GExx MANDER
Sorcerer 3 (Wild Magic) 963
uASs LEVEL EXPERIENCE POWNTS AER NAME
Half-Elf Hermit
BACETANCESTRY HERTIAG aRCKGROUND ‘AMPA or PLAVERTO
speco FEATURES, TRAITS & MORE
sTR #2, Morcencr anmon FEATURES, TRAITS BORE _
+0 BONUS ca “Rlgnment: Chaotic Neutral. follow my
ag) mare hing whims wth ile concern about
10 rules or later consequences.
12 +2 30 ft.
SAVING THROWS ‘armor Worn: none Hermit Background [PH8 p. 134)
{astrenth Saves ‘feature: Oscover (great sere)
DEX 42 Dexterty Saves {Tass Waiting os rom ey. Honest
: uirpowts _wroKce ‘
+2 “Tligenes Saves 20 3d6 + Ideal Secrets to lve and let lve
ia -Lmealigence Sa 1 Bond: ning from enemies.
: {hlaw: Desperate further su
$5 Gharsma Saves DEATH SAVES: Success 000 Fall 000 * *
Prof. bonus added Half-Elf Traits [PHB p. 38]
con seus WEAPON UNARMED ATTACKS 1 ceatre Tipe Humane
+2 12 Aerobatics (De) Base Attack. One target per Atace scion + Medium Sie (5'11", 152 ibs)
15 11 Animal Handlog (1) { Darson (0 fet)
4 arcana) * ‘Quarterstafl. Melee Weapon atack: +2 ‘ey Aces (s charm, sees)
0 athades Wit reach ft ts 160 Sudgeonng
15 Deception 1) oe damage, (if used two-handed in melee, Sorcerer Class Features (PHB p. 99]
int ) damage (us vo 2 Wile Mage Suge (ter casting spl, Lin
1 “4 Histor (ir) 29 chance of ong on the effects table
- 48 Inia i | found on PH p. 108)
Dagger Melee or Ranged Weapon atack: +410
3 £5 immiation (2a) * eget Mele Rage eon tock «rhs 0 Chaos fan od on att, ity
‘1 Investigation (int) thrown, normal range to 20 ft.; disadvantage ‘or save roll once betw. long rests)
v3 maine ne) longrange 21060) + Fort Of Magic use upto 3 sorcery points
tet. ng ess)
4 Nature (nt
wis int) MAGIC, FEATS & SPECIAL ATTACKS: ‘+ Flexible Casting (use 2 sorcery points for
4 Percention (Ws) EAS 8 SPL TNS ae eee cn seo es sea
$1 Sa pertormance to) Ray Of Fast Cantlp. Ranged Spell tack: +510 eer
3s peusn cha) it targets one rete or object within 6O
12 ft. range. Mit: 148 cold damage and target's
Religion ie) * Speed edced by 30 fet fot oe ound Metamatle PH p. 201}
eee ee oo) * Distane Spl ford sorcery pln, double
cquipwen a-teasune range of spel)
CHA #2 Stealth (Dex at A TREASL “Extend spell for 1 sorcery point, double
‘+1 Survival (Wis) Carried Gear [PHB, p. 143]: two (2) daggers, ‘spell duration [max. 24 hours]
+3 cuartrstaf, erbaism kt (clppes, mortar and
D + rot bonus oles Beste, pouches and vaso heron set of Spelcsting PH p. 204)
11 Passive wisoom
(PERCEPTION)
PROFICIENCIES & LANGUAGES
‘arm
‘Weapons: dagger, dart, ight crossbow,
quarterstaf sing
Tools: none
Saving Throws: Constitution, Charisma
Skis: Arcana, Deception, Insight,
Intimidation, Medicine, Persuasion,
Religion
Languages: Common, Ehish, Goblin,
Primodial
common clothes a scroll case stuffed fll of
personal notes, 2 winter blanket. (This load is
About 12 bs. add 1 1b per 50 coins carried}
Magic tems (OMG p. 135)
* pation of healing (2442 hp}
{2) tem attuned to character.
