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Sorcerer (3)
Hermit
CLASS & LEVEL
Jacob Johnson
BACKGROUND
Dragonborn
Neutral Evil
ALIGNMENT
RACE
CHARACTER NAME
Silver
PLAYER NAME
900
EXPERIENCE POINTS
INSPIRATION
STRENGTH
16
16
+2
+3
ARMOR
CLASS
PROFICIENCY BONUS
INITIATIVE
+3
Hit Point Maximum
+3 Strength
18
Longs to start over, craving a
revolution to start over. Hopes to
found a city one day.
+3 Dexterity
●
+2 Constitution
CURRENT HIT POINTS
+3 Intelligence
+3
Killed all animals in village before
setting out on adventure.
+3 Charisma
CONSTITUTION
SAVING THROWS
10
TEMPORARY HIT POINTS
Total
+3 Acrobatics (Dex)
0
3d6
●
INTELLIGENCE
+5 Arcana (Int)
HIT DICE
DEATH SAVES
+1 Deception (Cha)
NAME
+3 History (Int)
●
Dagger
+4 Insight (Wis)
+5
●
+4
Medicine (Wis)
+3 Nature (Int)
- Breath Weapon.
Cold, 15 ft. cone,
2d6 cold damage,
DC10 con save.
+2 Perception (Wis)
+2
+1 Performance (Cha)
+1 Persuasion (Cha)
CHARISMA
●
Damage
Resistances: cold
1d4 + 3 piercing
+3 Investigation (Int)
WISDOM
+5 Religion (Int)
+3 Sleight of Hand (Dex)
+3 Stealth (Dex)
(additional
features & traits
on last page)
+2 Survival (Wis)
SKILLS
12
FLAWS
ATK BONUS DAMAGE/TYPE
+1 Intimidation (Cha)
+1
Despises animals. Wants
mass genocide on all animals.
FAILURES
+3 Athletics (Str)
16
13
BONDS
SUCCESSES
+2 Animal Handling (Wis)
15
IDEALS
+2 Wisdom
●
+3
SPEED
PERSONALITY TRAITS
DEXTERITY
16
Loner, lived on the outskirts of a village in
the north, helped others for coin. Often
forgets to talk out loud, as most of his
conversations are in his head.
ATTACKS & SPELLCASTING
PASSIVE WISDOM (PERCEPTION)
CP
SP
Tool Proficiencies:
Herbalism Kit
EP
Weapon Proficiencies:
Crossbow, light; Dagger;
Dart; Quarterstaff; Sling
Language Proficiencies:
Common; Draconic
OTHER PROFICIENCIES & LANGUAGES
GP
PP
Waterskin (1);
Herbalism Kit (1);
Bedroll (1);
Rations (1 day)
(10); Rope,
hempen (1);
Tinderbox (1);
Mess kit (1);
Backpack (1);
Torch (10)
EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
32
Jacob Johnson
CHARACTER NAME
AGE
Purple
EYES
5'9''
160lbs
HEIGHT
WEIGHT
White Scales
SKIN
White
HAIR
NAME
SYMBOL
CHARACTER APPEARANCE
ALLIES & ORGANIZATIONS
Gem (10 GP) (1)
TREASURE
CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer
SPELLCASTING
CLASS
0
CANTRIPS
3
Charisma
11
+3
SPELLCASTING
ABILITY
SPELL SAVE DC
SPELL ATTACK
BONUS
6
Fire Bolt
Mending
Prestidigitation
Ray of Frost
SPELL
LEVEL
1
SLOTS TOTAL
4
EPAR
7
SPELL NAME
ED
PR
SLOTS EXPENDED
Mage Armor
Magic Missile
4
SPELLS KNOWN
Thunderwave
8
2
2
Invisibility
5
9
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.
-----------Other Traits-----------Draconic Resilience. +1 HP/level, unarmored AC 13 + DEX
modifier.
