Korra: Sorcerer 13 / Fighter 7 Mresdin

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Sorcerer 13 / Fighter 7 MrEsdin

CLASS & LEVEL PLAYER NAME


Korra
Custom Lineage Athlete (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
• +8 Constitution +1 11 186 --
+5 -1 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
20
• +11 Charisma
Total
13d6 + 7d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+1 DEFENSES HIT DICE DEATH SAVES

12 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +7 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+6
+2 +0

-1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


14 P +11 Athletics STR Vehicles (Land)
ABILITY SAVE DC
+5 Deception CHA
=== LANGUAGES ===
-1 History INT Common, Primordial, Sylvan
INTELLIGENCE
+0 Insight WIS
30 ft. (Walking)
-1 +5 Intimidation CHA
-1 Investigation INT
8 +0 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +0 Perception WIS


+5 Performance CHA === ACTIONS === sorcery points as a bonus action.
+0 P +11 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, Second Wind • 1 / Short Rest
Help, Hide, Ready, Search, Use an Object, Once per short rest, you can use a bonus action to
P +5 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise, regain 1d10 + 7 HP.
+1 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
=== SPECIAL ===
+1 Stealth DEX Sorcery Points • 13 / Long Rest Action Surge • 1 / Short Rest
CHARISMA You have limiteduse - No limited use data available You can take one additional action on your turn.
+0 Survival WIS
sorcery points that you regain when you finish a long This can be used 1 times per short rest.

+5 rest.

=== BONUS ACTIONS ===


Empowered Healing
While you aren’t incapacitated, whenever you or an
Convert Sorcery Points ally within 5 ft. rolls dice to determine the number of
20 You can use your sorcery points to gain additional HP a spell restores, you can spend 1 sorcery point to
spell slots or sacrifice spell slots to gain additional reroll any number of those dice once.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

10 PASSIVE WISDOM (PERCEPTION)


Fire Bolt +11 4d10 Fire V/S

Unarmed Strike +11 6 Bludgeoning


10 PASSIVE WISDOM (INSIGHT)

Fighting Style: Unarmed Fighting +11 1d8+5 Bludgeoning

9 PASSIVE INTELLIGENCE (INVESTIGATION)


Fighting Style: Unarmed Fighting (armed) +11 1d6+5 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Sorcerer 13 / Fighter 7 MrEsdin
CLASS & LEVEL PLAYER NAME
Korra
Custom Lineage Athlete (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== SORCERER FEATURES ===


