Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

Level 3 Half-Elf (Mark of Storm) Sorcerer, Aberrant Mind 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Moraine
Faceless Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (12) 12 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Font of Magic (Bonus Action). You have 3 Sorcery
N
CIE C
Points. You can transform unexpended sorcery
-1 Strength points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
Y
PROFI

-1 > 4th, 7 > 5th) on your turn or you can expend one
+2 Dexterity
spell slot and gain a number of sorcery points equal
✘ +4 Constitution ARMOR CLASS to the slot’s level.
DEXTERITY
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY Metamagic. You can use only one Metamagic
14 ✘
+0 Wisdom

+5 Charisma
19 3d6 option on a spell when you cast it, unless otherwise
noted.
CONDITIONAL
Empowered Spell. When you roll damage for a
spell, you can spend 1 sorcery point to reroll 3
+2 damage dice. You must use the new rolls. You can
use Empowered Spell even if you have already used
CURRENT HIT POINTS a different Metamagic option during the casting of
CONSTITUTION DEATH SAVING THROWS
the spell.
SAVING THROWS
Twinned Spell. When you cast a spell that targets
14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
only one creature and doesn’t have a range of self,
you can spend a number of sorcery points equal to
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION the spell’s level to target a second creature in range
+0 Animal Handling (Wis)
with the same spell (1 sorcery point if the spell is a
+2 ✘ +3 Arcana (Int) Darkvision cantrip).
-1 Athletics (Str) Resistances. Lightning
Psionic Spells. Whenever you gain a sorcerer level,
INTELLIGENCE ✘ +5 Deception (Cha) you can replace one spell you gained from this
feature with another spell of the same level. The
12 +1 History (Int)
+0 Insight (Wis)
new spell must be a divination or a enchantment
spell from the sorcerer, warlock, or wizard spell list.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Telepathic Speech (Bonus Action). Choose one
+1 +1 Investigation (Int) creature you can see within 30 feet of you. You and
Fey Ancestry. You have advantage on saving the chosen creature can speak telepathically with
+0 Medicine (Wis)
throws against being charmed, and magic can’t each other while the two of you are within 3 miles
WISDOM +1 Nature (Int) of each other. To understand each other, you each
put you to sleep.
must speak mentally in a language the other knows.
10 +0 Perception (Wis)
+3 Performance (Cha)
Windwright’s Intuition. When you make a
Acrobatics check or any ability check involving
The telepathic connection lasts for 3 minutes. It
ends early if you are incapacitated or die or if you
navigator’s tools, you can roll a d4 and add the use this ability to form a connection with a different
✘ +5 Persuasion (Cha)
+0 number rolled to the ability check. creature.
+1 Religion (Int)
+2 Sleight of Hand (Dex) Headwinds (1/Long Rest). You know the gust
CHARISMA cantrip. You can cast the gust of wind spell once
+2 Stealth (Dex) with this trait using Charisma as your spellcasting

17 +0 Survival (Wis) ability.


SKILLS

+3 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed

Dagger 20/60 +4 vs AC 1d4+2 piercing Armor Proficiencies. –


Finesse, Light, Thrown
Weapon Proficiencies. Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light

Tool Proficiencies. Disguise kit

Languages. Common, Elvish, Undercommon, Deep


Speech

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Moraine
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You can't remember much about your past, only flickers of your torment and pain. You escaped a mysterious magic
tower - where experiments where made on you and other creatures. When the tower was attacked, you awakened and
managed to flee amist the chaos. You can not remember the path or location to the magic tower or the identities of
I think far ahead, a detachedness often mistaken for your former captors. You swore that you will have your revenge and never be that vulnarable again. You hide your
daydreaming. vengeful and unhiged self from those around you, under a mask of mysterious and charistmatic adventurer. Sometimes
I strive to have no personality—it’s easier to forget your true self escapes the facade in a terrifying display of screams, hallucinations, laughter and anger (to roll on
what’s hardly there.
occasions with dice).
1 - 5= screams
6 - 10 = hallucinations
PERSONALITY TRAITS
11 - 15 = laughter
16 - 20 = anger/ wrath
Domination and survival

IDEAL

Exploration and aracane secrets to further my


powers

BOND

Cold and uncaring about those around me

FLAW BACKGROUND STORY

Dual Personalities
Most of your fellow adventurers and the world know you
as your persona. Those who seek to learn more about
you—your weaknesses, your origins, your purpose—find
themselves stymied by your disguise. Upon donning a
disguise and behaving as your persona, you are
unidentifiable as your true self. Be removing your disguise
and revealing your true face, you are no longer
identifiable as your persona. This allows you to change
appearances between your two personalities as often as
you wish, using one to hide the other or serve as
convenient camouflage. However, should someone realize
the connection between your persona and your true self,
your deception might lose its effectiveness.
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
Explorer’s Pack 1 10
Dagger 1 1
[Dagger] 1 1
Amulet 1 1
Crossbow, Light 1 5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

