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Keyleth Xilaiil: Folk Hero Elf/Wood Elf Lawful Evil

The document provides character details for a sorcerer named Keyleth Xilaiil. It includes information on abilities, skills, equipment, appearance, and backstory. Stats are listed for attributes, proficiencies, hit points, attacks, and equipment carried.

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0% found this document useful (0 votes)
63 views6 pages

Keyleth Xilaiil: Folk Hero Elf/Wood Elf Lawful Evil

The document provides character details for a sorcerer named Keyleth Xilaiil. It includes information on abilities, skills, equipment, appearance, and backstory. Stats are listed for attributes, proficiencies, hit points, attacks, and equipment carried.

Uploaded by

Preston Runge
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
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Sorcerer [Draconic Bloodline] (3)

Folk Hero
CLASS & LEVEL BACKGROUND PLAYER NAME
Keyleth Xilaiil Elf/Wood Elf Lawful Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Likes money.

+2 +2 PROFICIENCY BONUS
13
ARMOR
CLASS
0
INITIATIVE
35
SPEED
Dsilikes people smarter than him.

14 PERSONALITY TRAITS

Hit Point Maximum 19


+2 Strength
DEXTERITY
0 Dexterity
Gain wealth.
0 ●
+2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

11 +2 Wisdom

CONSTITUTION

+6 Charisma
SAVING THROWS
Other elves
TEMPORARY HIT POINTS BONDS

0 0 Acrobatics (Dex) SUCCESSES

10 3x(1d6+0) Thinks he's smarter than



+4 Animal Handling (Wis) FAILURES
he is.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)

+1 ●
+6 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 +2 Insight (Wis)
Crossbow, light +2 1d8+0 piercing
Backpack
WISDOM
+4 Intimidation (Cha)
+1 Investigation (Int)
Dagger +4 1d4+2 piercing
Bedroll
+2 Medicine (Wis) Clothes, common
+2 +1 Nature (Int)
Crossbow bolt

+4 Perception (Wis) Number of
14
+4 Performance (Cha)
Attacks: 1 x20
CHARISMA

+6 Persuasion (Cha)
+1 Religion (Int)
Mess kit
+4 0 Sleight of Hand (Dex) Pot, iron
18
0 Stealth (Dex)
Rations (1 day)
+4 Survival (Wis)
x10

SKILLS ATTACKS & SPELLCASTING


Rope, hempen
14 PASSIVE WISDOM (PERCEPTION)
CP Shovel
SP
Staff
Tool Proficiencies: Land
Vehicles; Tinker's Tools Tinderbox
Weapon Proficiencies:
EP
Tinker's Tools
Crossbow, light; Dagger; Dart;
Longbow; Longsword;
GP
10 Torch x10
Quarterstaff; Shortbow;
Shortsword; Sling PP
Waterskin
Language Proficiencies:
Common; Draconic; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
236 5'6" 180
AGE HEIGHT WEIGHT
Keyleth Xilaiil Green Copper Blonde
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 6
Mending
Message
Prestidigitation
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Chaos Bolt

Sleep
4
SPELLS KNOWN

2 2
Cloud of Daggers

Detect Thoughts

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

Darkvision: 60 ft.
Immunities: magical-sleep

----------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------------
Careful Spell. When you cast a spell that requires a save, spend 1
sorcery pt. to allow up to 4 creatures to automatically succeed.

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


modifier.

Fey Ancestry. Advantage on charmed saves and immune to sleep


magic.

Mask of the Wild. You can try to hide when lightly obscured by
foliage, heavy rain, falling snow, mist, and other natural
phenomena.

Rustic Hospitality. Since you come from the ranks of the common
folk, you fit in among them with ease. You can find a place to hide,
rest, or recuperate among other commoners, unless you have
shown yourself to be a danger to them. They will shield you from
the law or anyone else searching for you, though they will not risk
their lives for you. .

Sorcery Points. You have 3 sorcery points (use 3 times/long rest).

Subtle Spell. Spend 1 sorcery pt. to cast a spell without somatic or


verbal components.

Trance. Trance 4 hrs. instead of sleep 8.


Page 1

Chaos Bolt Cloud of Daggers Detect Thoughts


Sorcerer Level 1 Evocation DC 14 Spell Mod +6 Sorcerer Level 2 Conjuration DC 14 Spell Mod +6 Sorcerer Level 2 Divination DC 14 Spell Mod +6
1 Act. 120 ft V,S Inst 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Self V,S,M Conc, 1 min
A sliver of glass A copper piece

