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Level 6 Protector Aasimar Sorcerer, Draconic Bloodline 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Michael
Hermit Lawful Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Draconic Resilience (Sorcerer) (13) 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
8
SHIELD
AC
Menacing (Attack). You can attempt to demoralize
N
CIE C
one humanoid you can see within 30 feet of you
-1 Strength that can see and hear you. Make a Charisma
Y
PROFI

-1 (Intimidation) check contested by the target’s


+0 Dexterity
Wisdom (Insight) check. If your check succeeds, the
✘ +5 Constitution ARMOR CLASS target is frightened until the end of your next turn.
DEXTERITY
+1 Intelligence
If your check fails, the target can’t be frightened by
MAXIMUM HIT DICE TEMPORARY you in this way for 1 hour.
10 ✘
+2 Wisdom

+7 Charisma
44 6d6
Font of Magic (Bonus Action). You have 6 Sorcery
CONDITIONAL
Points. You can transform unexpended sorcery
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
+0 > 4th, 7 > 5th) on your turn or you can expend one
spell slot and gain a number of sorcery points equal
CURRENT HIT POINTS to the slot’s level.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Metamagic. You can use only one Metamagic
14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
option on a spell when you cast it, unless otherwise
noted.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Quickened Spell. When you cast a spell that has a
+2 Animal Handling (Wis)
casting time of 1 action, you can spend 2 sorcery
+2 +1 Arcana (Int) Darkvision points to change the casting time to 1 bonus action
Resistances. Necrotic, Radiant for this casting.
-1 Athletics (Str)
Empowered Spell. When you roll damage for a
INTELLIGENCE +4 Deception (Cha) spell, you can spend 1 sorcery point to reroll 4
damage dice. You must use the new rolls. You can
12 ✘
+1 History (Int)
+5 Insight (Wis)
use Empowered Spell even if you have already used
a different Metamagic option during the casting of
the spell.
✘✘ +10 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int) Dragon Ancestor. Whenever you make a Charisma
Celestial Resistance. You have resistance to check when interacting with dragons, your
✘ +5 Medicine (Wis)
necrotic damage and radiant damage. proficiency bonus is doubled if it applies to the
WISDOM +1 Nature (Int) check.
Gold Dragon. The gold dragon as your ancestor.
14 +2 Perception (Wis) Healing Hands (Action—1/Long Rest). You can
touch a creature and cause it to regain 6 hit points.
+4 Performance (Cha) Draconic Resilience. When you aren’t wearing
Light Bearer. You know the light cantrip. armor, your AC equals 13.
+4 Persuasion (Cha)
+2 ✘ +4 Religion (Int)
(Spellcasting: Charisma)
Elemental Affinity. When you cast a spell that deals
Radiant Soul (1/Long Rest). Your transformation fire damage, add 4 to one damage roll of that spell.
+0 Sleight of Hand (Dex)
lasts for 1 minute or until you end it as a bonus At the same time, you can spend 1 sorcery point to
CHARISMA +0 Stealth (Dex) gain fire resistance for 1 hour.
action. During it, you have a flying speed of 30

18 +2 Survival (Wis) feet, and once on each of your turns, you can deal
SKILLS 6 extra radiant damage to one target when you
deal damage to it with an attack or a spell.

+4 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Herbalism kit

Languages. Common, Celestial, Infernal, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Michael
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.

PERSONALITY TRAITS

IDEAL

BOND

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

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Dungeoneer’s Pack 1 10 Spell Scroll, Fireball 1 —
Component Pouch 1 2
Dagger 2 2
Crossbow, Light 1 5
Crossbow Bolt 20 1
Herbalism Kit 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 474 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

32.5 lb / 120 lb 240 lb

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

5x Potion of Healing - (Action) You regain 20 hit points. (Bonus Action) You regain 1d20 hit points.
1x Wild Magic Potion - (Action) Recovers 1d6 Spell Slots of any spell level up to your current maximum of
each level.

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 +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Draconic Bloodline

CANTRIPS Create Bonfire Fire Bolt


Frostbite Mind Sliver Prestidigitation

1ST LEVEL 4 SPELL SLOTS Chaos Bolt Shield


Witch Bolt

2ND LEVEL 3 SPELL SLOTS Crown of Madness Scorching Ray

3RD LEVEL 3 SPELL SLOTS Counterspell

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Aasimar)

1ST LEVEL Absorb Elements (Additional Spell) Burning Hands (Additional Spell)

2ND LEVEL Alter Self (Additional Spell) Dragon’s Breath (Additional Spell)

3RD LEVEL Fireball (Additional Spell) Fly (Additional Spell)


Create Bonfire Fire Bolt Frostbite
Conjuration Cantrip Evocation Cantrip Evocation Cantrip

