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Level 9 Chromatic Dragonborn Sorcerer, Wild Magic 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Eurytus (Tus)
Haunted One Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR War Caster. You have advantage on Constitution


STRENGTH Unarmored (12) 12 saving throws that you make to maintain your
concentration on a spell when you take damage.You
PROFICIENCY BONUS +4
8
SHIELD
AC can perform the somatic components of spells even
when you have weapons or a shield in one or both
N
CIE C
hands.When a hostile creature’s movement
-1 Strength provokes an opportunity attack from you, you can
Y
PROFI

-1 use your reaction to cast a spell at the creature,


+2 Dexterity
rather than making an opportunity attack. The spell
✘ +7 Constitution ARMOR CLASS must have a casting time of 1 action and must
DEXTERITY
+0 Intelligence
target only that creature.
MAXIMUM HIT DICE TEMPORARY

14 ✘
+0 Wisdom

+9 Charisma
71 9d6 Font of Magic (Bonus Action). You have 9 Sorcery
Points. You can transform unexpended sorcery
CONDITIONAL
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
> 4th, 7 > 5th) on your turn or you can expend one
+2 spell slot and gain a number of sorcery points equal
to the slot’s level.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Metamagic. You can use only one Metamagic
SAVING THROWS
option on a spell when you cast it, unless otherwise
16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
noted.
Quickened Spell. When you cast a spell that has a
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION casting time of 1 action, you can spend 2 sorcery
+0 Animal Handling (Wis)
points to change the casting time to 1 bonus action
+3 ✘ +4 Arcana (Int) for this casting.
Resistances. Lightning Subtle Spell. When you cast a spell, you can spend
-1 Athletics (Str)
1 sorcery point to cast it without any somatic or
INTELLIGENCE +5 Deception (Cha) verbal components.

11 +0 History (Int)
+0 Insight (Wis)
Wild Magic Surge. Once per turn, the DM can have
you roll a d20 immediately after you cast a sorcerer
spell of 1st level or higher. If you roll a 1, roll on the
✘ +9 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Wild Magic Surge table to create a magical effect. If
+0 ✘ +4 Investigation (Int) that effect is a spell, it is too wild to be affected by
Chromatic Ancestry. Your ancestor was a blue your Metamagic, and if it normally requires
+0 Medicine (Wis)
dragon. Your Chromatic Ancestry damage type is concentration, it doesn’t require concentration in
WISDOM +0 Nature (Int) this case; the spell lasts for its full duration.
lightning.

10 +0 Perception (Wis)
+5 Performance (Cha)
Breath Weapon (Attack—4/Long Rest). You can
replace one of your attacks with an exhalation of a
Tides of Chaos (1/Long Rest). You can gain
advantage on one attack roll, ability check, or saving
magical energy in a 30-foot line that is 5 feet wide. throw.Any time before you regain the use of this
+5 Persuasion (Cha)
+0 Each creature in the area must make a Dexterity feature, the DM can have you roll on the Wild Magic
✘ +4 Religion (Int) saving throw against a DC15. On a failed save, the Surge table immediately after you cast a sorcerer
creature takes 2d10 lightning damage, or half as spell of 1st level or higher. You then regain the use
+2 Sleight of Hand (Dex)
much damage on a successful one. of this feature.
CHARISMA +2 Stealth (Dex)
Bend Luck (Reaction). When another creature you
20 +0 Survival (Wis) Chromatic Warding (Action—1/Long Rest). You
can channel your draconic energies to protect can see makes an attack roll, an ability check, or a
SKILLS saving throw, you can spend 2 sorcery points to roll
yourself. For 1 minute, you become immune to the
lightning damage. 1d4 and apply the number rolled as a bonus or
+5 10 PASSIVE PERCEPTION penalty to the creature’s roll. You can do so after
the creature rolls but before any effects of the roll
occur.
ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dragon Wing Crossbow, Light 80/320 +6 vs AC 1d8+2 piercing
Infused with the gem of lightning
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Sphinx, Primordial, Leonin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Eurytus (Tus)
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to
no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you
as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The
burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to
overcome it before it destroys you.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.

