Smoke Lee: Character Level, Race, & Class Experience

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

Level 5 Dragonborn Sorcerer, Draconic Bloodline 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Smoke Lee
Sage Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Font of Magic (Bonus Action). You have 5 Sorcery


STRENGTH Draconic Resilience (Sorcerer) (15) 15 Points. You can transform unexpended sorcery
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
PROFICIENCY BONUS +3
16
SHIELD
AC > 4th, 7 > 5th) on your turn or you can expend one
spell slot and gain a number of sorcery points equal
N
CIE C
to the slot’s level.
+3 Strength
Y
PROFI

+3 Metamagic. You can use only one Metamagic


+2 Dexterity
option on a spell when you cast it, unless otherwise
✘ +5 Constitution ARMOR CLASS noted.
DEXTERITY
+0 Intelligence
Subtle Spell. When you cast a spell, you can spend
MAXIMUM HIT DICE TEMPORARY 1 sorcery point to cast it without any somatic or
14 ✘
-1 Wisdom

+6 Charisma
35 5d6 verbal components.
Quickened Spell. When you cast a spell that has a
CONDITIONAL
casting time of 1 action, you can spend 2 sorcery
points to change the casting time to 1 bonus action
+2 for this casting.
CURRENT HIT POINTS Dragon Ancestor. Whenever you make a Charisma
CONSTITUTION DEATH SAVING THROWS
check when interacting with dragons, your
SAVING THROWS
proficiency bonus is doubled if it applies to the
14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
check.
Black Dragon. The black dragon as your ancestor.
Y
PROFI

RT

EXPE

-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Draconic Resilience. When you aren’t wearing
+2 ✘ +3 Arcana (Int) armor, your AC equals 15.
+3 Athletics (Str) Resistances. Cold
INTELLIGENCE ✘ +6 Deception (Cha)

10 ✘


+3 History (Int)
+2 Insight (Wis)
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
-1 Medicine (Wis) Draconic Ancestry.
WISDOM
Silver. Your draconic ancestry is silver. Your
+0 Nature (Int) damage type is cold. Your breath weapon is 15 ft.

8 -1 Perception (Wis) cone (con. save).


+3 Performance (Cha) Breath Weapon (Action—1/Short Rest). Exhale
+3 Persuasion (Cha) destructive energy. Your breath weapon does 2d6
-1 +0 Religion (Int)
cold damage in a 15 ft. cone (con. save) DC 13

+2 Sleight of Hand (Dex) Damage Resistance. You have resistance to cold.


CHARISMA +2 Stealth (Dex)

16 -1 Survival (Wis)
SKILLS

+3 9 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +3 vs AC 1d6+3 piercing
Finesse, Light
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Draconic, Elvish, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 20 4'3" 135 lb.
GENDER AGE HEIGHT WEIGHT
Smoke Lee Black Silver Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

I am horribly, horribly awkward in social situations.


I’m convinced that people are always trying to steal
my secrets.

PERSONALITY TRAITS

Logic. Emotions must not cloud our logical thinking.


(Lawful)

IDEAL

I've been searching my whole life for the answer to a


certain question.

BOND

I speak without really thinking through my words,


invariably insulting others.

FLAW BACKGROUND STORY

Heliton, aliased the Dark Kingdom, craves power like nothing else. Once pushed to the brink of extinction, they are now
Researcher back on the rise to power. With a military mainly consisting of demons, orcs, Wendigo’s and Dark Spirits, they stop at
When you attempt to learn or recall a piece of lore, if nothing to expand their kingdom.
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Shortsword] 1 2
Dagger 2 2
Explorer’s Pack 1 10
Dart 10 2.5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 1 25 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

17 lb / 240 lb 480 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Draconic Bloodline

CANTRIPS Create Bonfire Life Thread


Mage Hand Mending Ray of Frost

1ST LEVEL 4 SPELL SLOTS Acid Stream Ice Knife


Shield

2ND LEVEL 3 SPELL SLOTS Blindness/Deafness Shatter

3RD LEVEL 2 SPELL SLOTS Fireball


Create Bonfire Life Thread Mage Hand
Conjuration Cantrip Necromancy Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 5 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, M (a red or black thread) COMPONENTS V, S

You create a bonfire on ground that you can see within range. Until You create a binding thread that ties your soul to the soul of creature A spectral, floating hand appears at a point you choose within range.
the spells ends, the bonfire fills a 5-foot cube. Any creature in the within 5 feet of you. If either you or the creature moves more than 5 The hand lasts for the duration or until you dismiss it as an action.
bonfire’s space when you cast the spell must succeed on a Dexterity feet away from the other, the creature that moved takes 1d12 The hand vanishes if it is ever more than 30 feet away from you or if
saving throw or take 1d8 fire damage. A creature must also make the necrotic damage. you cast this spell again.
saving throw when it enters the bonfire’s space for the first time on a The spell’s damage increases by 1d12 when you reach 5th level You can use your action to control the hand. You can use the hand
turn or ends its turn there. (2d12), 11th level (3d12), and 17th level (4d12). to manipulate an object, open an unlocked door or container, stow or
The bonfire ignites flammable objects in its area that aren’t being retrieve an item from an open container, or pour the contents out of
worn or carried. a vial. You can move the hand up to 30 feet each time you use it. The
The spell’s damage increases by 1d8 when you reach 5th level hand can’t attack, activate magic items, or carry more than 10
(2d8), 11th level (3d8), and 17th level (4d8). pounds.

Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Dark Arts Player’s Companion Spellcasting (Sorcerer) Player’s Handbook

Mending Ray of Frost Acid Stream


Transmutation Cantrip Evocation Cantrip 1st-level evocation

CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet RANGE Self (30-foot line)
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (two lodestones) COMPONENTS V, S COMPONENTS V, S, M (a bit of rotten food)

This spell repairs a single break or tear in an object you touch, such as A frigid beam of blue-white light streaks toward a creature within A stream of acid emanates from you in a line 30 feet long and 5 feet
broken chain link, two halves of a broken key, a torn cloak, or a range. Make a ranged spell attack against the target. On a hit, it takes wide in a direction you choose. Each creature in the line must
leaking wineskin. As long as the break or tear is no larger than 1 foot 1d8 cold damage, and its speed is reduced by 10 feet until the start of succeed on a Dexterity saving throw or be covered in acid for the
in any dimension, you mend it, leaving no trace of the former your next turn. The spell’s damage increases by 1d8 when you reach spell’s duration or until a creature uses its action to scrape or wash
damage. This spell can physically repair a magic item or construct, 5th level (2d8), 11th level (3d8), and 17th level (4d8). the acid off itself or another creature. A creature covered in the acid
but the spell can’t restore magic to such an object. takes 3d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d4 for each slot level above
1st.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) UA: Spells and Magic Tattoos

Ice Knife Shield Blindness/Deafness


1st-level conjuration 1st-level abjuration 2nd-level necromancy

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action


RANGE 60 feet RANGE Self RANGE 30 feet
DURATION Instantaneous DURATION 1 round DURATION 1 minute
COMPONENTS S, M (a drop of water or piece of ice) COMPONENTS V, S COMPONENTS V

You create a shard of ice and fling it at one creature within range. Reaction trigger: You are hit by an attack or targeted by the magic You can blind or deafen a foe. Choose one creature that you can see
Make a ranged spell attack against the target. On a hit, the target missile spell An invisible barrier of magical force appears and protects within range to make a Constitution saving throw. If it fails, the target
takes 1d10 piercing damage. Hit or miss, the shard then explodes. you. Until the start of your next turn, you have a +5 bonus to AC, is either blinded or deafened (your choice) for the duration. At the
The target and each creature within 5 feet of it must succeed on a including against the triggering attack, and you take no damage from end of each of its turns, the target can make a Constitution saving
Dexterity saving throw or take 2d6 cold damage. magic missile. throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the cold damage increases by 1d6 for each slot level or higher, you can target one additional creature for each slot level
above 1st. above 2nd.

Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Shatter Fireball
2nd-level evocation 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 150 feet
DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a chip of mica) COMPONENTS V, S, M (a tiny ball of bat guano and sulfur)

A sudden loud ringing noise, painfully intense, erupts from a point of A bright streak flashes from your pointing finger to a point you
your choice within range. Each creature in a 10-foot-radius sphere choose within range and then blossoms with a low roar into an
centered on that point must make a Constitution saving throw. A explosion of flame. Each creature in a 20-foot-radius sphere centered
creature takes 3d8 thunder damage on a failed save, or half as much on that point must make a Dexterity saving throw. A target takes 8d6
damage on a successful one. A creature made of inorganic material fire damage on a failed save, or half as much damage on a successful
such as stone, crystal, or metal has disadvantage on this saving one.
throw. A nonmagical object that isn’t being worn or carried also takes The fire spreads around corners. It ignites flammable objects in the
the damage if it’s in the spell’s area. area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 3rd At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d8 for each slot level above level or higher, the damage increases by 1d6 for each slot level above
2nd. 3rd.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook


Shortsword Dagger Dagger
Weapons Weapons Weapons

2 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Explorer’s Pack Dart Dart


Equipment Packs Weapons Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10


torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook 1/4 lb. Player’s Handbook 1/4 lb. Player’s Handbook

Dart Dart Dart


Weapons Weapons Weapons

1/4 lb. Player’s Handbook 1/4 lb. Player’s Handbook 1/4 lb. Player’s Handbook
Dart Dart Dart
Weapons Weapons Weapons

1/4 lb. Player’s Handbook 1/4 lb. Player’s Handbook 1/4 lb. Player’s Handbook

Dart Dart
Weapons Weapons

1/4 lb. Player’s Handbook 1/4 lb. Player’s Handbook

You might also like