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0% found this document useful (0 votes)
19 views8 pages

Character

Uploaded by

gabriel.alemeida
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 [Sangue de fênix ] (8)

Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME

Human/ Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +3 45
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 61


+2 Strength
DEXTERITY
+3 Dexterity

+3 ●
+5 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

16 +4 Wisdom

+6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 ●
+6 Acrobatics (Dex) SUCCESSES

15 +4 Animal Handling (Wis)


8x(1d6+2)
FAILURES

+7 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)

+4 ●
+6 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE

19 ●
+7 Insight (Wis)
Dagger +6 1d4+3 piercing
Backpack
WISDOM

+6 Intimidation (Cha)
+4 Investigation (Int)
Crossbow, hand +3 1d6+3 piercing
Clothes, common
+4 Medicine (Wis) Handaxe +2 1d6+2 slashing
Crowbar
+4 +4 Nature (Int)
Crystal

+7 Perception (Wis) Number of
18
+3 Performance (Cha)
Attacks: 1 Emblem
CHARISMA

+6 Persuasion (Cha)
+7 Religion (Int)
Hammer
Incense x5

+3 +3 Sleight of Hand (Dex)

17
+3 Stealth (Dex) Piton x10
+7 Survival (Wis)
Pouch

SKILLS ATTACKS & SPELLCASTING


Prayer Book
17 PASSIVE WISDOM (PERCEPTION)
CP Rations (1 day)
SP
x10
Weapon Proficiencies:
Crossbow, light; Dagger; Dart; Rope, hempen
Quarterstaff; Sling EP
Tinderbox
Armor Proficiencies: Heavy;
Light; Medium; Shields
GP
15 Torch x10
Language Proficiencies: PP
Vestements
Common; Draconic; Dwarvish; Waterskin
Elvish; Infernal; Sylvan

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

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

0 CANTRIPS 3 3 6
Fire Bolt Counterspell
Mage Hand Dispel Magic
Mending Fireball
Message
True Strike

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Burning Hands

Comprehend Languages
4 2
Detect Magic

Mage Armor Wall of Fire


SPELLS KNOWN

Magic Missile

2 3

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

----------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.

---------------Actions--------------
Grappler. Restrain a creature you are grappling.

-----------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.

Empowered Spell. Spend 1 sorcery pt. to reroll up to 3 spell


damage dice.

Grappler Feat. Advantage on attacks against creature you


grapple; can use an action to pin the creature.

Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.

Sorcery Points. You have 8 sorcery points (use 8 times/long


rest).
Page 1

Fire Bolt Mage Hand Mending


Sorcerer Cantrip Evocation DC 14 Spell Mod +6 Sorcerer Cantrip Conjuration DC 14 Spell Mod +6 Sorcerer Cantrip Transmutation DC 14 Spell Mod +6
1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S 1 min 1 min Touch V,S,M Inst
Two lodestones

You hurl a mote of fire at a creature or object A spectral, floating hand appears at a point This spell repairs a single break or tear in an
within range. Make a ranged spell attack you choose within range. The hand lasts for object you touch, such as a broken chain link,
against the target. On a hit, the target takes the duration or until you dismiss it as an two halves of a broken key, a torn cloak, or a
1d10 fire damage. A flammable object hit by action. The hand vanishes if it is ever more leaking wineskin. As long as the break or tear
this spell ignites if it isn’t being worn or than 30 feet away from you or if you cast this is no larger than 1 foot in any dimension, you
carried. This spell’s damage increases by 1d10 spell again. You can use your action to control mend it, leaving no trace of the former
when you reach 5th level (2d10), 11th level the hand. You can use the hand to manipulate damage. This spell can physically repair a
(3d10), and 17th level (4d10). an object, open an unlocked door or container, magic item or construct, but the spell can't
stow or retrieve an item from an open restore magic to such an object.
container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.

Message True Strike Burning Hands


Sorcerer Cantrip Transmutation DC 14 Spell Mod +6 Sorcerer Cantrip Divination DC 14 Spell Mod +6 Sorcerer Level 1 Evocation DC 14 Spell Mod +6
1 Act. 120 ft V,S,M 1 Rnd 1 Act. 30 ft S Conc, 1 Rnd 1 Act. Self V,S Inst
A short piece of copper wire

You point your finger toward a creature You extend your hand and point a finger at a As you hold your hands with thumbs touching
within range and whisper a message. The target in range. Your magic grants you a brief and fingers spread, a thin sheet of flames
target (and only the target) hears the message insight into the target's defenses. On your next shoots forth from your outstretched
and can reply in a whisper that only you can turn, you gain advantage on your first attack fingertips. Each creature in a 15-foot cone
hear. You can cast this spell through solid roll against the target, provided that this spell must make a Dexterity saving throw. A
objects if you are familiar with the target and hasn't ended. creature takes 3d6 fire damage on a failed
know it is beyond the barrier. Magical silence, save, or half as much damage on a successful
1 foot of stone, 1 inch of common metal, a thin one. The fire ignites any flammable objects in
sheet of lead, or 3 feet of wood blocks the spell. the area that aren't being worn or carried. At
The spell doesn't have to follow a straight line Higher Levels. When you cast this spell using a
and can travel freely around corners or spell slot of 2nd level or higher, the damage
through openings. increases by 1d6 for each slot level above 1st.

