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Sorcerer [Draconic Bloodline] (10) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


jack frost
jack frost Neutral Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +1 30
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 62


+1 Strength
DEXTERITY
+1 Dexterity

+1 ● +5 Constitution
CURRENT HIT POINTS IDEALS
+1 Intelligence
12 +1 Wisdom
● +8 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1
● +5 Acrobatics (Dex) SUCCESSES
13 10x(1d6+1)
● +5 Animal Handling (Wis) FAILURES
● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)

+1 +4 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Dagger +5 1d4+1 piercing Backpack


13 ● +5 Insight (Wis)
Bedroll
● +8 Intimidation (Cha) Quarterstaff +5 1d6+1 bludgeoning
Clothes, common
WISDOM +1 Investigation (Int)
● +5 Medicine (Wis)
Incense x5
+1 ● +5 Nature (Int)
Mess kit
Number of Attacks: 1 Pouch
● +5 Perception (Wis)
13 Rations (1 day) x10
● +8 Performance (Cha)
● +8 Persuasion (Cha)
Reliquary
CHARISMA
● +5 Religion (Int)
Rope, hempen
+4 +1 Sleight of Hand (Dex)
Staff
+1 Stealth (Dex)
Tinderbox
18
+1 Survival (Wis)
Torch x10
Vestements
SKILLS ATTACKS & SPELLCASTING
Waterskin
15 PASSIVE WISDOM (PERCEPTION)
CP

SP
Weapon Proficiencies: Crossbow, hand;
Crossbow, light; Dagger; Dart; Flail;
Glaive; Greatsword; Halberd; Quarterstaff; EP
Rapier; Scimitar; Shortsword; Simple;
Sling; Trident; War pick; Whip
GP 15
Armor Proficiencies: Light; Medium
PP
Language Proficiencies: Common;
Draconic; Dwarvish; Elvish; Gnomish;
Halfling; Orc, Undercommon

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
jack frost
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

after santa dissapered the other holiday spirits began to worry


sending you to find santa as without Christmas their is no spirit
and they will all fade into a distant memory, you meet the merry
misfits a group of adventurers who agree to help you find santa
for their own reasons .

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Chill Touch Blink

Dancing Lights Counterspell

Light Dispel Magic

Mage Hand Water Breathing

Minor Illusion Water Walk

Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Charm Person

Detect Magic
4 3
Mage Armor

Magic Missile Ice Storm


SPELLS KNOWN

2 3
Hold Person

5 2
9

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

Damage Resistances: cold

----------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.

Elemental Affinity. Add CHA mod to one damage roll of a spell that deals cold damage, you may also
spend 1 sorcery pt. to gain resistance to that damage type for an hr.

Empowered Spell. Spend 1 sorcery pt. to reroll up to 4 spell damage dice.

Heightened Spell. When you cast a spell with a save to resist it's effects, spend 3 sorcery pts. to give one
target disadvantage on its first save against it.

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

Sorcery Points. You have 10 sorcery points (use 10 times/long rest).

Twinned Spell. Spend X sorcery pts. (min 1) to target two creatures with a single target spell, where X is
the spell level.

frostbite. If hit the enemy must roll a 10 con save if the fail they roll a percentile die below 70 they fail and
are frozen , 70 and above they succeed and arent frozen .
Page 1

Blink Charm Person Chill Touch


Sorcerer Level 3 Transmutation DC 16 Spell Mod +8 Sorcerer Level 1 Enchantment DC 16 Spell Mod +8 Sorcerer - Necromancy cantrip DC 16 Spell Mod +8
1 Act. Self V,S 1 min 1 Act. 30 ft V,S 1 hr 1 Act. 120 ft V,S 1 Rnd

