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Character Sheet - Sorcerer 1
Character Sheet - Sorcerer 1
INSPIRATION
STRENGTH
11 +1 30' I'm willing to listen to every
10 ARMOR side of an argument before I
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED make my own judgment.
+0 PERSONALITY TRAITS
11 ●
+6
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
●
+2
History (Int) Darkvision (60ft): See in dim
+0 ●
+3
Insight (Wis) light as if it were bright light,
Intimidation (Cha) and darkness as if it were dim
WISDOM Investigation (Int) light.
Medicine (Wis) Fey Ancestry: Advantage on
12 Nature (Int) saving throws against charm,
Spell Attack: +6
Perception (Wis) and you can't be put to sleep.
+1 Spell Save DC: 14
Performance (Cha)
CHARISMA
●
+6
Persuasion (Cha) Researcher: You can attempt
Religion (Int) to recall obscure lore, and if
18 Sleight of Hand (Dex) you don't know, you at least
Stealth (Dex) know where to find it, if it can
+4 ●
+3
Survival (Wis) be found.
SKILLS ATTACKS & SPELLCASTING
Sorcerous Origin: Wild Magic
11 PASSIVE WISDOM (PERCEPTION) Wild Magic Surge: When you
CP Quarterstaff cast a spell using a spell slot,
Arcane focus the DM can make you roll on
Armor: None
SP Explorer's Pack the Wild Magic Surge table
Dagger x2 (PHB pg 104)
Weapons: Daggers, Darts, Slings, EP
Ink and quill Tides of Chaos: Gain
Quarterstaves, Light crossbows Tome of infernal advantage on one attack roll,
GP 10 secrets ability check, or saving throw,
Tools: once per long rest. DM can
PP
later make you roll a wild magic
Languages: Common, Elvish, surge to regain this feature.
Giant, Infernal, Abyssal
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