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Sorcerer [Draconic Bloodline] (10) Sage Nick Mendler

CLASS & LEVEL BACKGROUND PLAYER NAME


Kreestis Silverwing
Dragonborn Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Im convinced that people are always
16 +1 30 trying to steal my secrets.
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 84


+1 Strength
DEXTERITY Self-Improvement. The goal of a life of
+1 Dexterity study is the betterment of oneself. (Any)
+1 ● +7 Constitution
CURRENT HIT POINTS IDEALS
+1 Intelligence
12 +1 Wisdom
● +8 Charisma I’ve been searching my whole life
for the answer to a certain question.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3
+1 Acrobatics (Dex) SUCCESSES I can’t keep a secret to save my life, or
16 10x(1d6+3) anyone else’s. I am easily distracted by the
+1 Animal Handling (Wis) FAILURES
promise of information.
● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)

+1 ●
+4 Deception (Cha)
+5 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Dagger +5 1d4+1 piercing Backpack


13 ● +5 Insight (Wis)
Bedroll
+4 Intimidation (Cha) Crossbow, light +5 1d8+1 piercing
Bracers Of Defense
WISDOM +1 Investigation (Int)
+1 Medicine (Wis)
Staff of Frost +5 1d6+1 bludgeoning Clothes, common
+1 +1 Nature (Int)
Crossbow bolt x20
Number of Attacks: 1 Ink
+1 Perception (Wis)
12 - Breath Weapon. Cold, 15 ft. Ink pen
+4 Performance (Cha)
cone, 3d6 cold damage, Knife, Small
+4 Persuasion (Cha)
CHARISMA DC15 con save. Mess kit
● +5 Religion (Int)
+4 +1 Sleight of Hand (Dex)
Paper
+1 Stealth (Dex)
Pouch
19
+1 Survival (Wis)
Rations (1 day) x10
Ring Of Spell Storing
SKILLS ATTACKS & SPELLCASTING
Rope, hempen
Staff
11 PASSIVE WISDOM (PERCEPTION)
CP Tinderbox
Torch x10
Weapon Proficiencies:
SP Waterskin
Crossbow, light; Dagger; Dart; EP
Quarterstaff; Sling
GP 135
Language Proficiencies:
Common; Draconic; Elvish; PP

Giant

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
Kreestis Silverwing
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Blade Ward Sleet Storm

Chill Touch
Frostbite
Gust
Minor Illusion
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Fog Cloud

Ice Knife
4 3
Shield

Sleep Ice Storm


SPELLS KNOWN

Summon Elemental Spirit

2 3
Snilloc’s Snowball Swarm

5 2
Animate Object
9
Cone of Cold

Seeming

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

Damage Resistances: cold

----------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.

Draconic Resilience. +1 HP/level, unarmored AC 13 + DEX modifier.

Elemental Adept. When you gain this feat, choose on of the following damage types: acid, cold, fire,
lightning, or thunder. Spells you cast ignore resistance to the chosen type, and whenever you roll damage
for a spell that deals damage of the chosen type, treat any rolled 1's as being a 2.

You may take this feat multiple times; each time, you must select a different damage type. (Cold).

Elemental Affinity. Add CHA mod to one damage roll of a spell that deals cold damage, you may also
spend 1 sorcery pt. to gain resistance to that damage type for an hr.

Empowered Spell. Spend 1 sorcery pt. to reroll up to 4 spell damage dice.

Sorcery Points. You have 10 sorcery points (use 10 times/long rest).