Comprehend Languages (ritual) Detect Magic (ritual) Mage Armor


Sorcerer Level 1 Divination DC 14 Spell Mod +6 Sorcerer Level 1 Divination DC 14 Spell Mod +6 Sorcerer Level 1 Abjuration DC 14 Spell Mod +6
1 Act. Self V,S,M 1 hr 1 Act. Self V,S Conc, 10 mins 1 Act. Touch V,S,M 8 hrs
A pinch of soot and salt A piece of cured leather

For the duration, you understand the literal For the duration, you sense the presence of You touch a willing creature who isn't wearing
meaning of any spoken language that you magic within 30 feet of you. If you sense magic armor, and a protective magical force
hear. You also understand any written in this way, you can use your action to see a surrounds it until the spell ends. The target's
language that you see, but you must be faint aura around any visible creature or base AC becomes 13 + its Dexterity modifier.
touching the surface on which the words are object in the area that bears magic, and you The spell ends if the target dons armor or if
written. It takes about 1 minute to read one learn its school of magic, if any. The spell can you dismiss the spell as an action.
page of text. This spell doesn't decode secret penetrate most barriers, but it is blocked by 1
messages in a text or a glyph, such as an foot of stone, 1 inch of common metal, a thin
arcane sigil, that isn't part of a written sheet of lead, or 3 feet of wood or dirt.
language.
Page 1 (reverse)
Page 2

Magic Missile Counterspell Dispel Magic


Sorcerer Level 1 Evocation DC 14 Spell Mod +6 Sorcerer Level 3 Abjuration DC 14 Spell Mod +6 Sorcerer Level 3 Abjuration DC 14 Spell Mod +6
1 Act. 120 ft V,S Inst 1 reAct. 60 ft S Inst 1 Act. 120 ft V,S Inst

You create three glowing darts of magical You attempt to interrupt a creature that you Choose one creature, object, or magical effect
force. Each dart hits a creature of your choice can see casting a spell. If the creature is casting within range. Any spell of 3rd level or lower
that you can see within range. A dart deals 1d4 a spell of 3rd level or lower, its spell fails and on the target ends. For each spell of 4th level
+ 1 force damage to its target. The darts all has no effect. If it's a spell of 4th level or or higher on the target, make an ability check
strike simultaneously, and you can direct higher, make a check using your spellcasting using your spellcasting ability. The DC equals
them to hit one creature or several. At Higher ability. The DC is 10 + the spell's level. On a 10 + the spell's level. On a successful check, the
Levels. When you cast this spell using a spell success, the spell is interrupted. At Higher spell ends. At Higher Levels. When you cast
slot of 2nd level or higher, the spell creates Levels: The interrupted spell has no effect if its this spell using a spell slot of 4th level or
one more dart for each slot level above 1st. level is less than or equal to the level of the higher, you automatically end the effects of a
spell slot you used. spell on the target if the spell's level is equal to
or less than the level of the spell slot you used.

Fireball Wall of Fire


Sorcerer Level 3 Evocation DC 14 Spell Mod +6 Sorcerer Level 4 Evocation DC 14 Spell Mod +6
1 Act. 150 ft V,S,M Inst 1 Act. 120 ft V,S,M Conc, 1 min
A tiny ball of bat guano and sulfur A small piece of phosphorus

A bright streak flashes from your pointing You create a wall of fire on a solid surface
finger to a point you choose within range and within range. You can make the wall up to 60
then blossoms with a low roar into an feet long, 20 feet high, and 1 foot thick, or a
explosion of flame. Each creature in a ringed wall up to 20 feet in diameter, 20 feet
20-foot-radius sphere centered on that point high, and 1 foot thick. The wall is opaque and
must make a Dexterity saving throw. A target lasts for the duration. When the wall appears,
takes 8d6 fire damage on a failed save, or half each creature within its area must make a
as much damage on a successful one. The fire Dexterity saving throw. On a failed save, a
spreads around corners. It ignites flammable creature takes 5d8 fire damage, or half as
objects in the area that aren't being worn or much damage on a successful save. One side of
carried. At Higher Levels. When you cast this the wall, selected by you when you cast this
spell using a spell slot of 4th level or higher, spell, deals 5d8 fire damage to each creature
the damage increases by 1d6 for each slot level that ends its turn within 10 feet of that side or
above 3rd. inside the wall. A creature takes the same
damage when it enters the wall for the first
time on a turn or ends its turn there. The other
side of the wall deals no damage. At Higher
Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage
Page 2 (reverse)

Wall of Fire (reverse)


increases by 1d8 for each slot level above 4th.

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