Roll a d20 at the end of each of your turns for You attempt to charm a humanoid you can see You create a ghostly, skeletal hand in the
the duration of the spell. On a roll of 11 or within range. It must make a Wisdom saving space of a creature within range. Make a
higher, you vanish from your current plane of throw, and does so with advantage if you or ranged spell attack against the creature to
existence and appear in the Ethereal Plane your companions are fighting it. If it fails the assail it with the chill of the grave. On a hit,
(the spell fails and the casting is wasted if you saving throw, it is charmed by you until the the target takes 1d8 necrotic damage, and it
were already on that plane). At the start of spell ends or until you or your companions do can't regain hit points until the start of your
your next turn, and when the spell ends if you anything harmful to it. The charmed creature next turn. Until then, the hand clings to the
are on the Ethereal Plane, you return to an regards you as a friendly acquaintance. When target. If you hit an undead target, it also has
unoccupied space of your choice that you can the spell ends, the creature knows it was disadvantage on attack rolls against you until
see within 10 feet of the space you vanished charmed by you. At Higher Levels. When you the end of your next turn. This spell's damage
from. If no unoccupied space is available cast this spell using a spell slot of 2nd level or increases by 1d8 when you reach 5th level
within that range, you appear in the nearest higher, you can target one additional creature (2d8), 11th level (3d8), and 17th level (4d8).
unoccupied space (chosen at random if more for each slot level above 1st. The creatures
than one space is equally near). You can must be within 30 feet of each other when you
dismiss this spell as an action. While on the target them.
Ethereal Plane, you can see and hear the plane
you originated from, which is cast in shades of
gray, and you can't see anything there more
than 60 feet away. You can only affect and be

Counterspell Dancing Lights Detect Magic (ritual)


Sorcerer Level 3 Abjuration DC 16 Spell Mod +8 Sorcerer - Evocation cantrip DC 16 Spell Mod +8 Sorcerer Level 1 Divination DC 16 Spell Mod +8
1 reAct. 60 ft S Inst 1 Act. 120 ft V,S,M Conc, 1 min 1 Act. Self V,S Conc, 10 mins
A bit of phosphorus or wychwood, or a glowworm

You attempt to interrupt a creature that you You create up to four torch-sized lights within For the duration, you sense the presence of
can see casting a spell. If the creature is casting range, making them appear as torches, magic within 30 feet of you. If you sense magic
a spell of 3rd level or lower, its spell fails and lanterns, or glowing orbs that hover in the air in this way, you can use your action to see a
has no effect. If it's a spell of 4th level or for the duration. You can also combine the faint aura around any visible creature or
higher, make a check using your spellcasting four lights into one glowing vaguely object in the area that bears magic, and you
ability. The DC is 10 + the spell's level. On a humanoid form of Medium size. Whichever learn its school of magic, if any. The spell can
success, the spell is interrupted. At Higher form you choose, each light sheds dim light in penetrate most barriers, but it is blocked by 1
Levels: The interrupted spell has no effect if its a 10-foot radius. As a bonus action on your foot of stone, 1 inch of common metal, a thin
level is less than or equal to the level of the turn, you can move the lights up to 60 feet to a sheet of lead, or 3 feet of wood or dirt.
spell slot you used. new spot within range. A light must be within
20 feet of another light created by this spell,
and a light winks out if it exceeds the spell's
range.

Dispel Magic Hold Person Ice Storm


Sorcerer Level 3 Abjuration DC 16 Spell Mod +8 Sorcerer Level 2 Enchantment DC 16 Spell Mod +8 Sorcerer Level 4 Evocation DC 16 Spell Mod +8
1 Act. 120 ft V,S Inst 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 300 ft V,S,M Inst
A small, straight piece of iron A pinch of dust and a few drops of water

Choose one creature, object, or magical effect Choose a humanoid that you can see within A hail of rock-hard ice pounds to the ground
within range. Any spell of 3rd level or lower range. The target must succeed on a Wisdom in a 20-foot-radius, 40-foot-high cylinder
on the target ends. For each spell of 4th level saving throw or be paralyzed for the duration. centered on a point within range. Each
or higher on the target, make an ability check At the end of each of its turns, the target can creature in the cylinder must make a Dexterity
using your spellcasting ability. The DC equals make another Wisdom saving throw. On a saving throw. A creature takes 2d8
10 + the spell's level. On a successful check, the success, the spell ends on the target. At Higher bludgeoning damage and 4d6 cold damage on
spell ends. At Higher Levels. When you cast Levels. When you cast this spell using a spell a failed save, or half as much damage on a
this spell using a spell slot of 4th level or slot of 3rd level or higher, you can target one successful one. Hailstones turn the storm's
higher, you automatically end the effects of a additional humanoid for each slot level above area of effect into difficult terrain until the end
spell on the target if the spell's level is equal to 2nd. The humanoids must be within 30 feet of of your next turn. At Higher Levels. When you
or less than the level of the spell slot you used. each other when you target them. cast this spell using a spell slot of 5th level or
higher, the bludgeoning damage increases by
1d8 for each slot level above 4th.
Page 1 (reverse)

