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Level 8 Protector Aasimar Sorcerer, Draconic Bloodline 34000

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
58 8d6
Draconic Healing (Action—1/Long Rest). You can
cast cure wounds without expending a spell slot.
58
CONDITIONAL
You can also cast this spell using spell slots you
+0 have. The spell’s spellcasting ability is Charisma
when you cast it with this feat.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Protective Wings (Reaction—3/Long Rest). When
SAVING THROWS
you or another creature you can see within 5 feet of
14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
you is hit by an attack roll, you can manifest spectral
wings from your back for a moment. You grant a
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION bonus of 3 to the target’s AC against that attack roll,
+2 Animal Handling (Wis)
potentially causing it to miss.
+2 +1 Arcana (Int) Darkvision
Resistances. Necrotic, Radiant Font of Magic (Bonus Action). You have 8 Sorcery
-1 Athletics (Str)
Points. You can transform unexpended sorcery
INTELLIGENCE +4 Deception (Cha) points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
> 4th, 7 > 5th) on your turn or you can expend one
12 ✘
+1 History (Int)
+5 Insight (Wis)
spell slot and gain a number of sorcery points equal
to the slot’s level.
✘✘ +10 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Metamagic. You can use only one Metamagic
+1 +1 Investigation (Int) option on a spell when you cast it, unless otherwise
Celestial Resistance. You have resistance to noted.
✘ +5 Medicine (Wis)
necrotic damage and radiant damage. Quickened Spell. When you cast a spell that has a
WISDOM +1 Nature (Int) casting time of 1 action, you can spend 2 sorcery
points to change the casting time to 1 bonus action
14 +2 Perception (Wis) Healing Hands (Action—1/Long Rest). You can
touch a creature and cause it to regain 8 hit points. for this casting.
+4 Performance (Cha) Twinned Spell. When you cast a spell that targets
Light Bearer. You know the light cantrip. only one creature and doesn’t have a range of self,
+4 Persuasion (Cha)
+2 (Spellcasting: Charisma) you can spend a number of sorcery points equal to
✘ +4 Religion (Int) the spell’s level to target a second creature in range
Radiant Soul (1/Long Rest). Your transformation with the same spell (1 sorcery point if the spell is a
+0 Sleight of Hand (Dex)
lasts for 1 minute or until you end it as a bonus cantrip).
CHARISMA +0 Stealth (Dex) action. During it, you have a flying speed of 30
Dragon Ancestor. Whenever you make a Charisma
18 +2 Survival (Wis) feet, and once on each of your turns, you can deal
8 extra radiant damage to one target when you check when interacting with dragons, your
SKILLS proficiency bonus is doubled if it applies to the
deal damage to it with an attack or a spell.
check.
+4 12 PASSIVE PERCEPTION Gold Dragon. The gold dragon as your ancestor.

Draconic Resilience. When you aren’t wearing


ADVANTAGE
armor, your AC equals 13.

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS


Elemental Affinity. When you cast a spell that deals
fire damage, add 4 to one damage roll of that spell.
At the same time, you can spend 1 sorcery point to
NAME RANGE ATTACK DAMAGE / TYPE gain fire resistance for 1 hour.

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 21 181cm 76kg
GENDER AGE HEIGHT WEIGHT
Michael Golden Long Black
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 Hat of Disguise. While wearing this hat, you can use an
Dungeoneer’s Pack 1 10 Deck of Illusions 1 — action to cast the disguise self spell from it at will. The
Component Pouch 1 2 [Hat of Disguise] 1 — spell ends if the hat is removed.
Dagger 1 1 [Cloak of Elvenkind] 1 —
Crossbow, Light 1 5 [Amulet of Proof Against Detection and Location] 1 — Cloak of Elvenkind. While you wear this cloak with its
Herbalism Kit 1 3 Potion of Speed 1 .5 hood up, Wisdom (Perception) checks made to see you
Potion of Gaseous Form 1 .5 have disadvantage, and you have advantage on Dexterity
Potion of Invisibility 1 .5 (Stealth) checks made to hide, as the cloak's color shifts
Potion of Greater Healing 2 1 to camouflage you. Pulling the hood up or down requires
an action.

