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Sorcerer 4 - Black Draconic Criminal - Hired Killer

CLASS & LEVEL BACKGROUND PLAYER NAME

Elf - Drow 2700


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 +4 30
Specialty - Hired Killer
Trait - I am always calm, no matter
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
what the situation. I never raise my
voice or let my emotions control me.
8 PERSONALITY TRAITS

Hit Point Maximum 34


-1
Strength
DEXTERITY I will do whatever it takes to

+4 ●


+4

+5
Dexterity
Constitution
34 become wealthy.
CURRENT HIT POINTS IDEALS
-1
Intelligence
15+3 -1
Wisdom
Something important was taken
● +5
Charisma
from me and i aim to steal it back.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3

+4
Acrobatics (Dex) Total 4d6 SUCCESSES An innocent person is in prison for a crime that I
committed. I'm okay with that.
15+1
-1
Animal Handling (Wis) 4 FAILURES

-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

-1 ●


+5

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
--==Racial==--
***Race - Elf***
S.Sword +6 1d6+4Pier *Ability - Dexterity +2

Insight (Wis)
*Size - Medium
8 -1
*Keen Senses - Perception(Wis)
*Fey Ancestry - Advantage vs. Charm effects and Immunity vs Sleep

+5
Intimidation (Cha) A.Splash 13D 1d6Acid *Trance - 4hrs = 8hrs of Sleep
*Language - Common and Elvish
***Subrace - Drow***

Investigation (Int)
*Ability - Charisma +1
WISDOM -1
*Darkvision 120' - Dim=Bright, Dark=Dim(no color in Dark)
RoF +5 1d8Cold *Sunlight Sensitivity - you have Disadvantage on Attack rolls and Perception(Wis) checks

Medicine (Wis)
-1 when you, the target or whatever you are trying to perceive is in direct sunlight.

-1
-1
Nature (Int) Acid Splash - 1action/ 60'/ VS/ instant - 1 or 2 targets within
5' of each other make Dexterity save or take 1d6 Acid
*Drow Magic - 1st level "Dancing Lights" at will, 3rd level "Faerie Fire" 1/day and 5th level "
Darkness" 1/day; Charisma is your spellcasting ability for these spells
*Drow Weapon Training - Rapiers, Shortswords and Hand X-Bows

--==Background==--

Perception (Wis)
***Background - Criminal***

+1 damage. *Skill Proficiencies - Deception(Cha) and Stealth(Dex)
8 Ray of Frost - 1action/ 60'/ VS/ instant - 1 target ranged spell *Tool Proficiencies - Gaming Set and Thieves' Tools

+3
Performance (Cha) attack, on hit take 1d8 Cold damage and speed reduced to --==Class==--
10' for 1 round. ***Class - Sorcerer***

Persuasion (Cha)
*Hit Dice - 4d6
● +5 Chromatic Orb - 1action/ 90'/ VSM(diamond worth 50GP)/
CHARISMA *Ability - Dexterity +1 and Constitution +1
instant - 1 target ranged spell, on hit 3d8 (you choose). *Weapons - Daggers, Darts, Slings, Quarterstaffs and Light X-Bows
*Saves - Constitution and Charisma
-1
Religion (Int) *Skills - Persuasion(Cha) and Intimidation(Cha)

+3 +4
Sleight of Hand (Dex)
***Sorcery Points (4/4)***
*Careful Spell - 1SP
*Quickened Spell - 2SP
*Starting Gold - 120GP (3d4x10)
*Font of Magic (4)- you gain Sorcery Points(SP) which you can use various ways
*Flexible Casting - you can convert Sorcery Points into spell slots up to 5th level (1st =
2SP, 2nd = 3SP, 3rd = 5SP, 4th = 6SP and 5th = 7SP), or you may convert a spell slot of
any level into Sorcery Points equal to the slot level (eg. 9th level slot = 9 Sorcery Points).

+6
Stealth (Dex) Each of these are a Bonus Action.
*Metamagic - Careful Spell(1) and Quickened Spell(2)
15+1
-1
Survival (Wis) --==Archetype==--
***Archetype - Draconic Bloodline***
*Draconic Ancestry - Black(Acid), Language(Draconic) and you are double proficient in
Charisma checks when interacting with Dragons.
SKILLS ATTACKS & SPELLCASTING *Draconic Resilience - +1 Hit Point per level and Unarmored
AC becomes 13 + Dexterity

11 PASSIVE WISDOM (PERCEPTION)


Head - Hood
CP
Body - Dark Common
Clothes
Languages - Common, Elven and SP 5 RH - Shortsword
Draconic LH - Crystal Arcane
Armor - None EP Focus
Weapons - Rapiers, Shortswords, Pouch - Money and
Hand X-Bows, Daggers, Darts, Diamond
GP 27 Misc - Thieves' Tools
Slings, Quarterstaffs and Light
X-Bows
PP
Tools - Gaming Set and Thieves'
Tools

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Background Equipment - A crowbar, a set of dark common clothes including a hood,


and a belt pouch
Starting Sorcerer Equipment - Shortsword(10GP), Dungeoneer's Pack(12GP), Playing
Card Set(5SP), Thieves' Tools(25GP), Diamond(50GP) and an Arcane Focus(Crystal
10GP)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer
Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Dancing Lights (Racial)
Friends
Prestidigitation
Acid Splash - 60' 1d6 Acid
Ray of Frost - 60' 1d8 Cold
Message

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Faerie Fire (Racial 1/day)

Sleep - 90' 20' radius 10 rounds 5d8HP


4
Chromatic Orb - 90' 3d8(you choose)

Detect Magic
SPELLS KNOWN

2 3
Darkness (Racial at 5th level)

Web - 60' con1hr 20' cube dexterity save or held, 2d4 fire

Alter Self
5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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