You are on page 1of 7

Level 4 Dragonborn Sorcerer, Draconic Bloodline 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Rhaegal
Hermit Chaotic Neutral Tiamat Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Font of Magic (Bonus Action). You have 4 Sorcery


STRENGTH Draconic Resilience (Sorcerer) (15) 15 Points. You can transform unexpended sorcery
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
PROFICIENCY BONUS +2
10
SHIELD
AC > 4th, 7 > 5th) on your turn or you can expend one
spell slot and gain a number of sorcery points equal
N
CIE C
to the slot’s level.
+0 Strength
Y
PROFI

+0 Metamagic. You can use only one Metamagic


+2 Dexterity
option on a spell when you cast it, unless otherwise
✘ +4 Constitution ARMOR CLASS noted.
DEXTERITY
+0 Intelligence
Quickened Spell. When you cast a spell that has a
MAXIMUM HIT DICE TEMPORARY casting time of 1 action, you can spend 2 sorcery
14 ✘
+0 Wisdom

+6 Charisma
30 4d6 points to change the casting time to 1 bonus action
for this casting.
CONDITIONAL
Twinned Spell. When you cast a spell that targets
only one creature and doesn’t have a range of self,
+2 you can spend a number of sorcery points equal to
the spell’s level to target a second creature in range
CURRENT HIT POINTS with the same spell (1 sorcery point if the spell is a
CONSTITUTION DEATH SAVING THROWS
cantrip).
SAVING THROWS

14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Dragon Ancestor. Whenever you make a Charisma
check when interacting with dragons, your
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION proficiency bonus is doubled if it applies to the


+0 Animal Handling (Wis)
check.
+2 ✘ +2 Arcana (Int) Green Dragon. The green dragon as your
Resistances. Poison ancestor.
+0 Athletics (Str)
INTELLIGENCE +4 Deception (Cha) Draconic Resilience. When you aren’t wearing
armor, your AC equals 15.
10 ✘
+0 History (Int)
+2 Insight (Wis)
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
✘ +2 Medicine (Wis) Draconic Ancestry.
WISDOM
Green. Your draconic ancestry is green. Your
+0 Nature (Int) damage type is poison. Your breath weapon is 15

10 +0 Perception (Wis) ft. cone (con. save).


+4 Performance (Cha) Breath Weapon (Action—1/Short Rest). Exhale
+4 Persuasion (Cha) destructive energy. Your breath weapon does 2d6
+0 ✘ +2 Religion (Int)
poison damage in a 15 ft. cone (con. save) DC 12

+2 Sleight of Hand (Dex) Damage Resistance. You have resistance to


CHARISMA poison.
+2 Stealth (Dex)

18 +0 Survival (Wis)
SKILLS

+4 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Herbalism kit

Languages. Common, Draconic, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 26 1,97 95 kg
GENDER AGE HEIGHT WEIGHT
Rhaegal Green Green Scales Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
I am utterly serene, even in the face of disaster.
I connect everything that happens to me to a grand,
cosmic plan.

PERSONALITY TRAITS

Live and Let Live. Meddling in the affairs of others


only causes trouble. (Neutral)

IDEAL

I’m still seeking the enlightenment I pursued in my


seclusion, and it still eludes me.

BOND

I am dogmatic in my thoughts and philosophy.

FLAW BACKGROUND STORY

Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
BACKGROUND FEATURE

A glass eye

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10
[Dagger] 1 1
Amulet 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

