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Sorcerer 3 Haunted One

CLASS & LEVEL BACKGROUND PLAYER NAME


Kevin (Mau)
Variant Human Chaotic Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 15 3 30 I don't run from evil. Evil runs from me. I put

-1
no trust in divine beings.
2 PROFICIENCY BONUS

8 PERSONALITY TRAITS
Hit Point Maximum 20
-1 Strength
DEXTERITY 3 Dexterity
CURRENT HIT POINTS
Freedom. I have a dark calling that puts me

3
4 Constitution
above the law.
-1 Intelligence

16 0 Wisdom
5 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

2 3 Acrobatics (Dex)
3 There’s evil in me, I can feel it. It must
never be set free.

14 0 Animal Handling (…
1 Arcana (Int) BONDS

INTELLIGENCE -1 Athletics (Str)

-1
5 Deception (Cha) NAME ATK DAMAGE/TYPE

I talk to spirits that no one else can see.


-1 History (Int)
Sleep 5d8 Hit Point…
8 2 Insight (Wis)
3 Intimidation (Cha) Acid Splash DC13 1d6 Acid
-1 Investigation (Int) FLAWS
WISDOM
0 Medicine (Wis) Dagger +5 1d4+3 Piercing

0 -1
0
Nature (Int)
Perception (Wis) Light Crossbow +5 1d8+3 Piercing
Eyes of the Dark
10 3 Performance (Cha) Strength of the Grave
ATTACKS & SPELLCASTING
5 Persuasion (Cha) Metamagic Adept
CHARISMA
-1 Religion (Int)
Heart of Darkness

3
4 2 47
3 Sleight of Hand (…
CP SP EP GP PP Sorcery Points
5 Stealth (Dex)
Flexible Casting
16 0 Survival (Wis) 1 Shield
Metamagic
SKILLS 1 Component pouch
Metamagic: Quickened Spell
1 Clockwork Amulet
Metamagic: Empowered Spell
3 Dagger
10 PASSIVE WISDOM (PERCEPTION)
Metamagic: Subtle Spell
4 Ball bearings
1 Light Crossbow Metamagic: Heightened Spell

LANGUAGE: Abyssal, Common, Deep Speech, 1 Crossbow bolt case FEATURES & TRAITS

Primordial EQUIPMENT

WEAPON: Dagger, Dart, Light Crossbow,


Quarterstaff, Sling

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 5 Total:
CP SP EP GP PP
5 79
79 Crossbow bolts SORCERY POINTS CROSSBOW BOLTS

1 Common clothes
Total: Total:

ATTACKS & SPELLCASTING

Total: Total:

EQUIPMENT
CHARISMA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Minor Illusion

Acid Splash

Mind Sliver
4 0 7 0

Mage Hand

5 0 8 0
1 4

Sleep
9 0
Shield

2 2

Darkness

Hold Person

Blindness Deafness
FEATURES & TRAITS
Eyes of the Dark Heart of Darkness
From 1st level, you have darkvision with a range of Those who look into your eyes can see that you Metamagic
120 feet. When you reach 3rd level in this class, have faced unimaginable horror and that you are no At 3rd level, you gain the ability to twist your
you learn the darkness spell, which doesn't count stranger to darkness. Though they might fear you, spells to suit your needs. You gain two of the
against your number of sorcerer spells known. In commoners will extend you every courtesy and do following Metamagic options of your choice. You
addition, you can cast it by spending 2 sorcery their utmost to help you. Unless you have shown gain another one at 10th and 17th level. You can
points or by expending a spell slot. If you cast it yourself to be a danger to them, they will even take use only one Metamagic option on a spell when
with sorcery points, you can see through the up arms to fight alongside you, should you find you cast it, unless otherwise noted.
darkness created by the spell. yourself facing an enemy alone.
Metamagic: Quickened Spell

Strength of the Grave Sorcery Points When you cast a spell that has a casting time of 1

Starting at 1st level, your existence in a twilight At 2nd level, you tap into a deep wellspring of action, you can spend 2 sorcery points to change

state between life and death makes you difficult to magic within yourself. This wellspring is the casting time to 1 bonus action for this casting.