You hurl an undulating, warbling mass of You fill the air with spinning daggers in a cube For the duration, you can read the thoughts of
chaotic energy at one creature in range. Make 5 feet on each side, centered on a point you certain creatures. When you cast the spell and
a ranged spell attack against the target. On a choose within range. A creature takes 4d4 as your action on each turn until the spell
hit, the target takes 2d8 + 1d6 damage. Choose slashing damage when it enters the spell’s ends, you can focus your mind on any one
one of the d8s. The number rolled on that die area for the first time on a turn or starts its creature that you can see within 30 feet of you.
determines the attack’s damage type, as turn there. At Higher Levels. When you cast If the creature you choose has an Intelligence
shown below: 1 Acid 2 Cold 3 Fire 4 Force 5 this spell using a spell slot of 3rd level or of 3 or lower or doesn't speak any language,
Lightning 6 Poison 7 Psychic 8 Thunder If you higher, the damage increases by 2d4 for each the creature is unaffected. You initially learn
roll the same number on both d8s, the chaotic slot level above 2nd. the surface thoughts of the creature—what is
energy leaps from the target to a different most on its mind in that moment. As an
creature of your choice within 30 feet of it. action, you can either shift your attention to
Make a new attack roll against the new target, another creature's thoughts or attempt to
and make a new damage roll, which could probe deeper into the same creature's mind. If
cause the chaotic energy to leap again. A you probe deeper, the target must make a
creature can be targeted only once by each Wisdom saving throw. If it fails, you gain
casting of this spell. At Higher Levels. When insight into its reasoning (if any), its
you cast this spell using a spell slot of 2nd level emotional state, and something that looms
or higher, each target takes 1d6 extra damage large in its mind (such as something it worries
of the type rolled for each slot level above 1st. over, loves, or hates). If it succeeds, the spell

Mending Message Prestidigitation


Sorcerer - Transmutation cantrip DC 14 Spell Mod Sorcerer - Transmutation cantrip DC 14 Spell Mod Sorcerer - Transmutation cantrip DC 14 Spell Mod
+6 +6 +6
1 min Touch V,S,M Inst 1 Act. 120 ft V,S,M 1 Rnd 1 Act. 10 ft V,S Up to 1 hr
Two lodestones A short piece of copper wire

This spell repairs a single break or tear in an You point your finger toward a creature This spell is a minor magical trick that novice
object you touch, such as a broken chain link, within range and whisper a message. The spellcasters use for practice. You create one of
two halves of a broken key, a torn cloak, or a target (and only the target) hears the message the following magical effects within range: •
leaking wineskin. As long as the break or tear and can reply in a whisper that only you can You create an instantaneous, harmless
is no larger than 1 foot in any dimension, you hear. You can cast this spell through solid sensory effect, such as a shower of sparks, a
mend it, leaving no trace of the former objects if you are familiar with the target and puff of wind, faint musical notes, or an odd
damage. This spell can physically repair a know it is beyond the barrier. Magical silence, odor. • You instantaneously light or snuff out a
magic item or construct, but the spell can't 1 foot of stone, 1 inch of common metal, a thin candle, a torch, or a small campfire. • You
restore magic to such an object. sheet of lead, or 3 feet of wood blocks the spell. instantaneously clean or soil an object no
The spell doesn't have to follow a straight line larger than 1 cubic foot. • You chill, warm, or
and can travel freely around corners or flavor up to 1 cubic foot of nonliving material
through openings. for 1 hour. • You make a color, a small mark, or
a symbol appear on an object or a surface for 1
hour. • You create a nonmagical trinket or an
illusory image that can fit in your hand and
that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss

Ray of Frost Sleep


Sorcerer - Evocation cantrip DC 14 Spell Mod +6 Sorcerer Level 1 Enchantment DC 14 Spell Mod +6
1 Act. 60 ft V,S Inst 1 Act. 90 ft V,S,M 1 min
A pinch of fine sand, rose petals, or a cricket

A frigid beam of blue-white light streaks This spell sends creatures into a magical
toward a creature within range. Make a slumber. Roll 5d8; the total is how many hit
ranged spell attack against the target. On a hit, points of creatures this spell can affect.
it takes 1d8 cold damage, and its speed is Creatures within 20 feet of a point you choose
reduced by 10 feet until the start of your next within range are affected in ascending order of
turn. The spell's damage increases by 1d8 their current hit points (ignoring unconscious
when you reach 5th level (2d8), 11th level (3d8), creatures). Starting with the creature that has
and 17th level (4d8). the lowest current hit points, each creature
affected by this spell falls unconscious until
the spell ends, the sleeper takes damage, or
someone uses an action to shake or slap the
sleeper awake. Subtract each creature's hit
points from the total before moving on to the
creature with the next lowest hit points. A
creature's hit points must be equal to or less
than the remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a
Page 1 (reverse)

Detect Thoughts (reverse)


ends. Either way, the target knows that you
are probing into its mind, and unless you shift
your attention to another creature's thoughts,
the creature can use its action on its turn to
make an Intelligence check contested by your
Intelligence check; if it succeeds, the spell
ends. Questions verbally directed at the target
creature naturally shape the course of its
thoughts, so this spell is particularly effective
as part of an interrogation. You can also use
this spell to detect the presence of thinking
creatures you can't see. When you cast the
spell or as your action during the duration,
you can search for thoughts within 30 feet of
you. The spell can penetrate barriers, but 2
feet of rock, 2 inches of any metal other than
lead, or a thin sheet of lead blocks you. You
can't detect a creature with an Intelligence of 3
or lower or one that doesn't speak any
language. Once you detect the presence of a
creature in this way, you can read its thoughts
for the rest of the duration as described above,
even if you can't see it, but it must still be
within range.

Prestidigitation (reverse)
such an effect as an action.

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

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