Giovanni Gatito

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Rogue [swashbuckler] (3) / Sorcerer [wild

mage] (3) abandoned


CLASS & LEVEL BACKGROUND PLAYER NAME

cat Chaotic Neutral


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +4 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 39


-1 Strength
DEXTERITY ●
+7 Dexterity

+4 ●
+1 Constitution
+5 Intelligence
CURRENT HIT POINTS IDEALS

18 +2 Wisdom
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 ●
+7 Acrobatics (Dex) SUCCESSES
3x(1d6+1)
12 +2 Animal Handling (Wis) 3x(1d8+1) FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
-1

+2 ●
+7 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 ●
+5 Insight (Wis)
Dagger +7 1d4+4 piercing
Backpack
WISDOM

+7 Intimidation (Cha)
+2 Investigation (Int)
Shortsword +7 1d6+4 piercing
Ball bearings
+2 Medicine (Wis) Bell
+2 +2 Nature (Int)
Candle x5

+5 Perception (Wis) Number of
14
+4 Performance (Cha)
Attacks: 1 Crowbar
CHARISMA

+10 Persuasion (Cha)
+2 Religion (Int)
Hammer
+4 ●
+7 Sleight of Hand (Dex) Lantern, hooded
19

+10 Stealth (Dex) Oil x2
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Piton x10
Rations (1 day)
15 PASSIVE WISDOM (PERCEPTION)
CP x5
SP
Rope, hempen
Tool Proficiencies: Thieves'
Tools String
Weapon Proficiencies:
EP
Thieves' Tools
Crossbow, hand; Longsword;
Rapier; Shortsword; Simple
GP
300 Tinderbox
Armor Proficiencies: Light PP
Waterskin
Language Proficiencies:
Common; Elvish; 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

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 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Fire Bolt
Mage Hand
Minor Illusion
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Burning Hands

Charm Person
4
Silent Image
SPELLS KNOWN

2 2
Mirror Image

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

Darkvision: 60 ft.

----------Bonus Actions----------
Cunning Action. Dash, Disengage or Hide (use once/turn).

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------------
Quickened Spell. Spend 2 sorcery pts. to convert a casting of a
spell with 1 action casting time to 1 bonus-action.

Sneak Attack. 2d6 extra damage on attack where you have


advantage or another enemy of creature is within 5 ft. (use
once/turn).

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.

Thieves' Cant. Convey secret messages hidden in normal


conversation.
Page 1

Burning Hands Charm Person Fire Bolt


Sorcerer Level 1 Evocation DC 15 Spell Mod +7 Sorcerer Level 1 Enchantment DC 15 Spell Mod +7 Sorcerer - Evocation cantrip DC 15 Spell Mod +7
1 Act. Self V,S Inst 1 Act. 30 ft V,S 1 hr 1 Act. 120 ft V,S Inst

As you hold your hands with thumbs touching You attempt to charm a humanoid you can see You hurl a mote of fire at a creature or object
and fingers spread, a thin sheet of flames within range. It must make a Wisdom saving within range. Make a ranged spell attack
shoots forth from your outstretched throw, and does so with advantage if you or against the target. On a hit, the target takes
fingertips. Each creature in a 15-foot cone your companions are fighting it. If it fails the 1d10 fire damage. A flammable object hit by
must make a Dexterity saving throw. A saving throw, it is charmed by you until the this spell ignites if it isn’t being worn or
creature takes 3d6 fire damage on a failed spell ends or until you or your companions do carried. This spell’s damage increases by 1d10
save, or half as much damage on a successful anything harmful to it. The charmed creature when you reach 5th level (2d10), 11th level
one. The fire ignites any flammable objects in regards you as a friendly acquaintance. When (3d10), and 17th level (4d10).
the area that aren't being worn or carried. At the spell ends, the creature knows it was
Higher Levels. When you cast this spell using a charmed by you. At Higher Levels. When you
spell slot of 2nd level or higher, the damage cast this spell using a spell slot of 2nd level or
increases by 1d6 for each slot level above 1st. higher, you can target one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when you
target them.

