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Sorcerer (5) Shadow Haunted One

CLASS & LEVEL BACKGROUND PLAYER NAME

Tiefling (Mephistopheles)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 4 30
10 3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum


0 Strength
DEXTERITY

18 ●
4

6
Dexterity
Constitution
34
CURRENT HIT POINTS IDEALS
1 Intelligence
4 3 Wisdom
● 8 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
4 Acrobatics (Dex) Total SUCCESSES
3 Animal Handling (Wis)
3
5d6 FAILURES
● 4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)

13 ● 8

1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Dagger +7 1d4+4 Darkvision. Thanks to your infernal


1 ● 6 Insight (Wis) heritage, you have superior vision
5 Intimidation (Cha) Crossbow +7 1d8+4 in dark and dim conditions. You
WISDOM 1 Investigation (Int) can see in dim light within 120 feet
3 Medicine (Wis) of you as if it were bright light, and
16 1 Nature (Int) in darkness as if it were dim light.
Dagger: 1d4 piercing, You can't discern color in
3 Perception (Wis)
3 Finesse, light, thrown (20/60) darkness, only shades of gray.
5 Performance (Cha)
5 Persuasion (Cha)
CHARISMA Light Crossbow: 1d8 piercing, Hellish Resistance. You have
● 4 Religion (Int) resistance to fire damage.
loading, range (80/320)
20 4 Sleight of Hand (Dex)
4 Stealth (Dex) Background Feature: Heart of
5 Darkness
3 Survival (Wis)
Those who look into your eyes can
SKILLS ATTACKS & SPELLCASTING
see that you have faced
unimaginable horror and that you
13 PASSIVE WISDOM (PERCEPTION)
Holy Water are no stranger to darkness.
CP
Though they might fear you,
Dagger (2) commoners will extend you every
SP
Abyssal, Celestial, Infernal courtesy and do their utmost to
Arcane focus help you. Unless you have shown
EP yourself to be a danger to them,
Dagger, Dart, Slings, they will even take up arms to fight
Light Crossbow
Quarterstaffs, Light GP 70 alongside you, should you find
crossbows Monster Hunter pack yourself facing an enemy alone.
PP
Dungeoneer's Pack You have 1 free cast of Burning
Hands and Flame Blade per long
rest.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Feat: War Magic


You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
Heroic Array You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take
damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at
the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only
that creature.

Strength of the Grave


Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage
reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead
drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
You may cast Darkness with 2 Sorcery points.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.

FONT OF MAGIC:
You gain Sorcery Points equal to your Sorcerer level. See Feature card

Metamagic:
Empowered Spell, Twinned Spell

Magical Guidance:
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that
fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a
success.

ADDITIONAL FEATURES & TRAITS

Feat: Baleful Scion


Grasp of Avarice. Once per turn, when you damage a creature
you can see within 60 feet of yourself, you can also deal necrotic
damage to it. The necrotic damage equals 1d6 + your proficiency
bonus, and you regain a number of hit points equal to this
necrotic damage dealt. You can use this benefit a number of
times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

1 uncommon magic item.


CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer CHA 16 8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Mage Hand Lightning Bolt

Chill Touch
Message
Mind Sliver
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Burning Hands

Magic Missile
4
Sleep

Mage Armor
SPELLS KNOWN

Darkness

2 3
Cloud of Daggers

Scorching Ray

Flame Blade
5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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