Amulet of Proof Against Detection and Location. While


wearing this amulet, you are hidden from divination
magic. You can't be targeted by such magic or perceived
through magical scrying sensors.

ATTUNED MAGIC ITEMS 3 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 524 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

34 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 +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 Minor Illusion

1ST LEVEL 4 SPELL SLOTS Absorb Elements Burning Hands


Chaos Bolt Shield

2ND LEVEL 3 SPELL SLOTS Alter Self Dragon’s Breath


Misty Step Scorching Ray Vortex Warp

3RD LEVEL 3 SPELL SLOTS Counterspell Fireball


Fly Haste

4TH LEVEL 2 SPELL SLOTS Banishment Polymorph


Sickening Radiance Wall of Fire

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Aasimar)

1ST LEVEL Cure Wounds (Draconic Healing)


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 Minor Illusion


Evocation Cantrip Enchantment Cantrip Illusion Cantrip

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


RANGE Touch RANGE 60 feet RANGE 30 feet
DURATION 1 hour DURATION 1 round DURATION 1 minute
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V COMPONENTS S, M (a bit of fleece)

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 You create a sound or an image of an object within range that lasts
Until the spell ends, the object sheds bright light in a 20-foot radius creature you can see within range. The target must succeed on an for the duration. The illusion also ends if you dismiss it as an action or
and dim light for an additional 20 feet. The light can be colored as Intelligence saving throw or take 1d6 psychic damage and subtract cast this spell again.
you like. Completely covering the object with something opaque 1d4 from the next saving throw it makes before the end of your next If you create a sound, its volume can range from a whisper to a
blocks the light. The spell ends if you cast it again or dismiss it as an turn. scream. It can be your voice, someone else’s voice, a lion’s roar, a
action. This spell’s damage increases by 1d6 when you reach certain levels: beating of drums, or any other sound you choose. The sound
If you target an object held or worn by a hostile creature, that 5th level (2d6), 11th level (3d6), and 17th level (4d6). continues unabated throughout the duration, or you can make
creature must succeed on a Dexterity saving throw to avoid the spell. discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy
footprints, or a small chest—it must be no larger than a 5-foot cube.
The image can’t 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.

Light Bearer (Aasimar) Player’s Handbook Spellcasting (Sorcerer) Tasha’s Cauldron of Everything 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. shown below.
ends. The fire ignites any flammable objects in the area that aren’t being d8 Damage Type
At Higher Levels. When you cast this spell using a spell slot of 2nd worn or carried. 1 Acid
level or higher, the extra damage increases by 1d6 for each slot level At Higher Levels. When you cast this spell using a spell slot of 2nd 2 Cold
above 1st. level or higher, the damage increases by 1d6 for each slot level above 3 Fire
1st. 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 Sorcerer Spell Xanathar’s Guide to Everything Additional Sorcerer Spell Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything
Cure Wounds Shield Alter Self
1st-level evocation 1st-level abjuration 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted CASTING TIME 1 action
by the magic missile spell
RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION 1 round DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A creature you touch regains a number of hit points equal to 1d8 + An invisible barrier of magical force appears and protects you. Until You assume a different form. When you cast the spell, choose one of the
your spellcasting ability modifier. This spell has no effect on undead the start of your next turn, you have a +5 bonus to AC, including following options, the effects of which last for the duration of the spell.
or constructs. against the triggering attack, and you take no damage from magic While the spell lasts, you can end one option as an action to gain the
At Higher Levels. When you cast this spell using a spell slot of 2nd missile. benefits of a different one.
level or higher, the healing increases by 1d8 for each slot level above Aquatic Adaptation. You adapt your body to an aquatic environment,
1st. sprouting gills, and growing webbing between your fingers. You can
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.