Blink (reverse)
affected by other creatures on the Ethereal
Plane. Creatures that aren't there can't
perceive you or interact with you, unless they
have the ability to do so.
Page 2

Light Mage Armor Mage Hand


Sorcerer - Evocation cantrip DC 16 Spell Mod +8 Sorcerer Level 1 Abjuration DC 16 Spell Mod +8 Sorcerer - Conjuration cantrip DC 16 Spell Mod +8
1 Act. Touch V,M 1 hr 1 Act. Touch V,S,M 8 hrs 1 Act. 30 ft V,S 1 min
A firefly or phosphorescent moss A piece of cured leather

You touch one object that is no larger than 10 You touch a willing creature who isn't wearing A spectral, floating hand appears at a point
feet in any dimension. Until the spell ends, the armor, and a protective magical force you choose within range. The hand lasts for
object sheds bright light in a 20-foot radius surrounds it until the spell ends. The target's the duration or until you dismiss it as an
and dim light for an additional 20 feet. The base AC becomes 13 + its Dexterity modifier. action. The hand vanishes if it is ever more
light can be colored as you like. Completely The spell ends if the target dons armor or if than 30 feet away from you or if you cast this
covering the object with something opaque you dismiss the spell as an action. spell again. You can use your action to control
blocks the light. The spell ends if you cast it the hand. You can use the hand to manipulate
again or dismiss it as an action. If you target an object, open an unlocked door or container,
an object held or worn by a hostile creature, stow or retrieve an item from an open
that creature must succeed on a Dexterity container, or pour the contents out of a vial.
saving throw to avoid the spell. 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.

Magic Missile Minor Illusion Ray of Frost


Sorcerer Level 1 Evocation DC 16 Spell Mod +8 Sorcerer - Illusion cantrip DC 16 Spell Mod +8 Sorcerer - Evocation cantrip DC 16 Spell Mod +8
1 Act. 120 ft V,S Inst 1 Act. 30 ft S,M 1 min 1 Act. 60 ft V,S Inst
A bit of fleece

You create three glowing darts of magical You create a sound or an image of an object A frigid beam of blue-white light streaks
force. Each dart hits a creature of your choice within range that lasts for the duration. The toward a creature within range. Make a
that you can see within range. A dart deals 1d4 illusion also ends if you dismiss it as an action ranged spell attack against the target. On a hit,
+ 1 force damage to its target. The darts all or cast this spell again. If you create a sound, it takes 1d8 cold damage, and its speed is
strike simultaneously, and you can direct its volume can range from a whisper to a reduced by 10 feet until the start of your next
them to hit one creature or several. At Higher scream. It can be your voice, someone else's turn. The spell's damage increases by 1d8
Levels. When you cast this spell using a spell voice, a lion's roar, a beating of drums, or any when you reach 5th level (2d8), 11th level (3d8),
slot of 2nd level or higher, the spell creates other sound you choose. The sound continues and 17th level (4d8).
one more dart for each slot level above 1st. unabated throughout the duration, or you can
make discrete sounds at different times before
the spell ends. If you create an image of an
object—such as a chair, muddy footprints, or a
small chest—it must be no larger than a 5-foot
cube. The image can't create sound, light,
smell, or any other sensory effect. Physical
interaction with the image reveals it to be an
illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is

Water Breathing (ritual) Water Walk (ritual)


Sorcerer Level 3 Transmutation DC 16 Spell Mod +8 Sorcerer Level 3 Transmutation DC 16 Spell Mod +8
1 Act. 30 ft V,S,M 24 hrs 1 Act. 30 ft V,S,M 1 hr
A short reed or piece of straw A piece of cork

This spell grants up to ten willing creatures This spell grants the ability to move across any
you can see within range the ability to breathe liquid surface—such as water, acid, mud,
underwater until the spell ends. Affected snow, quicksand, or lava—as if it were
creatures also retain their normal mode of harmless solid ground (creatures crossing
respiration. molten lava can still take damage from the
heat). Up to ten willing creatures you can see
within range gain this ability for the duration.
If you target a creature submerged in a liquid,
the spell carries the target to the surface of the
liquid at a rate of 60 feet per round.
Page 2 (reverse)

Minor Illusion (reverse)


an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.

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