| Convert Sorcery Points: 1 Bonus Action * Ability Score Improvement • PHB 102
* Additional Sorcerer Spells • TCoE 65
Your Sorcerer has additional spells available to them, * Metamagic • PHB 101 * Magical Guidance • TCoE 66
as designated in Tasha's Cauldron of Everything. You gain the ability to twist spells to suit your needs. When you make an ability check that fails, you can
spend 1 sorcery point to reroll the d20, and you must
* Hit Points • PHB 100 | Careful Spell • PHB use the new roll, potentially turning the failure into a
You can spend <strong>1 sorcery point</strong> to success.
* Proficiencies • PHB 100 allow up to 5 creatures to automatically succeed on the
saving throw of a spell you cast. | Special
* Spellcasting • PHB 101
You can cast known sorcerer spells using CHA as your | Metamagic - Careful Spell: Special * Empowered Healing • XGtE 50
spellcasting modifier (Spell DC 19, Spell Attack +11). While you aren’t incapacitated, whenever you or an
You can use an arcane focus as a spellcasting focus. | Heightened Spell • PHB ally within 5 ft. rolls dice to determine the number of
When you cast a spell that forces a creature to make a HP a spell restores, you can spend 1 sorcery point to
* Sorcerous Origin • PHB 101 saving throw, you can spend <strong>3 sorcery reroll any number of those dice once.
points</strong> to give one target of the spell
| Divine Soul disadvantage on its first saving throw made against the | Special
spell.
* Divine Magic • XGtE 50 === FIGHTER FEATURES ===
You can learn or replace a sorcerer cantrip or a | Metamagic - Heightened Spell: Special
sorcerer spell of 1st level or higher from the cleric spell * Hit Points • PHB 71
list or the sorcerer spell list. You also learn an | Quickened Spell • PHB
additional spell based on your chosen affinity. When you cast a spell that has a casting time of 1 * Proficiencies • PHB 71
action, you can spend <strong>2 sorcery
| Good • XGtE points</strong> to change the casting time to 1 bonus * Fighting Style • PHB 72
action for this casting. You adopt a fighting style specialty.
* Favored by the Gods • XGtE 50
Once per short rest, if you fail a saving throw or miss | Metamagic - Quickened Spell: Special | Unarmed Fighting • TCoE 42
with an attack roll, you can roll 2d4 and add it to the Your unarmed strikes can deal bludgeoning damage
total, possibly changing the outcome. * Sorcerous Versatility • TCoE 66 equal to <strong>1d6</strong>+5 on a hit. If you aren’t
Whenever you reach a level in this class that grants wielding any weapons or a shield when you make the
| 1 / Short Rest • Special the Ability Score Improvement feature, you can do one attack roll, the <strong>d6</strong> becomes a
of the following, representing the magic within you <strong>d8</strong>.
* Font of Magic • PHB 101 flowing in new ways: At the start of each of your turns, you can deal
You have 13 sorcery points that you regain when you - Replace one of the options you chose for the <strong>1d4</strong> bludgeoning damage to one
finish a long rest. You can use your sorcery points to Metamagic feature with a different Metamagic option creature grappled by you.
gain additional spell slots or sacrifice spell slots to gain available to you.
additional sorcery points as a bonus action. - Replace one cantrip you learned from this class’s | Fighting Style: Unarmed Fighting: 1 Action
Spellcasting feature with another cantrip from the
| Sorcery Points: 13 / Long Rest • 1 Action sorcerer spell list. | Fighting Style: Unarmed Fighting (grapple):

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0

SP 0

EP 0

GP 0

PP 0
WEIGHT CARRIED

0 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

300 lb.
PUSH/DRAG/LIFT

600 lb.

EQUIPMENT

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Sorcerer 13 / Fighter 7 MrEsdin
CLASS & LEVEL PLAYER NAME
Korra
Custom Lineage Athlete (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

Special - Replace a fighting style you know with another Your HP maximum increases by 40.
fighting style available to fighters.
| Fighting Style: Unarmed Fighting (armed): 1 - If you know any maneuvers from the Battle Master
Action archetype, you can replace one maneuver you know
with a different maneuver.
* Second Wind • PHB 72
Once per short rest, you can use a bonus action to * Ability Score Improvement • PHB 72
regain 1d10 + 7 HP.
* Extra Attack • PHB 72
| 1 / Short Rest • 1 Bonus Action You can attack twice whenever you take the Attack
action on your turn.
* Action Surge • PHB 72
You can take one additional action on your turn. This | Special
can be used 1 times per short rest.
* War Magic • PHB 75
| 1 / Short Rest • Special When you use your action to cast a cantrip, you can
make one weapon attack as a bonus action.
* Martial Archetype • PHB 72
| Special
| Eldritch Knight

* Spellcasting • PHB 75 === CUSTOM LINEAGE RACIAL TRAITS ===


You can cast known wizard spells using INT as your
spellcasting modifier (Spell DC 13, Spell Attack +5). * Creature Type • TCoE 9
You are a humanoid. You determine your appearance
* Weapon Bond • PHB 75 and whether you resemble any of your kin.
You can perform a 1 hour ritual to create a magical
bond between yourself and one weapon. Once * Size • TCoE 8
completed, you can't be disarmed of the weapon You are Small or Medium (your choice).
unless you are incapacitated, and you can summon it
as a bonus action to your hand (if it's on the same * Feat • TCoE 8
plane of existence). You can have up to two bonded
weapons. * Variable Trait • TCoE 8

| Special | Darkvision •
Darkvision with a range of 60 ft.
* Martial Versatility • TCoE 42
Whenever you reach a level in this class that grants
the Ability Score Improvement feature, you can do one === FEATS ===
of the following, as you shift the focus of your martial
practice: * Tough • PHB 170