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


RANGE 60 feet RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a bonfire on ground that you can see within range. Until You hurl a mote of fire at a creature or object within range. Make a You cause numbing frost to form on one creature that you can see
the spells ends, the bonfire fills a 5-foot cube. Any creature in the ranged spell attack against the target. On a hit, the target takes 1d10 within range. The target must make a Constitution saving throw. On a
bonfire’s space when you cast the spell must succeed on a Dexterity fire damage. A flammable object hit by this spell ignites if it isn’t failed save, the target takes 1d6 cold damage, and it has
saving throw or take 1d8 fire damage. A creature must also make the being worn or carried. disadvantage on the next weapon attack roll it makes before the end
saving throw when it enters the bonfire’s space for the first time on a This spell’s damage increases by 1d10 when you reach 5th level of its next turn.
turn or ends its turn there. (2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level
The bonfire ignites flammable objects in its area that aren’t being (2d6), 11th level (3d6), and 17th level (4d6).
worn or carried.
The spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

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

Light Mind Sliver Prestidigitation


Evocation Cantrip Enchantment Cantrip Transmutation Cantrip

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


RANGE Touch RANGE 60 feet RANGE 10 feet
DURATION 1 hour DURATION 1 round DURATION Up to 1 hour
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V COMPONENTS V, S

You touch one object that is no larger than 10 feet in any dimension. You drive a disorienting spike of psychic energy into the mind of one This spell is a minor magical trick that novice spellcasters use for
Until the spell ends, the object sheds bright light in a 20-foot radius creature you can see within range. The target must make an practice. You create one of the following magical effects within
and dim light for an additional 20 feet. The light can be colored as Intelligence saving throw. Unless the saving throw is successful, the range:
you like. Completely covering the object with something opaque target takes 1d6 psychic damage, and the first time it makes a saving • You create an instantaneous, harmless sensory effect, such as a
blocks the light. The spell ends if you cast it again or dismiss it as an throw before the end of your next turn, it must roll a d4 and subtract shower of sparks, a puff of wind, faint musical notes, or an odd odor.
action. the number rolled from the save. • You instantaneously light or snuff out a candle, a torch, or a
If you target an object held or worn by a hostile creature, that This spell’s damage increases by 1d6 when you reach certain levels: small campfire.
creature must succeed on a Dexterity saving throw to avoid the spell. 5th level (2d6), 11th level (3d6), and 17th level (4d6). • You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• 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.

Light Bearer (Aasimar) Player’s Handbook Spellcasting (Sorcerer) UA: Sorcerer and Warlock Spellcasting (Sorcerer) Player’s Handbook

Absorb Elements Burning Hands Chaos Bolt


1st-level abjuration 1st-level evocation 1st-level evocation

CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Self (15-foot cone) RANGE 120 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S

The spell captures some of the incoming energy, lessening its effect As you hold your hands with thumbs touching and fingers spread, a You hurl an undulating, warbling mass of chaotic energy at one
on you and storing it for your next melee attack. You have resistance thin sheet of flames shoots forth from your outstretched fingertips. creature in range. Make a ranged spell attack against the target. On a
to the triggering damage type until the start of your next turn. Also, Each creature in a 15-foot cone must make a Dexterity saving throw. hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The
the first time you hit with a melee attack on your next turn, the A creature takes 3d6 fire damage on a failed save, or half as much number rolled on that die determines the attack’s damage type, as
target takes an extra 1d6 damage of the triggering type, and the spell damage on a successful one. The fire ignites any flammable objects in shown below.
ends. the area that aren’t being worn or carried. d8 Damage Type
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd 1 Acid
level or higher, the extra damage increases by 1d6 for each slot level level or higher, the damage increases by 1d6 for each slot level above 2 Cold
above 1st. 1st. 3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on both d8s, the chaotic energy leaps
from the target to a different creature of your choice within 30 feet
of it. Make a new attack roll against the new target, and make a new
damage roll, which could cause the chaotic energy to leap again. A
creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, each target takes 1d6 extra damage of the type rolled
for each slot level above 1st.

Additional Spell Xanathar’s Guide to Everything Additional Spell Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything
Shield Witch Bolt Alter Self
1st-level abjuration 1st-level evocation 2nd-level transmutation

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


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

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 You assume a different form. When you cast the spell, choose one of the
missile spell An invisible barrier of magical force appears and protects range, forming a sustained arc of lightning between you and the following options, the effects of which last for the duration of the spell.
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 While the spell lasts, you can end one option as an action to gain 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 benefits of a different one.
magic missile. duration, you can use your action to deal 1d12 lightning damage to Aquatic Adaptation. You adapt your body to an aquatic environment,
the target automatically. The spell ends if you use your action to do sprouting gills, and growing webbing between your fingers. You can
anything else. The spell also ends if the target is ever outside the breathe underwater and gain a swimming speed equal to your walking
speed.
spell’s range or if it has total cover from you. Change Appearance. You transform your appearance. You decide what
At Higher Levels. When you cast this spell using a spell slot of 2nd you look like, including your height, weight, facial features, sound of your
level or higher, the initial damage increases by 1d12 for each slot voice, hair length, coloration, and distinguishing characteristics, if any.
level above 1st. 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.

