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Sorcerer

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0% found this document useful (0 votes)
40 views4 pages

Sorcerer

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Sorcerer - Kenku - lvl 4

HP 25
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Saving Throws: Constitution, Charisma
Skills: Arcana, Deception, Insight, Acrobatics
Equipment: Arcane Focus, Explorer’s Pack, 3 daggers
Speed: 30ft
Size: Small
Age: 12
Languages: Common, plus another

 Expert Duplication. When you copy writing or craftwork produced


by yourself or someone else, you have advantage on any ability
checks you make to produce an exact duplicate.

 Kenku Recall. Thanks to your supernaturally good memory, you


have proficiency in two skills of your choice. (Insight, Acrobatics)
o Moreover, when you make an ability check using any skill in
which you have proficiency, you can give yourself advantage
on the check before rolling the d20. You can give yourself
advantage in this way a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

 Mimicry. You can accurately mimic sounds you have heard,


including voices. A creature that hears the sounds you make can
tell they are imitations only with a successful Wisdom (Insight)
check against a DC of 8 + your proficiency bonus + your Charisma
modifier.(14)
Wild Magic

Spellcasting
An event in your past, or in the life of a parent or ancestor, left an
indelible mark on you, infusing you with arcane magic. This font of magic,
whatever its origin, fuels your spells.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer
spell list.

Spell Slots
You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher


You know two 1st-level spells of your choice from the sorcerer spell list.

Additionally, when you gain a level in this class, you can choose one of
the sorcerer spells you know and replace it with another spell from the
sorcerer spell list, which also must be of a level for which you have spell
slots.

Spellcasting Ability
Charisma is your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier (14)

Spell attack modifier = your proficiency bonus + your Charisma modifier


(+6)

Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This
wellspring is represented by sorcery points, which allow you to create a
variety of magical effects.

 Sorcery Points. You have 4 sorcery points, and you gain more as
you reach higher levels, as shown in the Sorcery Points column of
the Sorcerer table. You can never have more sorcery points than
shown on the table for your level. You regain all spent sorcery
points when you finish a long rest.

 Flexible Casting. You can use your sorcery points to gain


additional spell slots, or sacrifice spell slots to gain additional
sorcery points. You learn other ways to use your sorcery points as
you reach higher levels.
o Creating Spell Slots. You can transform unexpended sorcery
points into one spell slot as a bonus action on your turn. The
Creating Spell Slots table shows the cost of creating a spell
slot of a given level. You can create spell slots no higher in
level than 5th. Any spell slot you create with this feature
vanishes when you finish a long rest.
o 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.

Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs.
You gain two of the following Metamagic options of your choice. You gain
another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it,
unless otherwise noted.

 Transmuted Spell. When you cast a spell that deals a type of


damage from the following list, you can spend 1 sorcery point to
change that damage type to one of the other listed types: acid,
cold, fire, lightning, poison, thunder.

 Twinned Spell. When you cast a spell that targets only one
creature and doesn't have a range of self, you can spend a number
of sorcery points equal to the spell's level to target a second
creature in range with the same spell (1 sorcery point if the spell is
a cantrip). To be eligible, a spell must be incapable of targeting
more than one creature at the spell's current level. For
example, magic missile and scorching ray aren't eligible, but ray
of frost and chromatic orb are.
Starting at 1st level, you can manipulate the forces of chance and chaos
to gain advantage on one attack roll, ability check, or saving throw. Once
you do so, you must finish a long rest before you can use this feature
again.

4 sorc

1st 4

2nd 3

25 hp

13 AC

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