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Korra
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA / INT 19 / 13 +11 / +5
Sorcerer / Fighter
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Fire Bolt Sorcerer +11 1A 120 ft. V,S Instantaneous PHB 242 V/S

O Gust Sorcerer STR 19 1A 30 ft. V,S Instantaneous EE 157 V/S

O Shape Water Sorcerer -- 1A 30 ft./5 ft. Cube S Instantaneous EE 164 5 ft. Cube, S

O Mold Earth Sorcerer -- 1A 30 ft./5 ft. Cube S Instantaneous EE 162 5 ft. Cube, S

O Control Flames Sorcerer -- 1A 60 ft./5 ft. Cube S Instantaneous EE 152 5 ft. Cube, S

O Thunderclap Sorcerer CON 19 1A 5 ft. S Instantaneous EE 168 S

O Dancing Lights <C> Fighter -- 1A 120 ft. V,S,M Concentration, up to 1 minute PHB 230 D: 1m, V/S/M

O True Strike <C> Fighter -- 1A 30 ft. S Concentration, up to 1 round PHB 284 D: 1Rnd, S

=== 1st LEVEL === 4 Slots OOOO

O Catapult Sorcerer DEX 19 1A 60 ft. S Instantaneous EE 150 S

O Burning Hands Sorcerer DEX 19 1A Self/15 ft. Cone V,S Instantaneous PHB 220 15 ft. Cone, V/S

O Earth Tremor Sorcerer DEX 19 1A 10 ft. V,S Instantaneous EE 155 V/S

O Shield Fighter -- 1R Self V,S 1 round PHB 275 D: 1Rnd, V/S

O Mage Armor Fighter -- 1A Touch V,S,M 8 hours PHB 256 D: 8h, V/S/M

O Jump Fighter -- 1A Touch V,S,M 1 minute PHB 254 D: 1m, V/S/M

O Absorb Elements Fighter -- 1R Self S 1 round EE 150 D: 1Rnd, S

O Cure Wounds Divine Magic -- 1A Touch V,S Instantaneous PHB 230 V/S

=== 2nd LEVEL === 3 Slots OOO

O Spiritual Weapon Sorcerer +11 1BA 60 ft. V,S 1 minute PHB 278 D: 1m, V/S

O Lesser Restoration Sorcerer -- 1A Touch V,S Instantaneous PHB 255 V/S

O Gust of Wind <C> Sorcerer STR 19 1A Self V,S,M Concentration, up to 1 minute PHB 248 D: 1m, V/S/M

O Flaming Sphere <C> Fighter DEX 13 1A 60 ft./5 ft. Sphere V,S,M Concentration, up to 1 minute PHB 242 D: 1m, 5 ft. Sphere, V/S/M

=== 3rd LEVEL === 3 Slots OOO

O Tidal Wave Sorcerer DEX 19 1A 120 ft. V,S,M Instantaneous EE 168 V/S/M

O Fly <C> Sorcerer -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 243 D: 10m, V/S/M

=== 4th LEVEL === 3 Slots OOO

O Banishment <C> Sorcerer CHA 19 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 217 D: 1m, V/S/M

O Stoneskin <C> Sorcerer -- 1A Touch V,S,M Concentration, up to 1 hour PHB 278 D: 1h, V/S/M

=== 5th LEVEL === 2 Slots OO

O Wall of Stone <C> Sorcerer -- 1A 120 ft. V,S,M Concentration, up to 10 minutes PHB 287 D: 10m, V/S/M

=== 6th LEVEL === 1 Slots O

O Tasha's Otherworldly Guise <C> Sorcerer -- 1BA Self V,S,M Concentration, up to 1 minute TCoE 116 D: 1m, V/S/M

=== 7th LEVEL === 1 Slots O

O Plane Shift Sorcerer CHA 19 1A Touch V,S,M Instantaneous PHB 266 V/S/M

SPELLS

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