Twinned Spell. Spend X sorcery pts. (min 1) to target two creatures with a single target spell, where X is
the spell level.
Page 1

Animate Object Blade Ward Chill Touch


Sorcerer Level 5 Transmutation DC 16 Spell Mod +8 Sorcerer - Abjuration cantrip DC 16 Spell Mod +8 Sorcerer - Necromancy cantrip DC 16 Spell Mod +8
1 Action 120ft V,S Concentration, U 1 Action Self V,S 1 Round 1 Act. 120 ft V,S 1 Rnd

Objects come to life at your Command. Choose You extend your hand and trace a sigil of You create a ghostly, skeletal hand in the
up to ten nonmagical Objects within range warding in the air. Until the end of your next space of a creature within range. Make a
that are not being worn or carried. Medium turn, you have resistance against bludgeoning, ranged spell attack against the creature to
Targets count as two Objects, Large Targets piercing, and slashing damage dealt by assail it with the chill of the grave. On a hit,
count as four Objects, Huge Targets count as weapon attacks. Classes: Bard, Sorcerer, the target takes 1d8 necrotic damage, and it
eight Objects. You can't animate any object Warlock, Wizard can't regain hit points until the start of your
larger than Huge. Each target animates and next turn. Until then, the hand clings to the
becomes a creature under your control until target. If you hit an undead target, it also has
the spell ends or until reduced to 0 Hit Points. disadvantage on attack rolls against you until
As a Bonus Action, you can mentally the end of your next turn. This spell's damage
Command any creature you made with this increases by 1d8 when you reach 5th level
spell if the creature is within 500 feet of you (if (2d8), 11th level (3d8), and 17th level (4d8).
you control multiple creatures, you can
Command any or all of them at the same time,
issuing the same Command to each one). You
decide what action the creature will take and
where it will move during its next turn, or you
can issue a general Command, such as to
guard a particular chamber or corridor. If you

Cone of Cold Fog Cloud Frostbite


Sorcerer Level 5 Evocation DC 16 Spell Mod +8 Sorcerer Level 1 Conjuration DC 16 Spell Mod +8 Sorcerer - Evocation cantrip DC 16 Spell Mod +8
1 Action Self V,S,M Inst 1 Act. 120 ft V,S Conc, 1 hr 1 Action 60ft V,S Inst

V S M (A small crystal or glass cone) A blast of You create a 20-foot-radius sphere of fog You cause numbing frost to form on one
cold air erupts from your hands. Each creature centered on a point within range. The sphere creature that you can see within range. The
in a 60-foot cone must make a Constitution spreads around corners, and its area is heavily target must make a Constitution saving throw.
saving throw. A creature takes 8d8 cold obscured. It lasts for the duration or until a On a failed save, the target takes 1d6 cold
damage on a failed save, or half as much wind of moderate or greater speed (at least 10 damage, and it has disadvantage on the next
damage on a successful one. A creature killed miles per hour) disperses it. At Higher Levels. weapon attack roll it makes before the end of
by this spell becomes a frozen statue until it When you cast this spell using a spell slot of its next turn. The spell’s damage increases by
thaws. At Higher Levels: When you cast this 2nd level or higher, the radius of the fog 1d6 when you reach 5th level (2d6), 11th level
spell using a spell slot of 6th level or higher, increases by 20 feet for each slot level above (3d6), and 17th level (4d6).
the damage increases by 1d8 for each slot level 1st.
above 5th.

Gust Ice Knife Ice Storm


Sorcerer - Transmutation cantrip DC 16 Spell Mod Sorcerer Level 1 Abjuration DC 16 Spell Mod +8 Sorcerer Level 4 Evocation DC 16 Spell Mod +8
+8
1 Action 30ft Inst 1 Action 60ft (5ft from
S,M waterInst
droplet) 1 Act. 300 ft V,S,M Inst
A pinch of dust and a few drops of water

You seize the air and compel it to create one of You create a shard of ice and fling it at one A hail of rock-hard ice pounds to the ground
the following effects at a point you can see creature within range. Make a ranged spell in a 20-foot-radius, 40-foot-high cylinder
within range: One Medium or smaller attack against the target. On a hit, the target centered on a point within range. Each
creature that you choose must succeed on a takes 1d10 piercing damage. Hit or miss, the creature in the cylinder must make a Dexterity
Strength saving throw or be pushed up to 5 shard then explodes. The target and each saving throw. A creature takes 2d8
feet away from you. You create a small blast of creature within 5 feet of it must succeed on a bludgeoning damage and 4d6 cold damage on
air capable of moving one object that is Dexterity saving throw or take 2d6 cold a failed save, or half as much damage on a
neither held nor carried and that weighs no damage. At Higher Levels. When you cast this successful one. Hailstones turn the storm's
more than 5 pounds. The object is pushed up spell using a spell slot of 2nd level or higher, area of effect into difficult terrain until the end
to 10 feet away from you. It isn’t pushed with the cold damage increases by 1d6 for each slot of your next turn. At Higher Levels. When you
enough force to cause damage. You create a level above 1st. * - (a drop of water or a piece cast this spell using a spell slot of 5th level or
harmless sensory effect using air, such as of ice) higher, the bludgeoning damage increases by
causing leaves to rustle, wind to slam shutters 1d8 for each slot level above 4th.
shut, or your clothing to ripple in a breeze.
Page 1 (reverse)

