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Nell 16
Nell 16
INSPIRATION
STRENGTH
12 +2 30
-1 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
+2 ●
+8 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
14 +3 Wisdom
●
+10 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
0 +5 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
10 ●
+8 Insight (Wis)
Dagger +7 1d4+2 piercing
Clothes, common
WISDOM
+5 Intimidation (Cha)
0 Investigation (Int)
Incense x5
+8 Medicine (Wis) Pouch
+3
●
●
0 Nature (Int)
+8 Perception (Wis) Number of Vestements
16
●
+5 Performance (Cha)
+10 Persuasion (Cha)
Attacks: 1
CHARISMA
●
+5 Religion (Int)
+5 ●
+2 Sleight of Hand (Dex)
+7 Stealth (Dex)
20 ●
+8 Survival (Wis)
SP
Weapon Proficiencies:
Crossbow, light; Dagger; EP
Dart; Quarterstaff; Sling
Language Proficiencies:
GP
15
Celestial; Common; PP
Elvish; Infernal;
Primordial
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer Charisma 18 +10
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 1
Dancing Lights Fireball Globe of Invulnerability
Fire Bolt Haste Sunbeam
Mage Hand
Mending
Message
Ray of Frost
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7 1
EPAR
SPELL NAME Fire Storm
ED
PR
4 3
Banishment
SPELLS KNOWN
Blight
Wall of Fire
8 1
Incendiary Cloud
2 3
Blur
Enhance Ability
Hold Person
5 2
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
----------Bonus Actions----------
Flexible Casting. You can convert sorcery points into spell slots
(level - point cost: 1st - 2, 2nd - 3, 3rd - 5, 4th - 6, 5th - 7). You
can also convert spell slots into sorcery points equal to the slot's
level.
-----------Other Traits------------
Distant Spell. Spend 1 sorcery pt. double the range of a spell
with range 5 ft. or greater or make the range of a touch spell 30
ft.
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
You create up to four torch-sized lights within You hurl a mote of fire at a creature or object A spectral, floating hand appears at a point
range, making them appear as torches, within range. Make a ranged spell attack you choose within range. The hand lasts for
lanterns, or glowing orbs that hover in the air against the target. On a hit, the target takes the duration or until you dismiss it as an
for the duration. You can also combine the 1d10 fire damage. A flammable object hit by action. The hand vanishes if it is ever more
four lights into one glowing vaguely this spell ignites if it isn’t being worn or than 30 feet away from you or if you cast this
humanoid form of Medium size. Whichever carried. This spell’s damage increases by 1d10 spell again. You can use your action to control
form you choose, each light sheds dim light in when you reach 5th level (2d10), 11th level the hand. You can use the hand to manipulate
a 10-foot radius. As a bonus action on your (3d10), and 17th level (4d10). an object, open an unlocked door or container,
turn, you can move the lights up to 60 feet to a stow or retrieve an item from an open
new spot within range. A light must be within container, or pour the contents out of a vial.
20 feet of another light created by this spell, You can move the hand up to 30 feet each time
and a light winks out if it exceeds the spell's you use it. The hand can't attack, activate
range. magic items, or carry more than 10 pounds.
This spell repairs a single break or tear in an You point your finger toward a creature A frigid beam of blue-white light streaks
object you touch, such as a broken chain link, within range and whisper a message. The toward a creature within range. Make a
two halves of a broken key, a torn cloak, or a target (and only the target) hears the message ranged spell attack against the target. On a hit,
leaking wineskin. As long as the break or tear and can reply in a whisper that only you can it takes 1d8 cold damage, and its speed is
is no larger than 1 foot in any dimension, you hear. You can cast this spell through solid reduced by 10 feet until the start of your next
mend it, leaving no trace of the former objects if you are familiar with the target and turn. The spell's damage increases by 1d8
damage. This spell can physically repair a know it is beyond the barrier. Magical silence, when you reach 5th level (2d8), 11th level (3d8),
magic item or construct, but the spell can't 1 foot of stone, 1 inch of common metal, a thin and 17th level (4d8).
restore magic to such an object. sheet of lead, or 3 feet of wood blocks the spell.
The spell doesn't have to follow a straight line
and can travel freely around corners or
through openings.
Choose up to five falling creatures within Your body becomes blurred, shifting and You touch a creature and bestow upon it a
range. A falling creature's rate of descent wavering to all who can see you. For the magical enhancement. Choose one of the
slows to 60 feet per round until the spell ends. duration, any creature has disadvantage on following effects; the target gains that effect
If the creature lands before the spell ends, it attack rolls against you. An attacker is until the spell ends. Bear's Endurance. The
takes no falling damage and can land on its immune to this effect if it doesn't rely on sight, target has advantage on Constitution checks.
feet, and the spell ends for that creature. as with blindsight, or can see through It also gains 2d6 temporary hit points, which
illusions, as with truesight. are lost when the spell ends. Bull's Strength.
