful one. spells. You use your Charisma whenever unexpended sorcery points into one spell
a spell refers to your spellcasting ability. slot as a bonus action on your turn.
To cast a spell, you must expend a slot
of the spell’s level or higher. You regain
Sorcerer Features
(cont’d)
Creating Spell Slots
Spell Slot Sorcery
Level Point Cost
1st 2
2nd 3
3rd 5
As a bonus action on your turn, you can
expend one spell slot and gain a number
of sorcery points equal to the spell’s level.
Metamagic. You have the following
Metamagic options. You can use only one
Metamagic option on a spell when you
cast it, unless otherwise noted.
Distant Spell: When you cast a spell
that has a range of 5 feet or greater, you
can spend 1 sorcery points to double the
range of the spell.
When you cast a spell that has a range
of touch, you can spend 1 sorcery point to
make the range of the spell 30 feet.
Empowered Spell: When you roll
damage for a spell, you can spend 1
sorcery point to reroll a number of
the damage dice up to your Charisma
modifier (minimum of one). You must use
the new rolls.
You can use Empowered Spell even
if you have already used a different
Metamagic option during the casting
of the spell.

Equipment
Quarterstaff (serves as an arcane focus),
dart (20), daggers (2), +1 wand of the
war mage, explorer’s pack, hunting trap,
manacles, bag of caltrops (2), drum
crafted from a bear’s skull, component
pouch including a 50 gp diamond,
potion of healing, vial of acid, traveler’s
clothes, belt pouch.
Dragonborn Character Name Actions
Sorcerer 7 Medium humanoid (silver dragonborn),
Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +3
You are a ferocious wanderer of the Armor Class 15 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 51 (Hit Dice 7d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +5 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 14 (+2) 14 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 2 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 17 (+3) Dart. Ranged Weapon Attack: +5 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+3 proficiency bonus) Hit: 1d4 + 2 piercing damage.
Saving Throws Con +5, Cha +6
Background (Outlander) Skills Arcana +3, Athletics +3, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +6, Survival +4 creature in the area must make a DC
proud member of a noble clan. The clan Tools drum 13 Constitution saving throw, taking
outweighs everything else in your life, 3d6 + 3 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan Bonus Actions
and fresh water for yourself and up to five Flexible Casting. Sorcerer feature
other people each day, provided that the
land offers berries, small game, water, Options
and so forth. Metamagic. Sorcerer feature
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features all expended spell slots when you finish
the same again. a long rest.
Dragon Ancestor. Whenever you make
Ideal. To dishonor yourself is to Spell save DC: 14
a Charisma check when interacting with
dishonor the clan. Spell attack modifier: +7
dragons, your proficiency is doubled if it
Bond. Your clan is the most important
applies to the check. +1 Wand of the War Mage. You gain a
thing in your life, even when they are
Draconic Resilience. As magic flows +1 bonus to spell attack rolls (included in
far from you.
through your body, it causes physical the attack modifier) and ignore half cover
Flaw. It is nature’s way that the strong
traits of your dragon ancestor to emerge. when making a spell attack.
survive and the weak perish.
Your hit point maximum increases by Spells Known:
Dragonborn Traits 1 at 1st level and whenever you gain a Cantrips (at will): blade ward, mage hand,
sorcerer level. ray of frost, shocking grasp, true strike
Draconic Ancestry (Silver). You have
Additionally, parts of your body are
a cold breath weapon and resistance to 1st level (4 slots): chromatic orb, magic
covered by a thin sheen of dragon-
cold damage. missile, shield
like scales. When you aren’t wearing
Breath Weapon (Recharges after You armor, your AC equals 13 + your 2nd level (3 slots): blur, scorching ray
Finish a Short or Long Rest). You can Dexterity modifier. 3rd level (3 slots): haste, fly
use your action to exhale cold energy in
Elemental Affinity. When you cast a 4th level (1 slot): ice storm
a 15-foot cone. Each creature in the area
spell that deals cold damage, add your
must make a DC Constitution saving Font of Magic (Recharges after You
Charisma modifier to that damage.
throw (DC = 8 + your Con modifier + your Finish a Long Rest). You have 7 sorcery
proficiency bonus) taking full damage on Spellcasting. Charisma is your points, which you can spend on magical
a failed save, and half as much damage spellcasting ability for your sorcerer effects (listed under this feature).
on a successful one. spells. You use your Charisma whenever Flexible Casting. You can transform 2
a spell refers to your spellcasting ability. unexpended sorcery points into one spell
To cast a spell, you must expend a slot slot as a bonus action on your turn.
of the spell’s level or higher. You regain
Sorcerer Features
(cont’d)
Creating Spell Slots
Spell Slot Sorcery
Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
As a bonus action on your turn, you can
expend one spell slot and gain a number
of sorcery points equal to the spell’s level.