18 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, Aberrant Mind

CANTRIPS Chill Touch Mage Hand


Message Mind Sliver Ray of Frost

1ST LEVEL 4 SPELL SLOTS Absorb Elements Arms of Hadar


Dissonant Whispers Mage Armor Magic Missile

2ND LEVEL 2 SPELL SLOTS Calm Emotions Detect Thoughts


Maximilian’s Earthen Grasp

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Gust (Mark of Storm)


Chill Touch Gust Mage Hand
Necromancy Cantrip Transmutation Cantrip Conjuration Cantrip

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


RANGE 120 feet RANGE 30 feet RANGE 30 feet
DURATION 1 round DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a ghostly, skeletal hand in the space of a creature within You seize the air and compel it to create one of the following effects A spectral, floating hand appears at a point you choose within range.
range. Make a ranged spell attack against the creature to assail it at a point you can see within range. The hand lasts for the duration or until you dismiss it as an action.
with the chill of the grave. On a hit, the target takes 1d8 necrotic • One Medium or smaller creature that you choose must succeed The hand vanishes if it is ever more than 30 feet away from you or if
damage, and it can’t regain hit points until the start of your next turn. on a Strength saving throw or be pushed up to 5 feet away from you. you cast this spell again.
Until then, the hand clings to the target. • You create a small blast of air capable of moving one object that You can use your action to control the hand. You can use the hand
If you hit an undead target, it also has disadvantage on attack rolls is neither held nor carried and that weighs no more than 5 pounds. to manipulate an object, open an unlocked door or container, stow or
against you until the end of your next turn. The object is pushed up to 10 feet away from you. It isn’t pushed retrieve an item from an open container, or pour the contents out of
This spell’s damage increases by 1d8 when you reach 5th level with enough force to cause damage. a vial. You can move the hand up to 30 feet each time you use it.
(2d8), 11th level (3d8), and 17th level (4d8). • You create a harmless sensory affect using air, such as causing The hand can’t attack, activate magic items, or carry more than 10
leaves to rustle, wind to slam shutters shut, or your clothing to ripple pounds.
in a breeze.

Spellcasting (Sorcerer) Player’s Handbook Headwinds (Mark of Storm) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook

Message Mind Sliver Ray of Frost


Transmutation Cantrip Enchantment Cantrip Evocation Cantrip

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


RANGE 120 feet RANGE 60 feet RANGE 60 feet
DURATION 1 round DURATION 1 round DURATION Instantaneous
COMPONENTS V, S, M (a short piece of copper wire) COMPONENTS V COMPONENTS V, S

You point your finger toward a creature within range and whisper a You drive a disorienting spike of psychic energy into the mind of one A frigid beam of blue-white light streaks toward a creature within
message. The target (and only the target) hears the message and can creature you can see within range. The target must succeed on an range. Make a ranged spell attack against the target. On a hit, it takes
reply in a whisper that only you can hear. Intelligence saving throw or take 1d6 psychic damage and subtract 1d8 cold damage, and its speed is reduced by 10 feet until the start of
You can cast this spell through solid objects if you are familiar with 1d4 from the next saving throw it makes before the end of your next your next turn.
the target and know it is beyond the barrier. Magical silence, 1 foot turn. The spell’s damage increases by 1d8 when you reach 5th level
of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of This spell’s damage increases by 1d6 when you reach certain levels: (2d8), 11th level (3d8), and 17th level (4d8).
wood blocks the spell. The spell doesn’t have to follow a straight line 5th level (2d6), 11th level (3d6), and 17th level (4d6).
and can travel freely around corners or through openings.