defeat. When damage reduces you to 0 hit points, represented by sorcery points, which allow you to
Metamagic: Empowered Spell
you can make a Charisma saving throw (DC 5 + the create a variety of magical effects. You have 3
When you roll damage for a spell, you can spend 1
damage taken). On a success, you instead drop to 1 sorcery points, and you gain more as you reach
sorcery point to reroll a number of the damage dice
hit point. You can't use this feature if you are higher levels, as shown in the Sorcery Points
up to your Charisma modifier (minimum of one).
reduced to 0 hit points by radiant damage or by a column of the Sorcerer table. You can never have
You must use the new rolls. You can use
critical hit. After the saving throw succeeds, you more sorcery points than shown on the table for
Empowered Spell even if you have already used a
can't use this feature again until you finish a long your level. You regain all spent sorcery points when
different Metamagic option during the casting of
rest. you finish a long rest.
the spell.

Metamagic Adept Flexible Casting


Metamagic: Subtle Spell
You've learned how to exert your will on your You can use your sorcery points to gain additional
When you cast a spell, you can spend 1 sorcery
spells to alter how they function: - You learn two spell slots, or sacrifice spell slots to gain additional
point to cast it without any somatic or verbal
Metamagic options of your choice from the sorcery points. You learn other ways to use your
components.
sorcerer class. You can use only one Metamagic sorcery points as you reach higher levels. Creating
option on a spell when you cast it, unless the option Spell Slots. You can transform unexpended sorcery Metamagic: Heightened Spell
says otherwise. Whenever you reach a level that points into one spell slot as a bonus action on your When you cast a spell that forces a creature to
grants the Ability Score Improvement feature, you turn. The Creating Spell Slots table shows the cost make a saving throw to resist its effects, you can
can replace one of these Metamagic options with of creating a spell slot of a given level. You can spend 3 sorcery points to give one target of the
another one from the sorcerer class. - You gain 2 create spell slots no higher in level than 5th. A 1st spell disadvantage on its first saving throw made
sorcery points to spend on Metamagic (these points level Spell Slot cost 2 Sorcery Points A 2nd level against the spell.
are added to any sorcery points you have from Spell Slot cost 3 Sorcery Points A 3rd level Spell
another source but can be used only on Slot cost 5 Sorcery Points A 4th level Spell Slot
Metamagic). You regain all spent sorcery points cost 6 Sorcery Points A 5th level Spell Slot cost 7
when you finish a long rest. Sorcery Points Converting a Spell Slot to Sorcery
Points. As a bonus action on your turn, you can
expend one spell slot and gain a number of sorcery
points equal to the slot’s level.
SPELLS
Minor Illusion Mind Sliver Sleep
Illusion cantrip Enchantment cantrip Enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet Range: 90 feet
Target: See text Target: Target: Creatures within 20 feet of a point you
Components: S M Components: V choose within range (in ascending order of their
Duration: 1 minute Duration: 1 round current hit points, ignoring unconscious creatures)
Description: Description: Components: V S M
You create a sound or an image of an object within You drive a disorienting spike of psychic energy Duration: 1 minute
range that lasts for the duration. The illusion also into the mind of one creature you can see within Description:
ends if you dismiss it as an action or cast this spell range. The target must succeed on an Intelligence This spell sends creatures into a magical slumber.
again. If you create a sound, its volume can range saving throw or take 1d6 psychic damage and Roll 5d8; the total is how many hit points of
from a whisper to a scream. It can be your voice, subtract 1d4 from the next saving throw it makes creatures this spell can affect. Creatures within 20
someone else’s voice, a lion’s roar, a beating of before the end of your next turn. feet of a point you choose within range are affected
drums, or any other sound you choose. The sound At Higher Levels: This spell’s damage increases by in ascending order of their current hit points
continues unabated throughout the duration, or you 1d6 when you reach certain levels: 5th level (2d6), (ignoring unconscious creatures). Starting with the
can make discrete sounds at different times before 11th level (3d6), and 17th level (4d6). creature that has the lowest current hit points, each
the spell ends. If you create an image of an object creature affected by this spell falls unconscious
—such as a chair, muddy footprints, or a small Mage Hand until the spell ends, the sleeper takes damage, or
