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Level 3 Human Sorcerer, Storm Sorcery 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bran Brightwood
Sailor Chaotic Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Keen Mind. You always know which way is


STRENGTH Unarmored (11) 11 north.You always know the number of hours left
before the next sunrise or sunset.You can accurately
PROFICIENCY BONUS +2
8
SHIELD
AC recall anything you have seen or heard within the
past month.
N
CIE C

-1 Strength Font of Magic (Bonus Action). You have 3 Sorcery


Y
PROFI

-1 Points. You can transform unexpended sorcery


+1 Dexterity
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
✘ +2 Constitution ARMOR CLASS > 4th, 7 > 5th) on your turn or you can expend one
DEXTERITY
+2 Intelligence
spell slot and gain a number of sorcery points equal
MAXIMUM HIT DICE TEMPORARY to the slot’s level.
12 ✘
+1 Wisdom

+6 Charisma
14 3d6
Metamagic. You can use only one Metamagic
CONDITIONAL
option on a spell when you cast it, unless otherwise
noted.
+1 Careful Spell. When you cast a spell that forces
other creatures to make a saving throw, you can
CURRENT HIT POINTS protect some of those creatures from the spell’s full
CONSTITUTION DEATH SAVING THROWS
force. To do so, you spend 1 sorcery point and
SAVING THROWS
choose up to 4 of those creatures. A chosen
10 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature automatically succeeds on its saving throw
against the spell.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Twinned Spell. When you cast a spell that targets
+1 Animal Handling (Wis)
only one creature and doesn’t have a range of self,
+0 ✘ +4 Arcana (Int) you can spend a number of sorcery points equal to
the spell’s level to target a second creature in range
✘ +1 Athletics (Str)
with the same spell (1 sorcery point if the spell is a
INTELLIGENCE +4 Deception (Cha) cantrip).

14 ✘
+2 History (Int)
+3 Insight (Wis)
Tempestuous Magic (Bonus Action). On your turn,
immediately before or after you cast a spell of 1st
level or higher, fly up to 10 feet without provoking
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS opportunity attacks.
+2 +2 Investigation (Int)
+1 Medicine (Wis)
WISDOM +2 Nature (Int)

12 ✘ +3 Perception (Wis)
+4 Performance (Cha)
✘ +6 Persuasion (Cha)
+1 +2 Religion (Int)
+1 Sleight of Hand (Dex)
CHARISMA +1 Stealth (Dex)

18 +1 Survival (Wis)
SKILLS

+4 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +3 vs AC 1d4+1 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Navigator’s tools, Vehicles water

Languages. Common, Halfling, Primordial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 35 6'1" 190 lb.
GENDER AGE HEIGHT WEIGHT
Bran Brightwood Hazel Fair Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.
I work hard so that I can play hard when the work is
done. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
My friends know they can rely on me, no matter ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
what.
and presumed lost with all hands?

What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?

People. I’m committed to my crewmates, not to


ideals. (Neutral)

IDEAL

In a harbor town, I have a paramour whose eyes


nearly stole me from the sea.

BOND

My pride will probably lead to my destruction.

FLAW BACKGROUND STORY

Ship’s Passage
When you need to, you can secure free passage on a
sailing ship for yourself and your adventuring
companions. You might sail on the ship you served
on, or another ship you have good relations with
(perhaps one captained by a former crewmate).
Because you’re calling in a favor, you can’t be certain
of a schedule or route that will meet your every
need. Your Dungeon Master will determine how long
it takes to get where you need to go. In return for
your free passage, you and your companions are
expected to assist the crew during the voyage.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Dagger] 1 1
Amulet 1 1
Dungeoneer’s Pack 1 10
Rope, Silk (50 feet) 1 5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

17.2 lb / 120 lb 240 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, Storm Sorcery

CANTRIPS Fire Bolt Mage Hand


Minor Illusion Prestidigitation

1ST LEVEL 4 SPELL SLOTS Burning Hands Catapult


Magic Missile

2ND LEVEL 2 SPELL SLOTS Alter Self


Fire Bolt Mage Hand Minor Illusion
Evocation Cantrip Conjuration Cantrip Illusion Cantrip

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


RANGE 120 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS S, M (a bit of fleece)

