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Aasimar Sorcerer Character Sheet

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Mirko Cavallo
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0% found this document useful (0 votes)
92 views5 pages

Aasimar Sorcerer Character Sheet

Stregone ded 5e già pronto

Uploaded by

Mirko Cavallo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Sorcerer 5 Asmita91

CLASS & LEVEL PLAYER NAME


Endrin
Aasimar Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
• +5 Constitution +1 17 37 --
-1 +0 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
8
• +6 Charisma
Total 5d6
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

+1 DEFENSES HIT DICE DEATH SAVES

13 SAVING THROWS INSPIRATION


=== WEAPONS ===
Crossbow, Light, Dagger, Dart, Quarterstaff,
CONSTITUTION +1 Acrobatics DEX Sling
+3 PROFICIENCY BONUS
+2 P
+1

+3
Animal Handling WIS
Arcana INT
=== LANGUAGES ===
Celestial, Common, Draconic, Infernal,
Primordial
15 -1 Athletics STR
ABILITY SAVE DC
+3 Deception CHA
P +3 History INT
INTELLIGENCE
+1 Insight WIS
30 ft. (Walking)
+0 P +6 Intimidation CHA
+0 Investigation INT
10 +1 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +1 Perception WIS


+3 Performance CHA === ACTIONS === === BONUS ACTIONS ===
+1 P +6 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Celestial Revelation • 1 / Long Rest
Once per long rest, you can use a bonus action to
Help, Hide, Ready, Search, Use an Object, transform using your revelation which lasts for one
+0 Religion INT
12 Opportunity Attack, Grapple, Shove, Improvise, minute or until you end it as a bonus action.
P +4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
Celestial Revelation (Necrotic Shroud)
+1 Stealth DEX Healing Hands • 1 / Long Rest Creatures other than allies within 10 ft. of you must
CHARISMA As an action, you can touch a creature and heal it succeed on a CHA saving throw (DC 14) or become
+1 Survival WIS
for <strong>3d4</strong> hit points. frightened of you until the end of your next turn.

+3 Sorcery Points • 5 / Long Rest


You have limiteduse - No limited use data available
Once on each of your turns, you can deal an extra 3
necrotic damage to one target when you deal damage
sorcery points that you regain when you finish a long to it with an attack or spell.
17 rest.
Convert Sorcery Points
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE WISDOM (PERCEPTION)


Shortsword +1 1d6+1 Piercing Martial, Finesse, Light

Fire Bolt +6 2d10 Fire V/S


11 PASSIVE WISDOM (INSIGHT)

Shocking Grasp +6 2d8 Lightning V/S


10 PASSIVE INTELLIGENCE (INVESTIGATION)
Unarmed Strike +7 0 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Sorcerer 5 Asmita91
CLASS & LEVEL PLAYER NAME
Endrin
Aasimar Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== SORCERER FEATURES === * Metamagic Options • TCoE 66

* Additional Sorcerer Spells • TCoE 65 * Metamagic • PHB 101 === AASIMAR RACIAL TRAITS ===
Your Sorcerer has additional spells available to them, You gain the ability to twist spells to suit your needs.
as designated in Tasha's Cauldron of Everything. * Ability Score Increases • MotM 5
| Careful Spell • PHB When determining your character’s ability scores,
* Hit Points • PHB 100 You can spend <strong>1 sorcery point</strong> to increase one score by 2 and increase a different score
allow up to 3 creatures to automatically succeed on the by 1, or increase three different scores by 1.
* Proficiencies • PHB 100 saving throw of a spell you cast.
| Increase two scores (+2 / +1) •
* Spellcasting • PHB 101 | Metamagic - Careful Spell: Special Increase one of these scores by 2 and a different
You can cast known sorcerer spells using CHA as your score by 1.
spellcasting modifier (Spell DC 14, Spell Attack +6). | Quickened Spell • PHB
You can use an arcane focus as a spellcasting focus. When you cast a spell that has a casting time of 1 * Languages • MotM 5
action, you can spend <strong>2 sorcery Your character can speak, read, and write Common
* Sorcerous Origin • PHB 101 points</strong> to change the casting time to 1 bonus and one other language that you and your DM agree is
action for this casting. appropriate for the character.
| Draconic Bloodline
| Metamagic - Quickened Spell: Special * Creature Type • MotM 7
* Dragon Ancestor • PHB 102 You are a Humanoid.
You have a specific dragon type as your ancestor. You * Sorcerous Versatility • TCoE 66
can speak, read, and write Draconic and you double Whenever you reach a level in this class that grants * Size • MotM 7
your proficiency bonus for CHA checks involving the Ability Score Improvement feature, you can do one You are Medium or Small. You choose the size when
dragons. of the following, representing the magic within you you select this race.
flowing in new ways:
| Red Dragon • PHB - Replace one of the options you chose for the * Speed • MotM 7
Metamagic feature with a different Metamagic option Your walking speed is 30 ft.
* Draconic Resilience • PHB 102 available to you.
Your max HP increases by 5. When you aren’t wearing - Replace one cantrip you learned from this class’s * Celestial Resistance • MotM 7
armor, your AC equals 14. Spellcasting feature with another cantrip from the You have resistance to necrotic damage and radiant
sorcerer spell list. damage.
* Font of Magic • PHB 101
You have 5 sorcery points that you regain when you * Ability Score Improvement • PHB 102 * Darkvision • MotM 7
finish a long rest. You can use your sorcery points to You can see in dim light within 60 ft. of you as if it were
gain additional spell slots or sacrifice spell slots to gain * Magical Guidance • TCoE 66 bright light and in darkness as if it were dim light. You
additional sorcery points as a bonus action. When you make an ability check that fails, you can discern colors in that darkness only as shades of gray.
spend 1 sorcery point to reroll the d20, and you must
| Sorcery Points: 5 / Long Rest • 1 Action use the new roll, potentially turning the failure into a * Healing Hands • MotM 7
success. As an action, you can touch a creature and heal it for
| Convert Sorcery Points: 1 Bonus Action <strong>3d4</strong> hit points.
| Special

