Dirthizen

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Level 3 Siren Sorcerer, Sea Sorcerer 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Dirthizen
Far Traveler Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Sea Sorcerer. Your heritage ties to powerful


STRENGTH Unarmored (12) 12 creatures of the sea.
PROFICIENCY BONUS +2
8
SHIELD
AC Font of Magic (Bonus Action). You have 3 Sorcery
Points. You can transform unexpended sorcery
N
CIE C
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
-1 Strength > 4th, 7 > 5th) on your turn or you can expend one
Y
PROFI

-1 spell slot and gain a number of sorcery points equal


+2 Dexterity
to the slot’s level.
✘ +3 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
Metamagic. You can use only one Metamagic
MAXIMUM HIT DICE TEMPORARY option on a spell when you cast it, unless otherwise
14 ✘
+1 Wisdom

+5 Charisma
17 3d6 noted.
Empowered Spell. When you roll damage for a
CONDITIONAL
spell, you can spend 1 sorcery point to reroll 3
damage dice. You must use the new rolls. You can
+2 use Empowered Spell even if you have already used
a different Metamagic option during the casting of
CURRENT HIT POINTS the spell.
CONSTITUTION DEATH SAVING THROWS
Distant Spell. When you cast a spell that has a
SAVING THROWS
range of 5 feet or greater, you can spend 1 sorcery
12 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
30ft.
CLIMB
0ft.
SWIM
30ft.
point to double the range of the spell. When you
cast a spell that has a range of touch, you can spend
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION 1 sorcery point to make the range of the spell 30
+1 Animal Handling (Wis)
feet.
+1 ✘ +2 Arcana (Int)
Soul of the Sea. You can breathe underwater and
-1 Athletics (Str)
you have a swimming speed of 30 feet.
INTELLIGENCE +3 Deception (Cha)
Curse of the Sea. When you hit a creature with a
10 ✘
+0 History (Int)
+3 Insight (Wis)
cantrip's attack or when a creature fails a saving
throw against your cantrip, you can curse the target
until the end of your next turn or until you curse a
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS different creature. Once per turn when you cast a
+0 +0 Investigation (Int) spell, you can trigger the curse if that spell deals
Siren’s Song. You know the friends cantrip and can cold or lightning damage to the cursed target or
+1 Medicine (Wis)
cast it without material components. forces it to move. Doing so subjects the target to
WISDOM +0 Nature (Int) the appropriate additional effect below, and then
the curse ends if the spell isn't a cantrip (you choose
13 ✘ +3 Perception (Wis) Flight. You have a flying speed of 30 feet. To use
this speed, you can’t be wearing medium or heavy the effect to use if more than one effect applies):
+3 Performance (Cha) armor. 1.Cold Damage: If the affected target takes cold
damage from your spell, the target's speed is also
✘ +5 Persuasion (Cha)
+1 reduced by 15 feet until the end of your next turn. If
+0 Religion (Int) the spell already reduces the target's speed, use
whichever reduction is greater. 2.Lightning Damage:
+2 Sleight of Hand (Dex)
If the affected target takes lightning damage from
CHARISMA +2 Stealth (Dex) your spell, the target takes an additional 3 lightning
damage. 3.Forced Movement: If the target is moved
17 +1 Survival (Wis)
SKILLS
by your spell, increase the distance it is moved by
15 feet.

+3 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Flute

Languages. Common, Siren

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 18
GENDER AGE HEIGHT WEIGHT
Dirthizen
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

I have my own ideas about what is and is not food, You aren't one of those folk.
and I find the eating habits of those around me
fascinating, confusing, or revolting. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
I express affection or contempt in ways that are
unfamiliar to others. are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
Cunning. Though I may not know their ways, neither some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
do they know mine, which can be to my advantage. token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
(Evil)

IDEAL

So long as I have this token from my homeland, I can


face any adversity in this strange land.

BOND

I have a weakness for the new intoxicants and other


pleasures of this land.

FLAW BACKGROUND STORY

Feature: All Eyes on You


Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
glances are directed your way wherever you go, which can
be a nuisance, but you also gain the friendly interest of
scholars and others intrigued by far-off lands, to say
nothing of everyday folk who are eager to hear stories of
your homeland.You can parley this attention into access
to people and places you might not otherwise have, for
you and your traveling companions. Noble lords, scholars,
and merchant princes, to name a few, might be interested
in hearing about your distant homeland and people.

