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Level 1 Tiefling (Asmodeus) Sorcerer, Aberrant Mind 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Shajin
Custom Background Neutral Serdar
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Psionic Spells. Whenever you gain a sorcerer level,
N
CIE C
you can replace one spell you gained from this
-1 Strength feature with another spell of the same level. The
Y
PROFI

-1 new spell must be a divination or a enchantment


+2 Dexterity
spell from the sorcerer, warlock, or wizard spell list.
✘ +4 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
Telepathic Speech (Bonus Action). Choose one
MAXIMUM HIT DICE TEMPORARY creature you can see within 30 feet of you. You and
14 ✘
+1 Wisdom

+4 Charisma
8 1d6 the chosen creature can speak telepathically with
each other while the two of you are within 2 miles
CONDITIONAL
of each other. To understand each other, you each
must speak mentally in a language the other knows.
+2 The telepathic connection lasts for 1 minute. It
ends early if you are incapacitated or die or if you
CURRENT HIT POINTS use this ability to form a connection with a different
CONSTITUTION DEATH SAVING THROWS
creature.
SAVING THROWS

14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 +0 Arcana (Int) Darkvision

-1 Athletics (Str)
Resistances. Fire
INTELLIGENCE ✘ +4 Deception (Cha)

10 +0 History (Int)
+1 Insight (Wis)
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+1 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
+0 Nature (Int)

12 ✘ +3 Perception (Wis) Infernal Legacy. You know the thaumaturgy


cantrip. Charisma is your spellcasting ability for
+2 Performance (Cha) these spells.
+2 Persuasion (Cha)
+1 +0 Religion (Int)
✘ +4 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

14 +1 Survival (Wis)
SKILLS

+2 13 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. Forgery kit

Languages. Orc, Common, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 22 5'9" 150 lb.
GENDER AGE HEIGHT WEIGHT
Shajin Golden Yellow Dark Red Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Shajin is a tiefling, treated with scorn near everywhere on the continent. Him and his family traveled across the country
for years, having been forced out from their village in Nihre. Wherever they went, they were met with constant suspicion
and hate. Finally, they settled in Orou when Shajin was 12, the first place they found any sort of solidarity and kindness.
Shajin, owing to his psionic pecularities, has a very Shajin's father, over the years, built a healthy rapport with the city and now holds a position in the council. A decade
unsettling and creepy stare and is constantly after his family arrived at the city, he has sent his own son to the enclave being held at New Haven, not to help in the
watching people proceedings, but to spark war and strife. The reasons for this are many, a group of councilors see a war as potentially
highly profitable and the perfect excuse to extend Orou's borders; Shajin and many other marginalized groups,
however, mainly see the war as the perfect means for enacting revenge on the rest of the continent.
Aberrant Origin: As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature.
PERSONALITY TRAITS
One day, it gifted you with psionic powers, which have ended up being not so imaginary.

IDEAL

BOND

FLAW BACKGROUND STORY

Down Low Fey Touched Feat: APPLIES AT LEVEL 3


Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You are acquainted with a network of smugglers who
are willing to help you out of tight situations. While You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or
in a particular town, city, or other similarly sized Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of
community (DM’s discretion) you and your these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells
companions can stay for free in safe houses. Safe using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
houses provide a poor lifestyle. While staying at a
safe house, you can choose to keep your presence
(and that of your companions) a secret.

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
[Leather] 1 10
Dungeoneer’s Pack 1 10
Crossbow, Light 1 5

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

26 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 +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Aberrant Mind

CANTRIPS Mage Hand Mind Sliver


Minor Illusion Prestidigitation Shocking Grasp

1ST LEVEL 2 SPELL SLOTS Arms of Hadar Dissonant Whispers


Silvery Barbs Sleep

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Thaumaturgy (Tiefling)

2ND LEVEL Misty Step (Fey Touched)


Mage Hand Mind Sliver Minor Illusion
Conjuration Cantrip Enchantment Cantrip Illusion Cantrip

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


RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION 1 minute DURATION 1 round DURATION 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS S, M (a bit of fleece)

A spectral, floating hand appears at a point you choose within range. 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
The hand lasts for the duration or until you dismiss it as an action. 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
The hand vanishes if it is ever more than 30 feet away from you or if Intelligence saving throw or take 1d6 psychic damage and subtract cast this spell again.
you cast this spell again. 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
You can use your action to control the hand. You can use the hand turn. scream. It can be your voice, someone else’s voice, a lion’s roar, a
to manipulate an object, open an unlocked door or container, stow or This spell’s damage increases by 1d6 when you reach certain levels: beating of drums, or any other sound you choose. The sound
retrieve an item from an open container, or pour the contents out of 5th level (2d6), 11th level (3d6), and 17th level (4d6). continues unabated throughout the duration, or you can make
a vial. You can move the hand up to 30 feet each time you use it. discrete sounds at different times before the spell ends.
The hand can’t attack, activate magic items, or carry more than 10 If you create an image of an object—such as a chair, muddy
pounds. 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.