Metamagic. You have the following
Metamagic options. You can use only one
Metamagic option on a spell when you
cast it, unless otherwise noted.
Distant Spell: When you cast a spell
that has a range of 5 feet or greater, you
can spend 1 sorcery points to double the
range of the spell.
When you cast a spell that has a range
of touch, you can spend 1 sorcery point to
make the range of the spell 30 feet.
Empowered Spell: When you roll
damage for a spell, you can spend 1
sorcery point to reroll a number of
the damage dice up to your Charisma
modifier (minimum of one). You must use
the new rolls.
You can use Empowered Spell even
if you have already used a different
Metamagic option during the casting
of the spell.

Equipment
Quarterstaff (serves as an arcane focus),
dart (20), daggers (2), +1 wand of the
war mage, explorer’s pack, hunting trap,
manacles, bag of caltrops (2), drum
crafted from a bear’s skull, component
pouch including a 50 gp diamond, potion
of healing (2), vial of acid (2), traveler’s
clothes, belt pouch.
Dragonborn Character Name Actions
Sorcerer 8 Medium humanoid (silver dragonborn),
Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +3
You are a ferocious wanderer of the Armor Class 15 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 58 (Hit Dice 8d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +5 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 14 (+2) 15 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 2 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 18 (+4) Dart. Ranged Weapon Attack: +5 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+3 proficiency bonus) Hit: 1d4 + 2 piercing damage.
Saving Throws Con +5, Cha +7
Background (Outlander) Skills Arcana +3, Athletics +3, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +7, Survival +4 creature in the area must make a DC
proud member of a noble clan. The clan Tools drum 13 Constitution saving throw, taking
outweighs everything else in your life, 3d6 + 3 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan Bonus Actions
and fresh water for yourself and up to five Flexible Casting. Sorcerer feature
other people each day, provided that the
land offers berries, small game, water, Options
and so forth. Metamagic. Sorcerer feature
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features Spell save DC: 15
the same again. Spell attack modifier: +8
Dragon Ancestor. Whenever you make
Ideal. To dishonor yourself is to +1 Wand of the War Mage. You gain a
a Charisma check when interacting with
dishonor the clan. +1 bonus to spell attack rolls (included in
dragons, your proficiency is doubled if it
Bond. Your clan is the most important the attack modifier) and ignore half cover
applies to the check.
thing in your life, even when they are when making a spell attack.
far from you. Draconic Resilience. As magic flows
through your body, it causes physical Spells Known:
Flaw. It is nature’s way that the strong
traits of your dragon ancestor to emerge. Cantrips (at will): blade ward, mage hand,
survive and the weak perish.
Your hit point maximum increases by ray of frost, shocking grasp, true strike
Dragonborn Traits 1 at 1st level and whenever you gain a 1st level (4 slots): chromatic orb, magic
sorcerer level. missile, shield
Draconic Ancestry (Silver). You have
Additionally, parts of your body are
a cold breath weapon and resistance to 2nd level (3 slots): blur, scorching ray
covered by a thin sheen of dragon-
cold damage. 3rd level (3 slots): dispel magic, haste, fly
like scales. When you aren’t wearing
Breath Weapon (Recharges after You armor, your AC equals 13 + your 4th level (2 slots): ice storm
Finish a Short or Long Rest). You can Dexterity modifier.
use your action to exhale cold energy in Font of Magic (Recharges after You
Elemental Affinity. When you cast a Finish a Long Rest). You have 8 sorcery
a 15-foot cone. Each creature in the area
spell that deals cold damage, add your points, which you can spend on magical
must make a DC Constitution saving
Charisma modifier to that damage. effects (listed under this feature).
throw (DC = 8 + your Con modifier + your
proficiency bonus) taking full damage on Spellcasting. Charisma is your Flexible Casting. You can transform 2
a failed save, and half as much damage spellcasting ability for your sorcerer unexpended sorcery points into one spell
on a successful one. spells. You use your Charisma whenever slot as a bonus action on your turn.
a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot
of the spell’s level or higher. You regain
all expended spell slots when you finish
a long rest.
Sorcerer Features
(cont’d)
Creating Spell Slots
Spell Slot Sorcery
Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
As a bonus action on your turn, you can
expend one spell slot and gain a number
of sorcery points equal to the spell’s level.
Metamagic. You have the following
Metamagic options. You can use only one
Metamagic option on a spell when you
cast it, unless otherwise noted.
Distant Spell: When you cast a spell
that has a range of 5 feet or greater, you
can spend 1 sorcery points to double the
range of the spell.
When you cast a spell that has a range
of touch, you can spend 1 sorcery point to
make the range of the spell 30 feet.
Empowered Spell: When you roll
damage for a spell, you can spend 1
sorcery point to reroll a number of
the damage dice up to your Charisma
modifier (minimum of one). You must use
the new rolls.