Coins & Gems: gold peces (gpl 75 sver
pieces (sp; 57 copper pieces (ep); 3 gems (worth
10 gp each)
Spell tack Modifier +5
Spell Save 0¢13
Cantips Known: Light, Minor ilusion,
Prestidigitaton, Ray of Frost
Prepared Spells
{st Love (4 slots): Burning Hands, Mage
‘Armor, Magic Missile
2nd Level 2 slts): Crown of MadnessENCUMBRANCE
Lifting & Carrying: 150 Ibs. max. earvying
‘capacity; 300 lbs. pushing or dragging
{speed 5); 300 bs. max It
PLAYING THE GAME
+ The Dungeon Master (OM) describes a
scene and players take turns deseribing
their cnaracters' responses,
+ For ability checks, saving throws, and attack
ras, rll 3620 + one ability modifier +
proficleney bonus (if proficient in task)
‘The higher the total the better the efor.
‘The DM tracks minimum totals needed
for successful results
+ Forinitiatve rol roll 1620+ Iniatve
{ex} modifier. Higher toals act before
‘ower totals inthe same 6 Second round
* During a turn, a character or creature may
‘dol movement, action and upto 1
bonus action. Between turns, do up to 2
+ Advantage: Roll two 620s and use the
higher result, Disadvantage: Roll two 420s
and use the lower result,
+ On attack rolls only, a "natural 20" is always
‘3 ertical it, while a "natural 1” always
+ Saving throws are rolled as needed at any
time due to atacks, spel, or hazards
‘A character may def failing three de
saves while at Ot points, gaining 6
levels of exhaustion, or suffering certain
deadly spells and hazards.
+ specifi tats, features, spel, ane magle
tems may create exceptions to any rues
[ACTIONS (1 per turn)
‘Attack: Rol to hit, melee or ranged. Some
Classes and creatures make extra attacks
at higher levels with tis action.
+ Cast Spell If casting te 1 action.
+ Dash: Double Speed ths turn.
+ Disengage: Avoiding all opportunity attacks
vile moving; "defensive retreat.
+ Dodge: Give attackers disadvantage.
+ Escape: Try to break free from grapale
+ Grapple: Special melee attack
+ Help: Give anally advantage on one ability
heck or attack roll
+ Hide: Stealth allowed oni if unobserved.
+ Ready: Plan to take action as reaction
when trigger occurs.
+ Search: Perception or Invesigation check
+ Shove: Special melee attack
+ Stabile: DC 10 Medicine check to ab 0
hp. dying erature; automatic suecessif
using healers kt
+ Use Object: Pick lock, activate magical
item, cover 8 hooded lantern, ee.
+ Use Potion: Drink or administer
+ Use Shield: Equip or drop a shel
BONUS ACTIONS (up to 1 per turn)
‘+ Ofthand Attack: If doing Atack as action,
‘may make one attack tis turn ight
weapon in other hand
+ cast Spell I casting time 1 bonus ation,
MOVEMENTS (imited by Speed)
* Move: Distance equal to Speed
+ Crawl, climb, Swim, Squeeze, Move Across
Difficult Terrain or Move While
Grappling: Half speed," uses up 10% of
Speed per 5 ft. stance.
+ Drop Prone: No costo Speed
+ Stand Up: From Prone posiion/conditon,
costs half Speed that turn.
+ Take Cover: At end of move, half cover
gives +2 0 Armor Class and Desterity
saving throws; three-quarter cover gives
#5:ACand Dex aves,
REACTIONS (1 between turns)
+ Cast Spell: If casing time 1 reaction,
+ Opportunity Attack: Vay make one attack
if enemy maves out of reach
+ Readied Action: After tigger occurs, else
‘action wasted
FREE ACTIONS
+ Concentration (Maintain A Spell): Endsif
‘aster starts another concentration spel,
forthe casters incapacitated, stunned,
unconscious, or killed Feastr takes
‘damage, # Constitution saving throw is
needed to avoid immediately ending
spell OC is equal to 10 or hal damage
taken, whichever i greater. Each hit
needs a separate saving throw check.
+ Interacting With An Object: Generally part
‘of anather Movement or Acton,
samples: Draw one weapon, crop held
‘object, or open an unlocked door.