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. You create a sound or an image of an object within range that lasts
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. for the duration. The illusion also ends if you dismiss it as an action or
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 cast this spell again. If you create a sound, its volume can range from
being worn or carried. you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a
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 lion’s roar, a beating of drums, or any other sound you choose. The
(2d10), 11th level (3d10), and 17th level (4d10). to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make
retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create
a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small
hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t
pounds. create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

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

Prestidigitation Burning Hands Catapult


Transmutation Cantrip 1st-level evocation 1st-level transmutation

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


RANGE 10 feet RANGE Self (15-foot cone) RANGE 60 feet
DURATION Up to 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS S

This spell is a minor magical trick that novice spellcasters use for As you hold your hands with thumbs touching and fingers spread, a Choose one object weighing 1 to 5 pounds within range that isn’t
practice. You create one of the following magical effects within thin sheet of flames shoots forth from your outstretched fingertips. being worn or carried. The object flies in a straight line up to 90 feet
range: Each creature in a 15-foot cone must make a Dexterity saving throw. in a direction you choose before falling to the ground, stopping early
• You create an instantaneous, harmless sensory effect, such as a A creature takes 3d6 fire damage on a failed save, or half as much if it impacts against a solid surface. If the object would strike a
shower of sparks, a puff of wind, faint musical notes, or an odd odor. damage on a successful one. The fire ignites any flammable objects in creature, that creature must make a Dexterity saving throw. On a
• You instantaneously light or snuff out a candle, a torch, or a the area that aren’t being worn or carried. failed save, the object strikes the target and stops moving. When the
small campfire. At Higher Levels. When you cast this spell using a spell slot of 2nd object strikes something, the object and what it strikes each take 3d8
• You instantaneously clean or soil an object no larger than 1 cubic level or higher, the damage increases by 1d6 for each slot level above bludgeoning damage.
foot. 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
• You chill, warm, or flavor up to 1 cubic foot of nonliving material level or higher, the maximum weight of objects that you can target
for 1 hour. with this spell increases by 5 pounds, and the damage increases by
• You make a color, a small mark, or a symbol appear on an object 1d8, for each slot level above 1st.
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) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything

Magic Missile Alter Self


1st-level evocation 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S

You create three glowing darts of magical force. Each dart hits a You assume a different form. When you cast the spell, choose one of the
creature of your choice that you can see within range. A dart deals following options, the effects of which last for the duration of the spell.
1d4 + 1 force damage to its target. The darts all strike simultaneously, While the spell lasts, you can end one option as an action to gain the
and you can direct them to hit one creature or several. benefits of a different one.
At Higher Levels. When you cast this spell using a spell slot of 2nd Aquatic Adaptation. You adapt your body to an aquatic environment,
level or higher, the spell creates one more dart for each slot level sprouting gills, and growing webbing between your fingers. You can
above 1st. breathe underwater and gain a swimming speed equal to your walking
speed.
Change Appearance. You transform your appearance. You decide what
you look like, including your height, weight, facial features, sound of your
voice, hair length, coloration, and distinguishing characteristics, if any.
You can make yourself appear as a member of another race, though none
of your statistics change. You also don’t appear as a creature of a
different size than you, and your basic shape stays the same; if you’re
bipedal, you can’t use this spell to become quadrupedal, for instance. At
any time for the duration of the spell, you can use your action to change
your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different
natural weapon of your choice. Your unarmed strikes deal 1d6
bludgeoning, piercing, or slashing damage, as appropriate to the natural
weapon you chose, and you are proficient with your unarmed strikes.
Finally, the natural weapon is magic and you have a +1 bonus to the
attack and damage rolls you make using it.

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Dagger Amulet Dungeoneer’s Pack
Weapons Spellcasting Focus Equipment Packs

A holy symbol is a representation of a god or pantheon. It Includes a backpack, a crowbar, a hammer, 10 pitons, 10
might be an amulet depicting a symbol representing a torches, a tinderbox, 10 days of rations, and a waterskin.
deity, the same symbol carefully engraved or inlaid as an The pack also has 50 feet of hempen rope strapped to the
emblem on a shield, or a tiny box holding a fragment of a side of it.
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.

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

Rope, Silk (50 feet)


Adventuring Gear

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

5 lb. Player’s Handbook

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