The target has advantage on Strength checks,
and his or her carrying capacity doubles. Cat's
Grace. The target has advantage on Dexterity
checks. It also doesn't take damage from
falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on
Charisma checks. Fox's Cunning. The target
has advantage on Intelligence checks. Owl's
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each
Page 1 (reverse)
Choose a humanoid that you can see within A bright streak flashes from your pointing Choose a willing creature that you can see
range. The target must succeed on a Wisdom finger to a point you choose within range and within range. Until the spell ends, the target's
saving throw or be paralyzed for the duration. then blossoms with a low roar into an speed is doubled, it gains a +2 bonus to AC, it
At the end of each of its turns, the target can explosion of flame. Each creature in a has advantage on Dexterity saving throws,
make another Wisdom saving throw. On a 20-foot-radius sphere centered on that point and it gains an additional action on each of its
success, the spell ends on the target. At Higher must make a Dexterity saving throw. A target turns. That action can be used only to take the
Levels. When you cast this spell using a spell takes 8d6 fire damage on a failed save, or half Attack (one weapon attack only), Dash,
slot of 3rd level or higher, you can target one as much damage on a successful one. The fire Disengage, Hide, or Use an Object action.
additional humanoid for each slot level above spreads around corners. It ignites flammable When the spell ends, the target can't move or
2nd. The humanoids must be within 30 feet of objects in the area that aren't being worn or take actions until after its next turn, as a wave
each other when you target them. carried. At Higher Levels. When you cast this of lethargy sweeps over it.
spell using a spell slot of 4th level or higher,
the damage increases by 1d6 for each slot level
above 3rd.
You attempt to send one creature that you can Necromantic energy washes over a creature of You create a wall of fire on a solid surface
see within range to another plane of existence. your choice that you can see within range, within range. You can make the wall up to 60
The target must succeed on a Charisma saving draining moisture and vitality from it. The feet long, 20 feet high, and 1 foot thick, or a
throw or be banished. If the target is native to target must make a Constitution saving throw. ringed wall up to 20 feet in diameter, 20 feet
the plane of existence you're on, you banish The target takes 8d8 necrotic damage on a high, and 1 foot thick. The wall is opaque and
the target to a harmless demiplane. While failed save, or half as much damage on a lasts for the duration. When the wall appears,
there, the target is incapacitated. The target successful one. This spell has no effect on each creature within its area must make a
remains there until the spell ends, at which undead or constructs. If you target a plant Dexterity saving throw. On a failed save, a
point the target reappears in the space it left creature or a magical plant, it makes the creature takes 5d8 fire damage, or half as
or in the nearest unoccupied space if that saving throw with disadvantage, and the spell much damage on a successful save. One side of
space is occupied. If the target is native to a deals maximum damage to it. If you target a the wall, selected by you when you cast this
different plane of existence than the one nonmagical plant that isn't a creature, such as spell, deals 5d8 fire damage to each creature
you're on, the target is banished with a faint a tree or shrub, it doesn't make a saving throw; that ends its turn within 10 feet of that side or
popping noise, returning to its home plane. If it simply withers and dies. At Higher Levels. inside the wall. A creature takes the same
the spell ends before 1 minute has passed, the When you cast this spell using a spell slot of damage when it enters the wall for the first
target reappears in the space it left or in the 5th level or higher, the damage increases by time on a turn or ends its turn there. The other
nearest unoccupied space if that space is 1d8 for each slot level above 4th. side of the wall deals no damage. At Higher
occupied. Otherwise, the target doesn't return. Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell slot of 5th level or higher, the damage
An immobile, faintly shimmering barrier A beam of brilliant light flashes out from your A storm made up of sheets of roaring flame
springs into existence in a 10-foot radius hand in a 5-foot-wide, 60-foot-long line. Each appears in a location you choose within range.
around you and remains for the duration. Any creature in the line must make a Constitution The area of the storm consists of up to ten
spell of 5th level or lower cast from outside the saving throw. On a failed save, a creature takes 10-foot cubes, which you can arrange as you
barrier can't affect creatures or objects within 6d8 radiant damage and is blinded until your wish. Each cube must have at least one face
it, even if the spell is cast using a higher level next turn. On a successful save, it takes half as adjacent to the face of another cube. Each
spell slot. Such a spell can target creatures and much damage and isn't blinded by this spell. creature in the area must make a Dexterity
objects within the barrier, but the spell has no Undead and oozes have disadvantage on this saving throw. It takes 7d10 fire damage on a
effect on them. Similarly, the area within the saving throw. You can create a new line of failed save, or half as much damage on a
barrier is excluded from the areas affected by radiance as your action on any turn until the successful one. The fire damages objects in the
such spells. At Higher Levels. When you cast spell ends. For the duration, a mote of brilliant area and ignites flammable objects that aren't
this spell using a spell slot of 7th level or radiance shines in your hand. It sheds bright being worn or carried. If you choose, plant life
higher, the barrier blocks spells of one level light in a 30-foot radius and dim light for an in the area is unaffected by this spell.
higher for each slot level above 6th. additional 30 feet. This light is sunlight.
Page 2 (reverse)
This spell reverses gravity in a 50-foot-radius, A swirling cloud of smoke shot through with
100-foot high cylinder centered on a point white-hot embers appears in a 20-foot-radius
within range. All creatures and objects that sphere centered on a point within range. The
aren't somehow anchored to the ground in the cloud spreads around corners and is heavily
area fall upward and reach the top of the area obscured. It lasts for the duration or until a
when you cast this spell. A creature can make wind of moderate or greater speed (at least 10
a Dexterity saving throw to grab onto a fixed miles per hour) disperses it. When the cloud
object it can reach, thus avoiding the fall. If appears, each creature in it must make a
some solid object (such as a ceiling) is Dexterity saving throw. A creature takes 10d8
encountered in this fall, falling objects and fire damage on a failed save, or half as much
creatures strike it just as they would during a damage on a successful one. A creature must
normal downward fall. If an object or creature also make this saving throw when it enters the
reaches the top of the area without striking spell's area for the first time on a turn or ends
anything, it remains there, oscillating slightly, its turn there. The cloud moves 10 feet directly
for the duration. At the end of the duration, away from you in a direction that you choose
affected objects and creatures fall back down. at the start of each of your turns.
Page 3 (reverse)