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Dart 10 2.5 lb.

Shortsword 1 2 lb.

SP 0 Backpack 1 5 lb.

Blanket 1 3 lb.
EP 0 Clothes, Common 1 3 lb.

Herbalism Kit 1 3 lb.


GP 5 Arcane Focus 1 --

Bedroll 1 7 lb.
PP 0 Mess Kit 1 1 lb.

Rations (1 day) 10 20 lb.


WEIGHT CARRIED

72.5 lb. Rope, Hempen (50 feet) 1 10 lb.

ENCUMBERED Tinderbox 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Torch 10 10 lb.

PUSH/DRAG/LIFT Waterskin 1 5 lb.

240 lb.

EQUIPMENT

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Sorcerer 5 Asmita91
CLASS & LEVEL PLAYER NAME
Endrin
Aasimar Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

| 1 / Long Rest • 1 Action

* Light Bearer • MotM 7


You learn the <em>light</em> cantrip. Charisma is
your spellcasting ability for it.

* Celestial Revelation • MotM 7


You choose between one of three revelation options:
<strong>Necrotic Shroud</strong>, <strong>Radiant
Consumption</strong>, or <strong>Radiant
Soul</strong>.

Once per long rest, you can use a bonus action to


transform using your revelation which lasts for one
minute or until you end it as a bonus action.

| Necrotic Shroud •
While transformed:
- Creatures other than allies within 10 ft. of you must
succeed on a CHA saving throw (DC 14) or become
frightened of you until the end of your next turn.
- Once on each of your turns, you can deal an extra 3
necrotic damage to one target when you deal damage
to it with an attack or spell.

| Celestial Revelation (Necrotic Shroud): 1 Bonus


Action

| 1 / Long Rest • 1 Bonus Action

=== FEATS ===

* Elemental Adept (Fire) • PHB


Spells you cast ignore resistance to fire damage, and
when you roll damage for a spell you cast that deals
fire damage, you can treat any 1 on a damage die as a
2.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Endrin Chaotic Good
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 14 +6
Sorcerer
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Fire Bolt Sorcerer +6 1A 120 ft. V,S Instantaneous PHB 242 V/S

O Mage Hand Sorcerer -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Mind Sliver Sorcerer INT 14 1A 60 ft. V Instantaneous TCoE 108 V

O Poison Spray Sorcerer CON 14 1A 10 ft. V,S Instantaneous PHB 266 V/S

O Shocking Grasp Sorcerer +6 1A Touch V,S Instantaneous PHB 275 V/S

P Light Light Bearer (Always Prepared) DEX 14 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

=== 1st LEVEL === 4 Slots OOOO

O Burning Hands Sorcerer DEX 14 1A Self/15 ft. Cone V,S Instantaneous PHB 220 15 ft. Cone, V/S

O Detect Magic <C> Sorcerer -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

=== 2nd LEVEL === 3 Slots OOO

O Scorching Ray Sorcerer +6 1A 120 ft. V,S Instantaneous PHB 273 V/S

O Misty Step Sorcerer -- 1BA Self V Instantaneous PHB 260 V

=== 3rd LEVEL === 2 Slots OO

O Fireball Sorcerer DEX 14 1A 150 ft./20 ft. Sphere V,S,M Instantaneous PHB 241 20 ft. Sphere, V/S/M

O Slow <C> Sorcerer WIS 14 1A 120 ft./40 ft. Cube V,S,M Concentration, up to 1 minute PHB 277 D: 1m, 40 ft. Cube, V/S/M

SPELLS

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