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 Dragon Wing Crossbow, Light. Infused with the gem of
Explorer’s Pack 1 10 [Dragon Wing Crossbow, Light] 1 5 lightning
Component Pouch 1 2
Silver Necklace (250 gp). you have a +1 bonus to saving
throws and are
immune to the grappled condition while wearing it

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
Silver Necklace (250 gp) 1 —

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

17 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 +9 17 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Wild Magic

CANTRIPS Control Flames Lightning Lure


Message Shocking Grasp Thunderclap

1ST LEVEL 4 SPELL SLOTS Absorb Elements Chaos Bolt


Shield

2ND LEVEL 3 SPELL SLOTS Gust of Wind Hold Person

3RD LEVEL 3 SPELL SLOTS Counterspell Lightning Bolt


Protection from Energy Thunder Step

4TH LEVEL 3 SPELL SLOTS

5TH LEVEL 1 SPELL SLOTS Ball Lightning


Control Flames Lightning Lure Message
Transmutation Cantrip Evocation Cantrip Transmutation Cantrip

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


RANGE 60 feet RANGE Self (15-foot radius) RANGE 120 feet
DURATION Instantaneous or 1 hour (see below) DURATION Instantaneous DURATION 1 round
COMPONENTS S COMPONENTS V COMPONENTS V, S, M (a short piece of copper wire)

You choose nonmagical flame that you can see within range and that You create a lash of lightning energy that strikes at one creature of You point your finger toward a creature within range and whisper a
fits within a 5-foot cube. You affect it in one of the following ways: your choice that you can see within 15 feet of you. The target must message. The target (and only the target) hears the message and can
• You instantaneously expand the flame 5 feet in one direction, succeed on a Strength saving throw or be pulled up to 10 feet in a reply in a whisper that only you can hear.
provided that wood or other fuel is present in the new location. straight line toward you and then take 1d8 lightning damage if it is You can cast this spell through solid objects if you are familiar with
• You instantaneously extinguish the flames within the cube. within 5 feet of you. This spell’s damage increases by 1d8 when you the target and know it is beyond the barrier. Magical silence, 1 foot
• You double or halve the area of bright light and dim light cast by reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
the flame, change its color, or both. The change lasts for 1 hour. wood blocks the spell. The spell doesn’t have to follow a straight line
• You cause simple shapes-such as the vague form of a creature, and can travel freely around corners or through openings.
an inanimate object, or a location-to appear within the flames and
animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-
instantaneous effects created by it active at a time, and you can
dismiss such an effect as an action.

Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Tasha’s Cauldron of Everything Spellcasting (Sorcerer) Player’s Handbook

Shocking Grasp Thunderclap Absorb Elements


Evocation Cantrip Evocation Cantrip 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or
thunder damage
RANGE Touch RANGE 5 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS S COMPONENTS S

Lightning springs from your hand to deliver a shock to a creature you You create a burst of thunderous sound, which can be heard 100 feet The spell captures some of the incoming energy, lessening its effect
try to touch. Make a melee spell attack against the target. You have away. Each creature within range, other than you, must succeed on a on you and storing it for your next melee attack. You have resistance
advantage on the attack roll if the target is wearing armor made of Constitution saving throw or take 1d6 thunder damage. to the triggering damage type until the start of your next turn. Also,
metal. On a hit, the target takes 1d8 lightning damage, and it can’t The spell’s damage increases by 1d6 when you reach 5th level the first time you hit with a melee attack on your next turn, the
take reactions until the start of its next turn. (2d6), 11th level (3d6), and 17th level (4d6). target takes an extra 1d6 damage of the triggering type, and the spell
The spell’s damage increases by 1d8 when you reach 5th level ends.
(2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the extra damage increases by 1d6 for each slot level
above 1st.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Xanathar’s Guide to Everything

Chaos Bolt Shield Gust of Wind


1st-level evocation 1st-level abjuration 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted CASTING TIME 1 action
by the magic missile spell
RANGE 120 feet RANGE Self RANGE Self (60-foot line)
DURATION Instantaneous DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a legume seed)

You hurl an undulating, warbling mass of chaotic energy at one An invisible barrier of magical force appears and protects you. Until A line of strong wind 60 feet long and 10 feet wide blasts from you in
creature in range. Make a ranged spell attack against the target. On a the start of your next turn, you have a +5 bonus to AC, including a direction you choose for the spell’s duration. Each creature that
hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The against the triggering attack, and you take no damage from magic starts its turn in the line must succeed on a Strength saving throw or
number rolled on that die determines the attack’s damage type, as missile. be pushed 15 feet away from you in a direction following the line.
shown below. Any creature in the line must spend 2 feet of movement for every 1
d8 Damage Type foot it moves when moving closer to you.
1 Acid The gust disperses gas or vapor, and it extinguishes candles,
2 Cold torches, and similar unprotected flames in the area. It causes
3 Fire protected flames, such as those of lanterns, to dance wildly and has a
4 Force 50 percent chance to extinguish them.
5 Lightning As a bonus action on each of your turns before the spell ends, you
6 Poison can change the direction in which the line blasts from you.
7 Psychic
8 Thunder

If you roll the same number on both d8s, the chaotic energy leaps
from the target to a different creature of your choice within 30 feet
of it. Make a new attack roll against the new target, and make a new
damage roll, which could cause the chaotic energy to leap again. A
creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, each target takes 1d6 extra damage of the type rolled
for each slot level above 1st.

Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Hold Person Counterspell Lightning Bolt
2nd-level enchantment 3rd-level abjuration 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you see a creature within 60 feet of CASTING TIME 1 action
you casting a spell
RANGE 60 feet RANGE 60 feet RANGE Self (100-foot line)
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS S COMPONENTS V, S, M (a bit of fur and a rod of amber, crystal, or glass)

Choose a humanoid that you can see within range. The target must You attempt to interrupt a creature in the process of casting a spell. If A stroke of lightning forming a line of 100 feet long and 5 feet wide
succeed on a Wisdom saving throw or be paralyzed for the duration. the creature is casting a spell of 3rd level or lower, its spell fails and blasts out from you in a direction you choose. Each creature in the
At the end of each of its turns, the target can make another Wisdom has no effect. If it is casting a spell of 4th level or higher, make an line must make a Dexterity saving throw. A creature takes 8d6
saving throw. On a success, the spell ends on the target. ability check using your spellcasting ability. The DC equals 10 + the lightning damage on a failed save, or half as much damage on a
At Higher Levels. When you cast this spell using a spell slot of 3rd spell's level. On a success, the creature's spell fails and has no effect. successful one.
level or higher, you can target on additional humanoid for each slot At Higher Levels. When you cast this spell using a spell slot of 4th The lightning ignites flammable objects in the area that aren’t
level above 2nd. The humanoids must be within 30 feet of each other level or higher, the interrupted spell has no effect if its level is less being worn or carried.
when you target them. than or equal to the level of the spell slot you used. At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d6 for each slot above 3rd.

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

Protection from Energy Thunder Step Ball Lightning


3rd-level abjuration 3rd-level conjuration 5th-level evocation

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


RANGE Touch RANGE 90 feet RANGE 120 ft.
DURATION Concentration, up to 1 hour DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a handful of copper pellets)

For the duration, the willing creature you touch has resistance to one You teleport yourself to an unoccupied space you can see within You create one to four 3-foot diameter spheres of lightning. The
damage type of your choice: acid, cold, fire, lightning, or thunder. range. Immediately after you disappear, a thunderous boom sounds. more spheres you create, the weaker each sphere is individually.
and each creature within 10 feet of the space you left must make a Each sphere appears in an unoccupied space you can see within
Constitution saving throw, taking 3d10 thunder damage on a failed range. Each sphere sheds dim light in a 30-foot radius.
save, or half as much damage on a successful one. The thunder can As a bonus action, you can move each sphere up to 30 feet, but no
be heard from up to 300 feet away. farther than 120 feet away from you. When a creature other than
You can bring along objects as long as their weight doesn’t exceed you comes within 5 feet of a sphere, the sphere discharges lightning
what you can carry. You can also teleport one willing creature of your at that creature and disappears. That creature must make a Dexterity
size or smaller who is carrying gear up to its carrying capacity. The saving throw. On a failed save, the creature takes lightning damage
creature must be within 5 feet of you when you cast this spell, and based on the number of spheres you created. (4 spheres = 2d4, 3
there must be an unoccupied space within 5 feet of your destination spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12).
space for the creature to appear in; otherwise, the creature is left
behind.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d10 for each slot level
above 3rd.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) The Great Dale
Dragon Wing Crossbow, Light Explorer’s Pack Component Pouch
Weapons Equipment Packs Adventuring Gear

The limb tips of this magic bow are shaped like a dragon’s Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 A component pouch is a small, watertight leather belt
wings, and the weapon is infused with the essence of a torches, 10 days of rations, and a waterskin. The pack also pouch that has compartments to hold all the material
chromatic, gem, or metallic dragon’s breath. When you hit has 50 feet of hempen rope strapped to the side of it. components and other special items you need to cast your
with an attack roll using this magic bow, the target takes an spells, except for those components that have a specific
extra 1d6 damage of the same type as the breath infused in cost (as indicated in a spell's description).
the bow— acid, cold, fire, force, lightning, necrotic, poison,
psychic, radiant, or thunder.
If you load no ammunition in the weapon, it produces its
own, automatically creating one piece of magic
ammunition when you pull back the string. The
ammunition created by the bow vanishes the instant after
it hits or misses a target.

5 lb. Fizban's Treasury of Dragons 10 lbs. Player’s Handbook 2 lb. Player’s Handbook

Silver Necklace
Treasure

A silver necklace with a gemstone pendant.

Dungeon Master’s Guide

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