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
Flute 1 1
[Crossbow, Light] 1 5
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 75 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

66.5 lb / 120 lb 240 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 +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Sea Sorcerer

CANTRIPS Gleam Message


Ray of Frost Wind Lash

1ST LEVEL 4 SPELL SLOTS Chromatic Orb Detect Magic


Mage Armor Magic Missile

2ND LEVEL 2 SPELL SLOTS

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Friends (Siren)


Friends Gleam Message
Enchantment Cantrip Evocation Cantrip Transmutation Cantrip

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


RANGE Self RANGE Self RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 round
COMPONENTS S, M (a small amount of makeup applied to the face as this spell is COMPONENTS S COMPONENTS V, S, M (a short piece of copper wire)
cast)

For the duration, you have advantage on all Charisma checks directed You may use your reaction to cause your physical form to emit a You point your finger toward a creature within range and whisper a
at one creature of your choice that isn’t hostile toward you. When bright flash of light. This flash will shed bright light in a 10-foot radius message. The target (and only the target) hears the message and can
the spell ends, the creature realizes that you used magic to influence and dim light for an additional 10 feet, centered on yourself. reply in a whisper that only you can hear. You can cast this spell
its mood and becomes hostile toward you. A creature prone to Additionally, if you are currently being grappled by a creature, it must through solid objects if you are familiar with the target and know it is
violence might attack you. Another creature might seek retribution in succeed on a Dexterity saving throw or take 2d6 radiant damage and beyond the barrier. Magical silence, 1 foot of stone, 1 inch of
other ways (at the DM’s discretion), depending on the nature of your drop its grapple. common metal, a thin sheet of lead, or 3 feet of wood blocks the
interaction with it. spell. The spell doesn’t have to follow a straight line and can travel
freely around corners or through openings.

Siren’s Song (Siren) Player’s Handbook Spellcasting (Sorcerer) Grimlore’s Grimoire Spellcasting (Sorcerer) Player’s Handbook

Ray of Frost Wind Lash Chromatic Orb


Evocation Cantrip Evocation Cantrip (elemental) 1st-level evocation

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


RANGE 60 feet RANGE 20 feet RANGE 90 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a diamond worth at least 50 gp)

A frigid beam of blue-white light streaks toward a creature within Your swift gesture creates a solid lash of howling wind. Make a melee You hurl a 4-inch-diameter sphere of energy at a creature that you
range. Make a ranged spell attack against the target. On a hit, it takes spell attack against the target. On a hit, the target takes 1d8 slashing can see within range. You choose acid, cold, fire, lightning, poison, or
1d8 cold damage, and its speed is reduced by 10 feet until the start of damage from the shearing winds and is pushed 5 feet away from you. thunder for the type of orb you create, and then make a ranged spell
your next turn. The spell’s damage increases by 1d8 when you reach The spell’s damage increases by 1d8 when you reach 5th level attack against the target. If the attack hits, the creature takes 3d8
5th level (2d8), 11th level (3d8), and 17th level (4d8). (2d8), 11th level (3d8), and 17th level (4d8). damage of the type you choose.
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.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Deep Magic: Elemental Magic Spellcasting (Sorcerer) Player’s Handbook

Detect Magic Mage Armor Magic Missile


1st-level divination (ritual) 1st-level abjuration 1st-level evocation

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


RANGE Self RANGE Touch RANGE 120 feet
DURATION Concentration, up to 10 minutes DURATION 8 hours DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S

For the duration, you sense the presence of magic within 30 feet of You touch a willing creature who isn’t wearing armor, and a You create three glowing darts of magical force. Each dart hits a
you. If you sense magic in this way, you can use your action to see a protective magical force surrounds it until the spell ends. The target’s creature of your choice that you can see within range. A dart deals
faint aura around any visible creature or object in the area that bears base AC becomes 13 + its Dexterity modifier. The spell ends it if the 1d4 + 1 force damage to its target. The darts all strike simultaneously,
magic, and you learn its school of magic, if any. The spell can target dons armor or if you dismiss the spell as an action. and you can direct them to hit one creature or several.
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of At Higher Levels. When you cast this spell using a spell slot of 2nd
common metal, a thin sheet of lead, or 3 feet of wood or dirt. level or higher, the spell creates one more dart for each slot level
above 1st.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Flute Crossbow, Light Backpack
Musical Instruments Weapons Adventuring Gear

If you have proficiency with the flute, you can add your A backpack is a leather pack carried on the back, typically
proficiency bonus to any ability checks you make to play with straps to secure it. A backpack can hold 1 cubic foot/
music with the instrument. A bard can use a musical 30 pounds of gear.
instrument as a spellcasting focus. You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

1 lbs. Player’s Handbook 5 lb. Player’s Handbook 5 lb. Player’s Handbook

Bedroll Mess Kit Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire.
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

7 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Torch Rations (1 day) Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire
damage.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, Hempen (50 feet)
Adventuring Gear

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

10 lb. Player’s Handbook

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