Animate Object (reverse)


issue no commands, the creature only defends
itself against Hostile creatures. Once given an
order, the creature continues to follow it until
its task is complete. Animated Object Statistics
Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4
damage, Str: 4, Dex: 18 Small - HP: 25, AC: 16,
Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6
+ 1 damage, Str: 10, Dex: 12 Large - HP: 50, AC:
10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14,
Dex: 10 Huge - HP: 80, AC: 10, Attack: +8 to
hit, 2d12 + 4 damage, Str: 18, Dex: 6 An
animated object is a Construct with AC, Hit
Points, attacks, Strength, and Dexterity
determine by its size. Its Constitution is 10 and
its Intelligence and Wisdom are 3, and its
Charisma is 1. Its speed is 30 feet, if the
Objects lack legs or other appendages it can
use for locomotion, it instead has a flying
speed of 30 feet and can hover. If the object is
securely attached to a surface or larger object,
such as a chain bolted to a wall, its speed is 0.
It has Blindsight with a radius of 30 feet and is
blind beyond that distance. When the
animated object drops to 0 Hit Points, it
reverts to its original object form, and any
Page 2

Minor Illusion Ray of Frost Seeming


Sorcerer - Illusion cantrip DC 16 Spell Mod +8 Sorcerer - Evocation cantrip DC 16 Spell Mod +8 Sorcerer Level 5 Illusion DC 16 Spell Mod +8
1 Act. 30 ft S,M 1 min 1 Act. 60 ft V,S Inst 1 Action 30ft V,S 8 hrs
A bit of fleece

You create a sound or an image of an object A frigid beam of blue-white light streaks This spell allows you to change the appearance
within range that lasts for the duration. The toward a creature within range. Make a of any number of creatures that you can see
illusion also ends if you dismiss it as an action ranged spell attack against the target. On a hit, within range. You give each target you choose
or cast this spell again. If you create a sound, it takes 1d8 cold damage, and its speed is a new, illusory appearance. An unwilling
its volume can range from a whisper to a reduced by 10 feet until the start of your next target can make a Charisma saving throw, and
scream. It can be your voice, someone else's turn. The spell's damage increases by 1d8 if it succeeds, it is unaffected by this spell. The
voice, a lion's roar, a beating of drums, or any when you reach 5th level (2d8), 11th level (3d8), spell disguises physical appearances as well as
other sound you choose. The sound continues and 17th level (4d8). clothing, armor, Weapons, and Equipment.
unabated throughout the duration, or you can You can make each creature seem 1 foot
make discrete sounds at different times before shorter or taller and appear thin, fat, or
the spell ends. If you create an image of an in-between. You can't change a target's body
object—such as a chair, muddy footprints, or a type, so you must choose a form that has the
small chest—it must be no larger than a 5-foot same basic arrangement of limbs. Otherwise,
cube. The image can't create sound, light, the extent of the Illusion is up to you. The spell
smell, or any other sensory effect. Physical lasts for the Duration, unless you use your
interaction with the image reveals it to be an action to dismiss it sooner. The changes
illusion, because things can pass through it. If wrought by this spell fail to hold up to
a creature uses its action to examine the sound physical inspections. For example, if you use
or image, the creature can determine that it is this spell to add a hat to a creature's outfit