12 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Draconic Bloodline

CANTRIPS Chill Touch Fire Bolt


Mage Hand Ray of Frost Thunderclap

1ST LEVEL 4 SPELL SLOTS Magic Missile Shield


Witch Bolt

2ND LEVEL 3 SPELL SLOTS Misty Step Web


Chill Touch Fire Bolt Mage Hand
Necromancy Cantrip Evocation Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 120 feet RANGE 30 feet
DURATION 1 round DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a ghostly, skeletal hand in the space of a creature within You hurl a mote of fire at a creature or object within range. Make a A spectral, floating hand appears at a point you choose within range.
range. Make a ranged spell attack against the creature to assail it ranged spell attack against the target. On a hit, the target takes 1d10 The hand lasts for the duration or until you dismiss it as an action.
with the chill of the grave. On a hit, the target takes 1d8 necrotic fire damage. A flammable object hit by this spell ignites if it isn’t The hand vanishes if it is ever more than 30 feet away from you or if
damage, and it can’t regain hit points until the start of your next turn. being worn or carried. you cast this spell again.
Until then, the hand clings to the target. If you hit an undead target, This spell’s damage increases by 1d10 when you reach 5th level You can use your action to control the hand. You can use the hand
it also has disadvantage on attack rolls against you until the end of (2d10), 11th level (3d10), and 17th level (4d10). to manipulate an object, open an unlocked door or container, stow or
your next turn. This spell’s damage increases by 1d8 when you reach retrieve an item from an open container, or pour the contents out of
5th level (2d8), 11th level (3d8), and 17th level (4d8). a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Ray of Frost Thunderclap Magic Missile


Evocation Cantrip Evocation Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 5 feet RANGE 120 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS V, S

A frigid beam of blue-white light streaks toward a creature within You create a burst of thunderous sound, which can be heard 100 feet You create three glowing darts of magical force. Each dart hits a
range. Make a ranged spell attack against the target. On a hit, it takes away. Each creature other than you within range, other than you, creature of your choice that you can see within range. A dart deals
1d8 cold damage, and its speed is reduced by 10 feet until the start of must succeed on a Constitution saving throw or take 1d6 thunder 1d4 + 1 force damage to its target. The darts all strike simultaneously,
your next turn. The spell’s damage increases by 1d8 when you reach damage. and you can direct them to hit one creature or several.
5th level (2d8), 11th level (3d8), and 17th level (4d8). The spell’s damage increases by 1d6 when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
(2d6), 11th level (3d6), and 17th level (4d6). level or higher, the spell creates one more dart for each slot level
above 1st.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook

Shield Witch Bolt Misty Step


1st-level abjuration 1st-level evocation 2nd-level conjuration

CASTING TIME 1 reaction CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE 30 feet RANGE Self
DURATION 1 round DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a twig from a tree that has been struck by lightning) COMPONENTS V

Reaction trigger: You are hit by an attack or targeted by the magic A beam of crackling, blue energy lances out toward a creature within Briefly surrounded by silvery mist, you teleport up to 30 feet to an
missile spell An invisible barrier of magical force appears and protects range, forming a sustained arc of lightning between you and the unoccupied space that you can see.
you. Until the start of your next turn, you have a +5 bonus to AC, target. Make a ranged spell attack against that creature. On a hit, the
including against the triggering attack, and you take no damage from target takes 1d12 lightning damage, and on each of your turns for the
magic missile. duration, you can use your action to deal 1d12 lightning damage to
the target automatically. The spell ends if you use your action to do
anything else. The spell also ends if the target is ever outside the
spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial damage increases by 1d12 for each slot
level above 1st.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Web
2nd-level conjuration

CASTING TIME 1 action


RANGE 60 feet
DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a bit of spiderweb)

You conjure a mass of thick, sticky webbing at a point of your choice


within range. The webs fill a 20-foot cube from that point for the
duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as
walls or trees) or layered across a floor, wall, or ceiling, the conjured
web collapses on itself, and the spell ends at the start of your next
turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them
during its turn must make a Dexterity saving throw. On a failed save,
the creature is restrained as long as it remains in the webs or until it
breaks free.
A creature restrained by the webs can use its actions to make a
Strength check against your spell save DC. If it succeeds, it is no
longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire
burns away in 1 round, dealing 2d4 fire damage to any creature that
starts its turn in the fire.

Spellcasting (Sorcerer) Player’s Handbook


Explorer’s Pack Dagger Amulet
Equipment Packs Weapons Spellcasting Focus

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 A holy symbol is a representation of a god or pantheon. It
torches, 10 days of rations, and a waterskin. The pack also might be an amulet depicting a symbol representing a
has 50 feet of hempen rope strapped to the side of it. deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

10 lbs. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

You might also like