Spellcasting (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Tasha’s Cauldron of Everything Spellcasting (Sorcerer) Player’s Handbook

Prestidigitation Shocking Grasp Thaumaturgy


Transmutation Cantrip Evocation Cantrip Transmutation Cantrip

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


RANGE 10 feet RANGE Touch RANGE 30 feet
DURATION Up to 1 hour DURATION Instantaneous DURATION Up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

This spell is a minor magical trick that novice spellcasters use for Lightning springs from your hand to deliver a shock to a creature you You manifest a minor wonder, a sign of supernatural power, within
practice. You create one of the following magical effects within try to touch. Make a melee spell attack against the target. You have range. You create one of the following magical effects within range:
range: advantage on the attack roll if the target is wearing armor made of • Your voice booms up to three times as loud as normal for 1
• You create an instantaneous, harmless sensory effect, such as a metal. On a hit, the target takes 1d8 lightning damage, and it can’t minute.
shower of sparks, a puff of wind, faint musical notes, or an odd odor. take reactions until the start of its next turn. • You cause flames to flicker, brighten, dim, or change color for 1
• You instantaneously light or snuff out a candle, a torch, or a The spell’s damage increases by 1d8 when you reach 5th level minute.
small campfire. (2d8), 11th level (3d8), and 17th level (4d8). • You cause harmless tremors in the ground for 1 minute.
• You instantaneously clean or soil an object no larger than 1 cubic • You create an instantaneous sound that originates from a point
foot. of your choice within range, such as a rumble of thunder, the cry of a
• You chill, warm, or flavor up to 1 cubic foot of nonliving material raven, or ominous whispers.
for 1 hour. • You instantaneously cause an unlocked door or window to fly
• You make a color, a small mark, or a symbol appear on an object open or slam shut.
or a surface for 1 hour. • You alter the appearance of your eyes for 1 minute. If you cast
• You create a nonmagical trinket or an illusory image that can fit this spell multiple times, you can have up to three of its 1-minute
in your hand and that lasts until the end of your next turn. effects active at a time, and you can dismiss such an effect as an
action.
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 Infernal Legacy (Tiefling) Player’s Handbook

Arms of Hadar Dissonant Whispers Silvery Barbs


1st-level conjuration 1st-level enchantment 1st-level enchantment

CASTING TIME CASTING TIME CASTING TIME 1 reaction, which you take when a creature you can see within 60 feet of
1 action 1 action yourself succeeds on an attack roll, an ability check, or a saving throw

RANGE Self (10-foot radius) RANGE 60 feet RANGE 60 feet


DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark You whisper a discordant melody that only one creature of your You magically distract the triggering creature and turn its momentary
energy erupt from you and batter all creatures within 10 feet of you. choice within range can hear, wracking it with terrible pain. The uncertainty into encouragement for another creature. The triggering
Each creature in that area must make a Strength saving throw. On a target must make a Wisdom saving throw. On a failed save, it takes creature must reroll the d20 and use the lower roll.
failed save, a target takes 2d6 necrotic damage and can’t take 3d6 psychic damage and must immediately use its reaction , if You can then choose a different creature you can see within range
reactions until its next turn. On a successful save, the creature takes available, to move as far as its speed allows away from you. The (you can choose yourself). The chosen creature has advantage on the
half damage, but suffers no other effect. creature doesn’t move into obviously dangerous ground, such as a next attack roll, ability check, or saving throw it makes within 1
At Higher Levels. When you cast this spell using a spell slot of 2nd fire or a pit. On a successful save, the target takes half as much minute. A creature can be empowered by only one use of this spell at
level or higher, the damage increases by 1d6 for each slot level above damage and doesn’t have to move away. A deafened creature a time.
1st. automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

Psionic Spells (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Strixhaven: A Curriculum Of Chaos
Sleep Misty Step
1st-level enchantment 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 bonus action


RANGE 90 feet RANGE Self
DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V

This spell sends creatures into a magical slumber. Roll 5d8, the total Briefly surrounded by silvery mist, you teleport up to 30 feet to an
is how many hit points of creatures this spell can affect. Creatures unoccupied space that you can see.
within 20 feet of a point you choose within range are affected in
ascending order of their current hit points (ignoring unconscious
creatures).
Starting with the creature that has the lowest current hit points,
each creature affected by this spell falls unconscious until the spell
ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

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


Dagger Leather Dungeoneer’s Pack
Weapons Armor Equipment Packs

The breastplate and shoulder protectors of this armor are Includes a backpack, a crowbar, a hammer, 10 pitons, 10
made of leather that has been stiffened by being boiled in torches, a tinderbox, 10 days of rations, and a waterskin.
oil. The rest of the armor is made of softer and more The pack also has 50 feet of hempen rope strapped to the
flexible materials. side of it.

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

Crossbow, Light
Weapons

5 lb. Player’s Handbook

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