Spellcasting (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Tasha’s Cauldron of Everything Spellcasting (Sorcerer) Player’s Handbook

Absorb Elements Arms of Hadar Dissonant Whispers


1st-level abjuration 1st-level conjuration 1st-level enchantment

CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Self (10-foot radius) RANGE 60 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V

The spell captures some of the incoming energy, lessening its effect You invoke the power of Hadar, the Dark Hunger. Tendrils of dark You whisper a discordant melody that only one creature of your
on you and storing it for your next melee attack. You have resistance energy erupt from you and batter all creatures within 10 feet of you. choice within range can hear, wracking it with terrible pain. The
to the triggering damage type until the start of your next turn. Also, Each creature in that area must make a Strength saving throw. On a target must make a Wisdom saving throw. On a failed save, it takes
the first time you hit with a melee attack on your next turn, the failed save, a target takes 2d6 necrotic damage and can’t take 3d6 psychic damage and must immediately use its reaction, if
target takes an extra 1d6 damage of the triggering type, and the spell reactions until its next turn. On a successful save, the creature takes available, to move as far as its speed allows away from you. The
ends. half damage, but suffers no other effect. creature doesn’t move into obviously dangerous ground, such as a
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd fire or a pit. On a successful save, the target takes half as much
level or higher, the extra damage increases by 1d6 for each slot level level or higher, the damage increases by 1d6 for each slot level above damage and doesn’t have to move away. A deafened creature
above 1st. 1st. automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

Spellcasting (Sorcerer) Princes of the Apocalypse Psionic Spells (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Player’s Handbook
Mage Armor Magic Missile Calm Emotions
1st-level abjuration 1st-level evocation 2nd-level enchantment

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


RANGE Touch RANGE 120 feet RANGE 60 feet
DURATION 8 hours DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S COMPONENTS V, S

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 attempt to suppress strong emotions in a group of people. Each
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 humanoid in a 20-foot-radius sphere centered on a point you choose
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, within range must make a Charisma saving throw; a creature can
target dons armor or if you dismiss the spell as an action. and you can direct them to hit one creature or several. choose to fail this saving throw if it wishes. If a creature fails its
At Higher Levels. When you cast this spell using a spell slot of 2nd saving throw, choose one of the following two effects.
level or higher, the spell creates one more dart for each slot level You can suppress any effect causing a target to be charmed or
above 1st. frightened. When this spell ends, any suppressed effect resumes,
provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of
your choice that it is hostile toward. This indifference ends if the
target is attacked or harmed by a spell or if it witnesses any of its
friends being harmed. When the spell ends, the creature becomes
hostile again, unless the GM rules otherwise.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Player’s Handbook

Detect Thoughts Maximilian’s Earthen Grasp


2nd-level divination 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a copper piece) COMPONENTS V, S, M (a miniature hand sculpted from clay)
For the duration, you can read the thoughts of certain creatures. When you You choose a 5-foot-square unoccupied space on the ground that you
cast the spell and as your action on each turn until the spell ends, you can can see within range. A Medium hand made from compacted soil
focus your mind on any one creature that you can see within 30 feet of you. If rises there and reaches for one creature you can see within 5 feet of
the creature you choose has an Intelligence of 3 or lower or doesn’t speak any
language, the creature is unaffected. it. The target must make a Strength saving throw. On a failed save,
You initially learn the surface thoughts of the creature—what is most on its the target takes 2d6 bludgeoning damage and is restrained for the
mind in that moment. As an action, you can either shift your attention to spell’s duration.
another creature’s thoughts or attempt to probe deeper into the same As an action, you can cause the hand to crush the restrained target,
creature’s mind. If you probe deeper, the target must make a Wisdom saving who must make a Strength saving throw. It takes 2d6 bludgeoning
throw. If it fails, you gain insight into its reasoning (if any), its emotional state, damage on a failed save, or half as much damage on a successful one.
and something that looms large in its mind (such as something it worries over, To break out, the restrained target can us its action make a
loves, or hates). If it succeeds, the spell ends. Either way, the target knows that Strength check against your spell save DC. On a success, the target
you are probing into its mind, and unless you shift your attention to another
creature’s thoughts, the creature can use its action on its turn to make an escapes and is no longer restrained by the hand.
Intelligence check contested by your Intelligence check; if it succeeds, the spell As an action, you can cause the hand to reach for a different
ends. creature or to move to a different unoccupied space within range.
Questions verbally directed at the target creature naturally shape the course The hand releases a restrained target if you do either.
of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you
can’t see. When you cast the spell or as your action during the duration, you
can search for thoughts within 30 feet of you. The spell can penetrate barriers,
but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead
blocks you. You can’t detect a creature with an Intelligence of 3 or lower or
one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its
thoughts for the rest of the duration as described above, even if you can’t see
it, but it must still be within range.

Psionic Spells (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything
Explorer’s Pack Dagger Dagger
Equipment Packs Weapons Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10


torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

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

Amulet Crossbow, Light


Spellcasting Focus Weapons

A holy symbol is a representation of a god or pantheon. It


might be an amulet depicting a symbol representing a
deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

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

You might also like