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

Dragon’s Breath Misty Step Scorching Ray


2nd-level transmutation 2nd-level conjuration 2nd-level evocation

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

You touch one willing creature and imbue it with the power to spew Briefly surrounded by silvery mist, you teleport up to 30 feet to an You create three rays of fire and hurl them at targets within range.
magical energy from its mouth, provided it has one. Choose acid, unoccupied space that you can see. You can hurl them at one target or several.
cold, fire, lightning, or poison. Until the spell ends, the creature can Make a ranged spell attack for each ray. On a hit, the target takes
use an action to exhale energy of the chosen type in a 15-foot cone. 2d6 fire damage.
Each creature in that area must make a Dexterity saving throw, taking At Higher Levels. When you cast this spell using a spell slot of 3rd
3d6 damage of the chosen type on a failed save, or half as much level or higher, you create one additional ray for each slot level above
damage on a successful one. 2nd.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d6 for each slot level above
2nd.

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

Vortex Warp Counterspell Fireball


2nd-level conjuration 3rd-level abjuration 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you see a creature within 60 feet of CASTING TIME 1 action
you casting a spell
RANGE 90 feet RANGE 60 feet RANGE 150 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS V, S, M (a tiny ball of bat guano and sulfur)

You magically twist space around another creature you can see You attempt to interrupt a creature in the process of casting a spell. If A bright streak flashes from your pointing finger to a point you
within range. The target must succeed on a Constitution saving throw the creature is casting a spell of 3rd level or lower, its spell fails and choose within range and then blossoms with a low roar into an
(the target can choose to fail), or the target is teleported to an has no effect. If it is casting a spell of 4th level or higher, make an explosion of flame. Each creature in a 20-foot-radius sphere centered
unoccupied space of your choice that you can see within range. The ability check using your spellcasting ability. The DC equals 10 + the on that point must make a Dexterity saving throw. A target takes 8d6
chosen space must be on a surface or in a liquid that can support the spell's level. On a success, the creature's spell fails and has no effect. fire damage on a failed save, or half as much damage on a successful
target without the target having to squeeze. At Higher Levels. When you cast this spell using a spell slot of 4th one.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the interrupted spell has no effect if its level is less The fire spreads around corners. It ignites flammable objects in the
level or higher, the range of the spell increases by 30 feet for each than or equal to the level of the spell slot you used. area that aren’t being worn or carried.
slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d6 for each slot level above
3rd.

Spellcasting (Sorcerer) Strixhaven: A Curriculum Of Chaos Spellcasting (Sorcerer) Player’s Handbook Additional Sorcerer Spell Player’s Handbook
Fly Haste Banishment
3rd-level transmutation 3rd-level transmutation 4th-level abjuration

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


RANGE Touch RANGE 30 feet RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a wing feather from any bird) COMPONENTS V, S, M (a shaving of licorice root) COMPONENTS V, S, M (an item distasteful to the target)

You touch a willing creature. The target gains a flying speed of 60 feet Choose a willing creature that you can see within range. Until the You attempt to send one creature that you can see within range to
for the duration. When the spell ends, the target falls if it is still aloft, spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it another place of existence. The target must succeed on a Charisma
unless it can stop the fall. has advantage on Dexterity saving throws, and it gains an additional saving throw or be banished.
At Higher Levels. When you cast this spell using a spell slot of 4th action on each of its turns. That action can be used only to take the If the target is native to the plane of existence you’re on, you
level or higher, you can target one additional creature for each slot Attack (one weapon attack only), Dash, Disengage, Hide, or Use an banish the target to a harmless demiplane. While there, the target is
level above 3rd. Object action. incapacitated. The target remains there until the spell ends, at which
When the spell ends, the target can’t move or take actions until point the target reappears in the space it left or in the nearest
after its next turn, as a wave of lethargy sweeps over it. unoccupied space if that space is occupied.
If the target is native to a different plane of existence that the one
you’re on, the target is banished with a faint popping noise, returning
to its home plane. If the spell ends before 1 minute has passed, the
target reappears in the space it left or in the nearest unoccupied
space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, you can target one additional creature for each slot
level above 4th.