Mage Hand Minor Illusion Mirror Image


Sorcerer - Conjuration cantrip DC 15 Spell Mod +7 Sorcerer - Illusion cantrip DC 15 Spell Mod +7 Sorcerer Level 2 Illusion DC 15 Spell Mod +7
1 Act. 30 ft V,S 1 min 1 Act. 30 ft S,M 1 min 1 Act. Self V,S 1 min
A bit of fleece

A spectral, floating hand appears at a point You create a sound or an image of an object Three illusory duplicates of yourself appear in
you choose within range. The hand lasts for within range that lasts for the duration. The your space. Until the spell ends, the duplicates
the duration or until you dismiss it as an illusion also ends if you dismiss it as an action move with you and mimic your actions,
action. The hand vanishes if it is ever more or cast this spell again. If you create a sound, shifting position so it's impossible to track
than 30 feet away from you or if you cast this its volume can range from a whisper to a which image is real. You can use your action to
spell again. You can use your action to control scream. It can be your voice, someone else's dismiss the illusory duplicates. Each time a
the hand. You can use the hand to manipulate voice, a lion's roar, a beating of drums, or any creature targets you with an attack during the
an object, open an unlocked door or container, other sound you choose. The sound continues spell's duration, roll a d20 to determine
stow or retrieve an item from an open unabated throughout the duration, or you can whether the attack instead targets one of your
container, or pour the contents out of a vial. make discrete sounds at different times before duplicates. If you have three duplicates, you
You can move the hand up to 30 feet each time the spell ends. If you create an image of an must roll a 6 or higher to change the attack's
you use it. The hand can't attack, activate object—such as a chair, muddy footprints, or a target to a duplicate. With two duplicates, you
magic items, or carry more than 10 pounds. small chest—it must be no larger than a 5-foot must roll an 8 or higher. With one duplicate,
cube. The image can't create sound, light, you must roll an 11 or higher. A duplicate's AC
smell, or any other sensory effect. Physical equals 10 + your Dexterity modifier. If an
interaction with the image reveals it to be an attack hits a duplicate, the duplicate is
illusion, because things can pass through it. If destroyed. A duplicate can be destroyed only
a creature uses its action to examine the sound by an attack that hits it. It ignores all other
or image, the creature can determine that it is damage and effects. The spell ends when all

Prestidigitation Silent Image


Sorcerer - Transmutation cantrip DC 15 Spell Mod Sorcerer Level 1 Illusion DC 15 Spell Mod +7
+7
1 Act. 10 ft V,S Up to 1 hr 1 Act. 60 ft V,S,M Conc, 10 mins
A bit of fleece

This spell is a minor magical trick that novice You create the image of an object, a creature,
spellcasters use for practice. You create one of or some other visible phenomenon that is no
the following magical effects within range: • larger than a 15-foot cube. The image appears
You create an instantaneous, harmless at a spot within range and lasts for the
sensory effect, such as a shower of sparks, a duration. The image is purely visual; it isn't
puff of wind, faint musical notes, or an odd accompanied by sound, smell, or other
odor. • You instantaneously light or snuff out a sensory effects. You can use your action to
candle, a torch, or a small campfire. • You cause the image to move to any spot within
instantaneously clean or soil an object no range. As the image changes location, you can
larger than 1 cubic foot. • You chill, warm, or alter its appearance so that its movements
flavor up to 1 cubic foot of nonliving material appear natural for the image. For example, if
for 1 hour. • You make a color, a small mark, or you create an image of a creature and move it,
a symbol appear on an object or a surface for 1 you can alter the image so that it appears to be
hour. • You create a nonmagical trinket or an walking. Physical interaction with the image
illusory image that can fit in your hand and reveals it to be an illusion, because things can
that lasts until the end of your next turn. If pass through it. A creature that uses its action
you cast this spell multiple times, you can to examine the image can determine that it is
have up to three of its non-instantaneous an illusion with a successful Intelligence
effects active at a time, and you can dismiss (Investigation) check against your spell save
Page 1 (reverse)

Mirror Image (reverse) Minor Illusion (reverse)


three duplicates are destroyed. A creature is an illusion with a successful Intelligence
unaffected by this spell if it can't see, if it relies (Investigation) check against your spell save
on senses other than sight, such as blindsight, DC. If a creature discerns the illusion for what
or if it can perceive illusions as false, as with it is, the illusion becomes faint to the creature.
truesight.

Silent Image (reverse) Prestidigitation (reverse)


DC. If a creature discerns the illusion for what such an effect as an action.
it is, the creature can see through the image.

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