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Half-Elf 3rd-level Sorcerer (Storm Sorcery) Sailor

RACE LEVEL & CLASS BACKGROUND

Medium
SIZE DESCRIPTION PLAYER

CHARACTER NAME

+2 PROFICIENCY BONUS 12 +2 30 I work hard so I can play hard when the


work is done.
STRENGTH
ARMOR FEET I stretch the truth for the sake of a

+1
CLASS INITIATIVE SPEED good story.
Strength PERSONALITY TRAITS

Dexterity Hit Point Maximum 23


12 Freedom. The sea is freedom - the freedom
+5 Constitution to go anywhere and do anything.
DEXTERITY Intelligence
Wisdom
+2
CURRENT HIT POINTS IDEALS
+5 Charisma
Ruthless pirates murdered my captain and
SAVING THROWS
14 crewmates, pludered our ship, and left me
to die. Vengeance will be mine.
TEMPORARY HIT POINTS BONDS
CONSTITUTION Acrobatics ( Dex)
Animal Handling ( Wis )
+3 +2 Arcana ( Int)
Total 3D6 SUCCESSES My pride will probably lead to my
destruction.
+3 FAILURES
Athletics ( Str )
16 +5 HIT DICE DEATH SAVES
Deception ( Cha) FLAWS

History ( Int)
INTELLIGENCE
NAME ATK BONUS DAMAGE/TYPE
Insight ( Wis ) Darkvision. you have superior vision in dark and

+0 +5 Intimidation ( Cha) Light Crossbow 1 +4 1D8+2 PIERCING


dim conditions. You can see in dim light within 60
feet of you as if it were bright light, and in
darkness as if it were dim light. you can’t discern
Investigation ( Int) Dagger 2 +4 1D4+2 PIERCING colour in darkness, only shades of gray.
10 Medicine ( Wis )
Spellcasting 3 +5 VARIABLE Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t put
Nature ( Int) you to sleep.
1
You can fire a light crossbow 80 ft., or up to 320
WISDOM +1 Perception ( Wis ) ft. with disadvantage on the attack roll. Tempestuous Magic. Immediately before or after
You can throw a dagger 20 ft., or up to 60 ft. you cast a spell of 1st level or higher, you can

-1
2
Performance ( Cha) with disadvantage on the attack roll. use your bonus action to fly up to 10 ft. without
provoking opportunity attacks.
+5 Persuasion ( Cha) 3
Your Spellcasting ability is Charisma. When
casting a spell that requires your target to make Font of Magic. You have 3 sorcery points with
9 Religion ( Int) a saving throw, your Spell Save DC is 13. which to manipulate your magical power:

Sleight of Hand ( Dex) Cantrips. You know the Dancing Lights, Fire Bolt, • Create spell slots. As a bonus action, you can
Ray of Frost, and Shocking Grasp cantrips. spend 2 sorcery points to create one 1st level
CHARISMA Stealth ( Dex) spell slot, or spend 3 sorcery points to create
Known Spells. You know the Chromatic Orb, Mage one 2nd level spell slot.
Survival ( Wis ) Armour, Witch Bolt, and Gust of Wind spells.