You can use Empowered Spell even
if you have already used a different
Metamagic option during the casting
of the spell.

Equipment
Quarterstaff (serves as an arcane focus),
dart (20), daggers (2), +1 wand of the
war mage, explorer’s pack, hunting trap,
manacles, bag of caltrops (2), drum
crafted from a bear’s skull, component
pouch including a 50 gp diamond, potion
of healing (3), vial of acid (2), traveler’s
clothes, belt pouch.
Dragonborn Character Name Actions
Sorcerer 9 Medium humanoid (silver dragonborn),
Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +4
You are a ferocious wanderer of the Armor Class 15 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 65 (Hit Dice 9d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +6 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 14 (+2) 15 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 2 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 18 (+4) Dart. Ranged Weapon Attack: +6 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+4 proficiency bonus) Hit: 1d4 + 2 piercing damage.
Saving Throws Con +6, Cha +8
Background (Outlander) Skills Arcana +4, Athletics +4, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +8, Survival +5 creature in the area must make a DC
proud member of a noble clan. The clan Tools drum 14 Constitution saving throw, taking
outweighs everything else in your life, 3d6 + 4 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan Bonus Actions
and fresh water for yourself and up to five Flexible Casting. Sorcerer feature
other people each day, provided that the
land offers berries, small game, water, Options
and so forth. Metamagic. Sorcerer feature
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features Spell save DC: 16
the same again. Spell attack modifier: +9
Dragon Ancestor. Whenever you make
Ideal. To dishonor yourself is to +1 Wand of the War Mage. You gain a
a Charisma check when interacting with
dishonor the clan. +1 bonus to spell attack rolls (included in
dragons, your proficiency is doubled if it
Bond. Your clan is the most important the attack modifier) and ignore half cover
applies to the check.
thing in your life, even when they are when making a spell attack.
far from you. Draconic Resilience. As magic flows
through your body, it causes physical Spells Known:
Flaw. It is nature’s way that the strong
traits of your dragon ancestor to emerge. Cantrips (at will): blade ward, chill
survive and the weak perish.
Your hit point maximum increases by touch, mage hand, ray of frost, shocking
grasp, true strike
Dragonborn Traits 1 at 1st level and whenever you gain a
sorcerer level. 1st level (4 slots): chromatic orb, magic
Draconic Ancestry (Silver). You have
Additionally, parts of your body are missile, shield
a cold breath weapon and resistance to
covered by a thin sheen of dragon-
cold damage. 2nd level (3 slots): blur, scorching ray
like scales. When you aren’t wearing
Breath Weapon (Recharges after You armor, your AC equals 13 + your 3rd level (3 slots): dispel magic, haste, fly
Finish a Short or Long Rest). You can Dexterity modifier. 4th level (3 slots): ice storm
use your action to exhale cold energy in
Elemental Affinity. When you cast a 5th level (1 slot): cone of cold
a 15-foot cone. Each creature in the area
spell that deals cold damage, add your
must make a DC Constitution saving Font of Magic (Recharges after You
Charisma modifier to that damage.
throw (DC = 8 + your Con modifier + your Finish a Long Rest). You have 9 sorcery
proficiency bonus) taking full damage on Spellcasting. Charisma is your points, which you can spend on magical
a failed save, and half as much damage spellcasting ability for your sorcerer effects (listed under this feature).
on a successful one. spells. You use your Charisma whenever Flexible Casting. You can transform 2
a spell refers to your spellcasting ability. unexpended sorcery points into one spell
To cast a spell, you must expend a slot slot as a bonus action on your turn.
of the spell’s level or higher. You regain
all expended spell slots when you finish
a long rest.
Sorcerer Features
(cont’d)
Creating Spell Slots
Spell Slot Sorcery
Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
As a bonus action on your turn, you can
expend one spell slot and gain a number
of sorcery points equal to the spell’s level.
Metamagic. You have the following
Metamagic options. You can use only one
Metamagic option on a spell when you
cast it, unless otherwise noted.
Distant Spell: When you cast a spell
that has a range of 5 feet or greater, you
can spend 1 sorcery points to double the
range of the spell.
When you cast a spell that has a range
of touch, you can spend 1 sorcery point to
make the range of the spell 30 feet.
Empowered Spell: When you roll
damage for a spell, you can spend 1
sorcery point to reroll a number of
the damage dice up to your Charisma
modifier (minimum of one). You must use
the new rolls.
You can use Empowered Spell even
if you have already used a different
Metamagic option during the casting
of the spell.

Equipment
Quarterstaff (serves as an arcane focus),
dart (20), daggers (2), +1 wand of the
war mage, explorer’s pack, hunting
trap, manacles, bag of caltrops (2), ball
bearings, drum crafted from a bear’s
skull, component pouch including a 50 gp
diamond, potion of healing (3), vial of acid
(2), traveler’s clothes, belt pouch.