Shield Sleep Sleet Storm


Sorcerer Level 1 Abjuration DC 16 Spell Mod +8 Sorcerer Level 1 Enchantment DC 16 Spell Mod +8 Sorcerer Level 3 Conjuration DC 16 Spell Mod +8
1 reAct. Self V,S 1 Rnd 1 Act. 90 ft V,S,M 1 min ! Action 150ft V,S,M Concentration, U
A pinch of fine sand, rose petals, or a cricket

An invisible barrier of magical force appears This spell sends creatures into a magical V S M (A pinch of dust and a few drops of
and protects you. Until the start of your next slumber. Roll 5d8; the total is how many hit water) Until the spell ends, freezing rain and
turn, you have a +5 bonus to AC, including points of creatures this spell can affect. sleet fall in a 20-foot-tall cylinder with a
against the triggering attack, and you take no Creatures within 20 feet of a point you choose 40-foot radius centered on a point you choose
damage from magic missile. within range are affected in ascending order of within range. The area is heavily obscured,
their current hit points (ignoring unconscious and exposed flames in the area are doused.
creatures). Starting with the creature that has The ground in the area is covered with slick
the lowest current hit points, each creature ice, making it difficult terrain. When a
affected by this spell falls unconscious until creature enters the spell’s area for the first
the spell ends, the sleeper takes damage, or time on a turn or starts its turn there, it must
someone uses an action to shake or slap the make a Dexterity saving throw. On a failed
sleeper awake. Subtract each creature's hit save, it falls prone. If a creature is
points from the total before moving on to the concentrating in the spell’s area, the creature
creature with the next lowest hit points. A must make a successful Constitution saving
creature's hit points must be equal to or less throw against your spell save DC or lose
than the remaining total for that creature to be concentration.
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a

Snilloc’s Snowball Swarm Summon Elemental Spirit


Sorcerer Level 2 Evocation DC 16 Spell Mod +8 Sorcerer Level 4 Conjuration DC 16 Spell Mod +8
1 Action 90ft V,S,M Inst 1 Action 90ft V,S,M Conc, 1 hr

(a piece of ice or a small white rock chip) A V, S, M (air, a pebble, ash, and water inside a
flurry of magic snowballs erupts from a point crystal vial worth at least 400 gp) You call
you choose within range. Each creature in a forth a spirit from the Elemental Planes. The
5-foot-radius sphere centered on that point spirit manifests physically in an unoccupied
must make a Dexterity saving throw. A space that you can see within range. This
creature takes 3d6 cold damage on a failed corporeal form uses the Elemental Spirit stat
save, or half as much damage on a successful block below. When you cast the spell, choose
one. At Higher Levels. When you cast this spell an element: Air, Earth, Fire, or Water. The
using a spell slot of 3rd level or higher, the creature physically resembles a vaguely
damage increases by 1d6 for each slot level humanoid form wreathed in the chosen
above 2nd. element, which also determines some of the
traits in its stat block. The creature disappears
when it drops to 0 hit points or when the spell
ends. The creature is friendly to you and your
companions for the spell’s duration. In
combat, the creature shares your initiative
count, but it takes its turn immediately after
yours. It obeys verbal commands that you
issue to it (no action required by you). If you
Page 2 (reverse)

Seeming (reverse) Minor Illusion (reverse)


Objects pass through the hat, and anyone who an illusion with a successful Intelligence
touches it would feel nothing or would feel the (Investigation) check against your spell save
creature's head and hair. If you use this spell DC. If a creature discerns the illusion for what
to appear thinner then you are, the hand of it is, the illusion becomes faint to the creature.
someone who reaches out to touch you would
bump into you while it was seemingly still in
midair. A creature can use its action to inspect
a target and make an Intelligence
(Investigation) check against your spell save
DC. If it succeeds, it becomes aware that the
target is disguised.

Sleep (reverse)
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.

Summon Elemental Spirit (reverse)


don’t issue any, it defends itself but otherwise
takes no action. At Higher Levels. When you
cast this spell using a spell slot of 5th level or
higher, the creature assumes the higher level
for that casting wherever it uses the spell’s
level in its stat block.

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