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

Polymorph Sickening Radiance Wall of Fire


4th-level transmutation 4th-level evocation 4th-level evocation

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


RANGE 60 feet RANGE 120 feet RANGE 120 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a caterpillar cocoon) COMPONENTS V, S COMPONENTS V, S, M (a small piece of phosphorus)

This spell transforms a creature that you can see within range into a Dim, greenish light spreads within a 30-foot-radius sphere centered You create a wall of fire on a solid surface within range. You can
new form. An unwilling creature must make a Wisdom saving throw on a point you choose within range. The light spreads around make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a
to avoid the effect. The spell has no effect on a shapechanger or a corners, and it lasts until the spell ends. ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think.
creature with 0 hit points. When a creature moves into the spell’s area for the first time on a The wall is opaque and lasts for the duration.
The transformation lasts for the duration, or until the target drops turn or starts its turn there, that creature must succeed on a When the wall appears, each creature within its area must make a
to 0 hit points or dies. The new form can be any beast whose Constitution saving throw or take 4d10 radiant damage, and it suffers Dexterity saving throw. On a failed save, a creature takes 5d8 fire
challenge rating is equal to or less than the target’s (or the target’s one level of exhaustion and emits a dim, greenish light in a 5-foot damage, or half as much damage on a successful save.
level, if it doesn’t have a challenge rating). The target’s game radius. This light makes it impossible for the creature to benefit from One side of the wall, selected by you when you cast this spell, deals
statistics, including mental ability scores, are replaced by the being invisible. The light and any levels of exhaustion caused by this 5d8 fire damage to each creature that ends its turn within 10 feet of
statistics of the chosen beast. It retains its alignment and personality. spell go away when the spell ends. that side or inside the wall. A creature takes the same damage when
The target assumes the hit points of its new form. When it reverts it enters the wall for the first time on a turn or ends its turn there.
to its normal form, the creature returns to the number of hit points it The other side of the wall deals no damage.
had before it transformed. If it reverts as a result of dropping to 0 hit At Higher Levels. When you cast this spell using a spell slot of 5th
points, any excess damage carries over to its normal form. As long as level or higher, the damage increases by 1d8 for each slot level above
the excess damage doesn’t reduce the creature’s normal form to 0 4th.
hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature
of its new form, and it can’t speak, cast spells, or take any other
action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t
activate, use, wield, or otherwise benefit from any of its equipment.

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

Deck of Illusions Hat of Disguise Potion of Speed


Wondrous Items Wondrous Items Potions
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure
is usually missing 1d20 - 1 cards. While wearing this hat, you can use an action to cast the When you drink this potion, you gain the effect of the haste
The magic of the deck functions only if cards are drawn at random (you can use an altered disguise self spell from it at will. The spell ends if the hat is spell for 1 minute (no concentration required). The potion’s
deck of playing cards to simulate the deck). You can use an action to draw a card at random
from the deck and throw it to the ground at a point within 30 feet of you. removed. yellow fluid is streaked with black and swirls on its own.
An illusion of one or more creatures forms over the thrown card and remains until
dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were
a real creature except that it can do no harm. While you are within 120 feet of the illusory
creature and can see it, you can use an action to move it magically anywhere within 30 feet
of its card. Any physical interaction with the illusory creature reveals it to be an illusion,
because objects pass through it. Someone who uses an action to visually inspect the creature
identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature
then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends,
the image on its card disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide

Potion of Gaseous Form Potion of Invisibility Potion of Greater Healing


Potions Potions Potions

When you drink this potion, you gain the effect of This potion’s container looks empty but feels as though it You regain 4d4 + 4 hit points when you drink this potion.
thegaseous form spell for 1 hour (no concentration holds liquid. When you drink it, you become invisible for 1 Whatever its potency, the potion’s red liquid glimmers
required) or until you end the effect as a bonus action. This hour. Anything you wear or carry is invisible with you. The when agitated.
potion’s container seems to hold fog that moves and pours effect ends early if you attack or cast a spell.
like water.

½ lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide
Cloak of Elvenkind Amulet of Proof Against Detection and Location
Wondrous Items Wondrous Items

While you wear this cloak with its hood up, Wisdom While wearing this amulet, you are hidden from divination
(Perception) checks made to see you have disadvantage, magic. You can't be targeted by such magic or perceived
and you have advantage on Dexterity (Stealth) checks through magical scrying sensors.
made to hide, as the cloak's color shifts to camouflage you.
Pulling the hood up or down requires an action.

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

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