Dragonborn Character Name Actions
Sorcerer 10 Medium humanoid (silver dragonborn),
Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +4
You are a ferocious wanderer of the Armor Class 15 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 72 (Hit Dice 10d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +6 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 14 (+2) 15 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 2 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 18 (+4) Dart. Ranged Weapon Attack: +6 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+4 proficiency bonus) Hit: 1d4 + 2 piercing damage.
Saving Throws Con +6, Cha +9
Background (Outlander) Skills Arcana +4, Athletics +4, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +8, Survival +5 creature in the area must make a DC
proud member of a noble clan. The clan Tools drum 14 Constitution saving throw, taking
outweighs everything else in your life, 3d6 + 4 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan Bonus Actions
and fresh water for yourself and up to five Flexible Casting. Sorcerer feature
other people each day, provided that the
land offers berries, small game, water, Options
and so forth. Metamagic. Sorcerer feature
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features Spell save DC: 16
the same again. Spell attack modifier: +9
Dragon Ancestor. Whenever you make
Ideal. To dishonor yourself is to +1 Wand of the War Mage. You gain a
a Charisma check when interacting with
dishonor the clan. +1 bonus to spell attack rolls (included in
dragons, your proficiency is doubled if it
Bond. Your clan is the most important the attack modifier) and ignore half cover
applies to the check.
thing in your life, even when they are when making a spell attack.
far from you. Draconic Resilience. As magic flows
through your body, it causes physical Spells Known:
Flaw. It is nature’s way that the strong
traits of your dragon ancestor to emerge. Cantrips (at will): blade ward, chill
survive and the weak perish.
Your hit point maximum increases by touch, mage hand, ray of frost, shocking
grasp, true strike
Dragonborn Traits 1 at 1st level and whenever you gain a
sorcerer level. 1st level (4 slots): chromatic orb, magic
Draconic Ancestry (Silver). You have
Additionally, parts of your body are missile, shield
a cold breath weapon and resistance to
covered by a thin sheen of dragon-
cold damage. 2nd level (3 slots): blur, scorching ray
like scales. When you aren’t wearing
Breath Weapon (Recharges after You armor, your AC equals 13 + your 3rd level (3 slots): dispel magic, haste, fly
Finish a Short or Long Rest). You can Dexterity modifier. 4th level (3 slots): ice storm, stoneskin
use your action to exhale cold energy in
Elemental Affinity. When you cast a 5th level (2 slots): cone of cold
a 15-foot cone. Each creature in the area
spell that deals cold damage, add your
must make a DC Constitution saving Font of Magic (Recharges after You
Charisma modifier to that damage.
throw (DC = 8 + your Con modifier + your Finish a Long Rest). You have 10 sorcery
proficiency bonus) taking full damage on Spellcasting. Charisma is your points, which you can spend on magical
a failed save, and half as much damage spellcasting ability for your sorcerer effects (listed under this feature).
on a successful one. spells. You use your Charisma whenever Flexible Casting. You can transform 2
a spell refers to your spellcasting ability. unexpended sorcery points into one spell
To cast a spell, you must expend a slot slot as a bonus action on your turn.
of the spell’s level or higher. You regain
all expended spell slots when you finish
a long rest.
Sorcerer Features
(cont’d)
Creating Spell Slots
Spell Slot Sorcery
Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
As a bonus action on your turn, you can
expend one spell slot and gain a number
of sorcery points equal to the spell’s level.
Metamagic. You have the following
Metamagic options. You can use only one
Metamagic option on a spell when you
cast it, unless otherwise noted.
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 spell’s full force.
To do so, you spend 1 sorcery point and
choose a number of those creatures up
to your Charisma modifier (a minimum
of one creature). A chosen creature
automatially succeeds on its saving throw
against the spell.
Distant Spell: When you cast a spell
that has a range of 5 feet or greater, you
can spend 1 sorcery points to double the
range of the spell.
When you cast a spell that has a range
of touch, you can spend 1 sorcery point to
make the range of the spell 30 feet.
Empowered Spell: When you roll
damage for a spell, you can spend 1
sorcery point to reroll a number of
the damage dice up to your Charisma
modifier (minimum of one). You must use
the new rolls.
You can use Empowered Spell even
if you have already used a different
Metamagic option during the casting
of the spell.

Equipment
Quarterstaff (serves as an arcane focus),
dart (20), daggers (2), +1 wand of the
war mage, explorer’s pack, hunting
trap, manacles, bag of caltrops, ball
bearings, drum crafted from a bear’s
skull, component pouch including a 50 gp
diamond, potion of greater healing, vial of
acid (2), traveler’s clothes, belt pouch.

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