+3 SKILLS
• Convert Spell Slots to Sorcery Points. As a
bonus action, you can expend one spell slot and
gain a number of sorcery points equal to the
Spell Slots
slot’s level.
16 (1ST) (1ST) (1ST) (1ST) (2nd) (2nd) Spent sorcery points are restored after a long rest.
PASSIVE WISDOM
11 (PERCEPTION) Metamagic. You can spend your sorcery points to
ATTACKS & SPELLCASTING modify a spell in the following ways:
• Quickened Spell. When you cast a spell that has
a casting time of 1 action, you can spend 2
Proficiencies. Daggers, darts, slings, Light crossbow
sorcery points to change the casting time to 1
quarterstaves, light crossbows, bolts ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
CP bonus action for this casting.
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
navigator’s tools, vehicles (water).
daggers (2) • Twinned Spell. When you cast a spell that
Languages. Common, Elvish, Gnomish, arcane focus targets only one creature and doesn’t have a
Primordial (Aquan, Auran, Ignan, Terran). SP range of ‘self,’ you can spend a number of
Backpack sorcery points equal to the spell‘s level (or 1
bedroll sorcery point if the spell is a cantrip) to taget
mess kit a second creature in range with the same spell.
EP tinderbox
torches ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) Ship’s Passage. You can secure free passage on a
rations ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) sailing ship for you and your companions. You
waterskin might sail on the ship you served on, or another
GP 10 50 ft. hempen rope ship you have good relations with (perhaps one
captained by a former crewmate). Because you’re
50 ft. silk rope. calling in a favour, you can’t be certain of a
PP dragon’s talon necklace (lucky charm) schedule or route that will meet your every need.
set of common clothes In return for your free passage, you and your
belt pouch companoins are expeected to assist the crew
during the voyage.
Diamond (worth 50 gp) 1
1
You need this to cast Chromatic Orb
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2016 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
Pre-generated character sheet prepared by joe.nittoly.ca
Cantrips Known Spells Witch Bolt
1st-level evocation
Dancing Lights Chromatic Orb Casting Time: 1 action
Evocation cantrip 1st-level evocation Range: 30 feet
Casting Time: 1 action Casting Time: 1 action Components: V, S, M (a twig from a tree that
Range: 120 feet Range: 90 feet has been struck by lightning)
Components: V, S, M (a bit of phosphorus or Components: V, S, M (a diamond worth at Duration: Concentration, up to 1 minute
wychwood, or a glowworm) least 50 gp) A beam of crackling, blue energy lances out
Duration: Concentration, up to 1 minute Duration: Instantaneous toward a creature within range, forming a
You create up to four torch-sized lights within You hurl a 4-inch diameter sphere of energy at sustained arc of lightning between you and the
range, making them appear as torches, a creature that you can see within range. You target. Make a ranged spell attack (+5) against
lanterns, or glowing orbs that hover in the air choose acid, cold, fire, lightning, poison, or that creature. On a hit, the target takes 1d12
for the duration. You can also combine the four thunder for the type of orb you create, and then lighning damage, and on each of your turns for
lights into one glowing vaguely humanoid form make a ranged spell attack against the target. If the duration, you can use your action to deal
of Medium size. Whichever form you choose, the attack hits, the creature takes 3d8 damage 1d12 lightning damage to the target
each light sheds dim light in a 10-foot radius. of the type you chose. automatically. The spell ends if you use your
As a bonus action on your turn, you can move At Higher Levels. When you cast this spell action to do anything else. The spell also ends if
the lights up to 60 feet to a new spot within using a spell slot of 2nd level, the damage the target is ever outside the spell’s range or if
range. A light must be within 20 feet of another increases to 4d8. it has total cover from you.
light created by this spell, and a light winks out At Higher Levels. When you cast this spell
if it exceeds the spell’s range. Gust of Wind using a spell slot of 2nd level, the initial
2nd-level evocation damage increases to 2d12.
Fire Bolt Casting Time: 1 action
Evocation cantrip Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 120 feet
Components: V, S A line of strong wind 60 feet long and 10 feet
Duration: Instantaneous wide blasts from you in a direction you choose
for the spell’s duration. Each creature that
You hurl a mote of fire at a creature or object
starts its turn in the line must succeed on a
within range. Make a ranged spell attack (+5)
Strength saving throw or be pushed 15 feet
against the target. On a hit, the target takes
away from you in a direction following the line.
1d10 fire damage. A flammable object hit by
this spell ignites if it isn’t being worn or Any creature in the line must spend 2 feet of
carried. movement for every 1 foot it moves when
moving closer to you.
Ray of Frost The gust disperses gas or vapor, and it
Evocation cantrip extinguishes candles, torches, and similar
Casting Time: 1 action unprotected flames in the area. It causes
Range: 60 feet protected flames, such as those of lanterns, to
Components: V, S dance wildly and has a 50 percent chance to
Duration: Instantaneous extinguish them.
A frigid beam of blue-white light streaks As a bonus action on each of your turns before
toward a creature within range. Make a ranged the spell ends, you can change the direction in
spell attack (+5) against the target. On a hit, it which the line blasts from you.
takes 1d8 cold damage, and its speed is
reduced by 10 feet until the start of your next Mage Armour
turn. 1st-level abjuration
Shocking Grasp Casting Time: 1 action
Range: Touch
Evocation cantrip
Components: V, S, M (a piece of cured leather)
Casting Time: 1 action Duration: 8 hours
Range: Touch
You touch a willing creature who isn’t wearing
Components: V, S
armor, and a protective magical force
Duration: Instantaneous
surrounds it until the spell ends. The target’s
Lightning springs from your hand to deliver a base AC becomes 13 + its Dexterity modifier.
shock to a creature you try to touch. Make a The spell ends if the target dons armor or if you
melee spell attack (+5) against the target. You dismiss the spell as an action.
have advantage on the attack roll if the target is
wearing armor made of metal. On a hit, the
target takes 1d8 lightning damage, and it can’t
take reactions until the start of its next turn.

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