chest—it must be no larger than a 5-foot cube. The Conjuration cantrip someone uses an action to shake or slap the sleeper
image can’t create sound, light, smell, or any other Casting Time: 1 action awake. Subtract each creature’s hit points from the
sensory effect. Physical interaction with the image Range: 30 feet total before moving on to the creature with the next
reveals it to be an illusion, because things can pass Target: A point you choose within range lowest hit points. A creature’s hit points must be
through it. If a creature uses its action to examine Components: V S equal to or less than the remaining total for that
the sound or image, the creature can determine that Duration: 1 minute creature to be affected. Undead and creatures
it is an illusion with a successful Intelligence Description: immune to being charmed aren’t affected by this
(Investigation) check against your spell save DC. If A spectral, floating hand appears at a point you spell.
a creature discerns the illusion for what it is, the choose within range. The hand lasts for the duration At Higher Levels: When you cast this spell using a
illusion becomes faint to the creature. or until you dismiss it as an action. The hand spell slot of 2nd level or higher, roll an additional
vanishes if it is ever more than 30 feet away from 2d8 for each slot level above 1st.
Acid Splash you or if you cast this spell again. You can use your
Conjuration cantrip action to control the hand. You can use the hand to Shield
Casting Time: 1 action manipulate an object, open an unlocked door or Abjuration 1
Range: 60 feet container, stow or retrieve an item from an open Casting Time: 1 reaction, which you take when
Target: One creature within range or two creatures container, or pour the contents out of a vial. You you are hit by an attack or targeted by the magic
within range that are within 5 feet of each other can move the hand up to 30 feet each time you use missile spell
Components: V S it. The hand can’t attack, activate magic items, or Range: Self
Duration: Instantaneous carry more than 10 pounds. Target: Self
Description: Components: V S
You hurl a bubble of acid. Choose one creature Duration: 1 round
within range, or choose two creatures within range Description:
that are within 5 feet of each other. A target must An invisible barrier of magical force appears and
succeed on a Dexterity saving throw or take 1d6 protects you. Until the start of your next turn, you
acid damage. have a +5 bonus to AC, including against the
triggering attack, and you take no damage from
magic missile.
Darkness Blindness Deafness
Evocation 2 Hold Person Necromancy 2
Casting Time: 1 action Enchantment 2 Casting Time: 1 action
Range: 60 feet Casting Time: 1 action Range: 30 feet
Target: A point you choose within range Range: 60 feet Target: One creature that you can see within range
Components: V M Target: A humanoid that you can see within range Components: V
Duration: ConcentrationUp to 10 minutes Components: V S M Duration: 1 minute
Description: Duration: ConcentrationUp to 1 minute Description:
Magical darkness spreads from a point you choose Description: You can blind or deafen a foe. Choose one creature
within range to fill a 15-foot-radius sphere for the Choose a humanoid that you can see within range. that you can see within range to make a
duration. The darkness spreads around corners. A The target must succeed on a Wisdom saving throw Constitution saving throw. If it fails, the target is
creature with darkvision can’t see through this or be paralyzed for the duration. At the end of each either blinded or deafened (your choice) for the
darkness, and nonmagical light can’t illuminate it. of its turns, the target can make another Wisdom duration. At the end of each of its turns, the target
If the point you choose is on an object you are saving throw. On a success, the spell ends on the can make a Constitution saving throw. On a
holding or one that isn’t being worn or carried, the target. success, the spell ends.
darkness emanates from the object and moves with At Higher Levels: When you cast this spell using a At Higher Levels: When you cast this spell using a
it. Completely covering the source of the darkness spell slot of 3rd level or higher, you can target on spell slot of 3rd level or higher, you can target one
with an opaque object, such as a bowl or a helm, additional humanoid for each slot level above 2nd. additional creature for each slot level above 2nd.
blocks the darkness. If any of this spell’s area The humanoids must be within 30 feet of each

overlaps with an area of light created by a spell of other when you target them.

2nd level or lower, the spell that created the light is


dispelled.

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