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

Crown of Madness Dragon’s Breath Scorching Ray


2nd-level enchantment 2nd-level transmutation 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 120 feet RANGE Touch RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a hot pepper) COMPONENTS V, S

One humanoid of your choice that you can see within range must You touch one willing creature and imbue it with the power to spew You create three rays of fire and hurl them at targets within range.
succeed on a Wisdom saving throw or become charmed by you for magical energy from its mouth, provided it has one. Choose acid, You can hurl them at one target or several. Make a ranged spell
the duration. While the target is charmed in this way, a twisted cold, fire, lightning, or poison. Until the spell ends, the creature can attack for each ray. On a hit, the target takes 2d6 fire damage.
crown of jagged iron appears on its head, and a madness glows in its use an action to exhale energy of the chosen type in a 15-foot cone. At Higher Levels. When you cast this spell using a spell slot of 3rd
eyes. The charmed target must use its action before moving on each Each creature in that area must make a Dexterity saving throw, taking level or higher, you create one additional ray for each slot level above
of its turns to make a melee attack against a creature other than 3d6 damage of the chosen type on a failed save, or half as much 2nd.
itself that you mentally choose. The target can act normally on its damage on a successful one.
turn if you choose no creature or if none are within its reach. On your At Higher Levels. When you cast this spell using a spell slot of 3rd
subsequent turns, you must use your action to maintain control over level or higher, the damage increases by 1d6 for each slot level above
the target, or the spell ends. Also, the target can make a Wisdom 2nd.
saving throw at the end of each of its turns. On a success, the spell
ends.

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

Counterspell Fireball Fly


3rd-level abjuration 3rd-level evocation 3rd-level transmutation

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


RANGE 60 feet RANGE 150 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS S COMPONENTS V, S, M (a tiny ball of bat guano and sulfur) COMPONENTS V, S, M (a wing feather from any bird)

Reaction: When you see a creature within 60 feet of you casting a A bright streak flashes from your pointing finger to a point you You touch a willing creature. The target gains a flying speed of 60 feet
spell You attempt to interrupt a creature in the process of casting a choose within range and then blossoms with a low roar into an for the duration. When the spell ends, the target falls if it is still aloft,
spell. If the creature is casting a spell of 3rd level or lower, its spell explosion of flame. Each creature in a 20-foot-radius sphere centered unless it can stop the fall.
fails and has no effect. If it is casting a spell of 4th level or higher, on that point must make a Dexterity saving throw. A target takes 8d6 At Higher Levels. When you cast this spell using a spell slot of 4th
make an ability check using your spellcasting ability. The DC equals fire damage on a failed save, or half as much damage on a successful level or higher, you can target one additional creature for each slot
10+ the spell’s level. On a success, the creature’s spell fails and has one. level above 3rd.
no effect. The fire spreads around corners. It ignites flammable objects in the
At Higher Levels. When you cast this spell using a spell slot of 4th area that aren’t being worn or carried.
level or higher, the interrupted spell has no effect if its level is less At Higher Levels. When you cast this spell using a spell slot of 4th
than or equal to the level of the spell slot you used. level or higher, the damage increases by 1d6 for each slot level above
3rd.

Spellcasting (Sorcerer) Player’s Handbook Additional Spell Player’s Handbook Additional Spell Player’s Handbook
Dungeoneer’s Pack Component Pouch Herbalism Kit
Equipment Packs Adventuring Gear Tools

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 A component pouch is a small, watertight leather belt Proficiency with an herbalism kit allows you to identify plants
torches, a tinderbox, 10 days of rations, and a waterskin. pouch that has compartments to hold all the material and safely collect their useful elements.
The pack also has 50 feet of hempen rope strapped to the components and other special items you need to cast your Components. An herbalism kit includes pouches to store
side of it. spells, except for those components that have a specific herbs, clippers and leather gloves for collecting plants, a mortar
cost (as indicated in a spell's description). and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

10 lbs. Player’s Handbook 2 lb. Player’s Handbook 3 lbs. Player’s Handbook

Spell Scroll, Fireball


Spell Scrolls

A spell scroll bears the words of a single spell, written in a


mystical cipher. If the spell is on your class’s spell list, you
can use an action to read the scroll and cast its spell
without having to provide any of the spell’s components.
Otherwise, the scroll is unintelligible.
If the spell is on your class’s spell list but of a higher level
than you can normally cast, you must make an ability check
using your spellcasting ability to determine whether you
cast it successfully. The DC equals 10 + the spell’s level. On
a failed check, the spell disappears from the scroll with no
other effect.
Once the spell is cast, the words on the scroll fade, and
the scroll itself crumbles to dust.
The level of the spell on the scroll determines the spell’s
saving throw DC (15) and attack bonus (+7), as well as the
scroll’s rarity (Uncommon).

Player’s Handbook

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