Sorcery Points. You have 3 sorcery points.
Page 1
Evocation cantrip
Level-2 illusion
Level-1 abjuration
Fire Bolt
Invisibility
Mage Armor
1 act.
120 ft
V,S
Inst
You hurl a mote of fire at a creature or object
within range. Make a ranged spell attack
against the target. On a hit, the target takes
1d10 fire damage. A flammable object hit by
this spell ignites if it isn’t being worn or
carried. This spell’s damage increases by
1d10 when you reach 5th level (2d10), 11th
level (3d10), and 17th level (4d10).
1 act.
Touch
V,S,M
Conc, 1 hr
A creature you touch becomes invisible until
the spell ends. Anything the target is wearing
or carrying is invisible as long as it is on the
target's person. The spell ends for a target
that attacks or casts a spell. At Higher Levels.
When you cast this spell using a spell slot of
3rd level or higher, you can target one
additional creature for each slot level above
2nd.
1 act.
Touch
V,S,M
8 hrs
You touch a willing creature who isn't wearing
armor, and a protective magical force
surrounds it until the spell ends. The target's
base AC becomes 13 + its Dexterity modifier.
The spell ends if the target dons armor or if
you dismiss the spell as an action.
Sorcerer
Sorcerer
Sorcerer
DC 11 Mod +3
DC 11 Mod +3
DC 11 Mod +3
Level-1 evocation
Transmutation cantrip
Transmutation cantrip
Magic Missile
Mending
Prestidigitation
1 act.
120 ft
V,S
Inst
You create three glowing darts of magical
force. Each dart hits a creature of your choice
that you can see within range. A dart deals
1d4 + 1 force damage to its target. The darts
all strike simultaneously, and you can direct
them to hit one creature or several. At Higher
Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates
one more dart for each slot level above 1st.
1 min
Touch
V,S,M
Inst
This spell repairs a single break or tear in an
object you touch, such as a broken chain link,
two halves of a broken key, a torn cloak, or a
leaking wineskin. As long as the break or tear
is no larger than 1 foot in any dimension, you
mend it, leaving no trace of the former
damage. This spell can physically repair a
magic item or construct, but the spell can't
restore magic to such an object.
1 act.
10 ft
V,S
Up to 1 hr
This spell is a minor magical trick that novice
spellcasters use for practice. You create one
of the following magical effects within range: •
You create an instantaneous, harmless
sensory effect, such as a shower of sparks, a
puff of wind, faint musical notes, or an odd
odor. • You instantaneously light or snuff out
a candle, a torch, or a small campfire. • You
instantaneously clean or soil an object no
larger than 1 cubic foot. • You chill, warm, or
flavor up to 1 cubic foot of nonliving material
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
such an effect as an action.
Sorcerer
Sorcerer
Sorcerer
DC 11 Mod +3
DC 11 Mod +3
Evocation cantrip
Level-1 evocation
Ray of Frost
Thunderwave
1 act.
60 ft
V,S
Inst
A frigid beam of blue-white light streaks
toward a creature within range. Make a
ranged spell attack against the target. On a
hit, it takes 1d8 cold damage, and its speed is
reduced by 10 feet until the start of your next
turn. The spell's damage increases by 1d8
when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
1 act.
Self
V,S
Inst
A wave of thunderous force sweeps out from
you. Each creature in a 15-foot cube
originating from you must make a
Constitution saving throw. On a failed save, a
creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a
successful save, the creature takes half as
much damage and isn't pushed. In addition,
unsecured objects that are completely within
the area of effect are automatically pushed 10
feet away from you by the spell's effect, and
the spell emits a thunderous boom audible
out to 300 feet. At Higher Levels. When you
cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for
each slot level above 1st.
Sorcerer
Sorcerer
DC 11 Mod +3
DC 11 Mod +3
DC 11 Mod +3
Page 1 (reverse)
silver.pdf (PDF, 2.37 MB)
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