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Draconic Bloodline Sorc… Criminal

CLASS & LEVEL BACKGROUND PLAYER NAME


Ichaelled Paarthanax Dragonborn Neutral Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
I always have a plan for when things go
STRENGTH 10 -2 30 wrong

1 2 PROFICIENCY BONUS
I am always calm, no matter what the
situation
12
Hit Point Maximum 7 PERSONALITY TRAITS
1 Strength
DEXTERITY -2 Dexterity

-2 4 Freedom. Cahins are meant to be broken,


Constitution CURRENT HIT POINTS
as are those who would forge them,
0 Intelligence

6 1 Wisdom
5 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

2 -2 Acrobatics (Dex)
1
I will become the greatest thief that ever
lived

14 1 Animal Handling (…
2 Arcana (Int) BONDS

INTELLIGENCE 1 Athletics (Str)

0 5
0
Deception (Cha)

History (Int)
NAME

Fire Bolt
ATK

+5
DAMAGE/TYPE

1d10 Fire
When faced between money and friends, i
choose money,.

10 1 Insight (Wis)

3 Intimidation (Cha) Light Crossbow 0 1d8-2 Piercing


FLAWS
0 Investigation (Int)
WISDOM Magic Missile 1d4+1 Force

1
1 Medicine (Wis)
0 Nature (Int) Dagger 0 1d4-2 Piercing
Dragon Ancestor - Brass
1 Perception (Wis)
12 ATTACKS & SPELLCASTING Criminal Contact
3 Performance (Cha)
Draconic Interactions
3 Persuasion (Cha)
CHARISMA 15
Draconic Resiliance
0 Religion (Int)

3
CP SP EP GP PP
Breath Weapon
-2 Sleight of Hand (D…
1 Backpack Damage Resistance
0 Stealth (Dex)
17 1 Survival (Wis) 1 Light Crossbow FEATURES & TRAITS

SKILLS 10 Rations
1 Hempen Rope
10 Torch
11 PASSIVE WISDOM (PERCEPTION)
1 Bedroll
1 Prayer Wheel
TOOL: Thieves' Tools EQUIPMENT

LANGUAGE: Common, Draconic


WEAPON: Dagger, Dart, Light Crossbow,
Quarterstaff, Sling

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: Total:
CP SP EP GP PP

1 Explorer's Pack
1 Waterskin
1 Mess Kit Total: Total:
1 Tinderbox
ATTACKS & SPELLCASTING 1 Arcane Focus
2 Dagger

Total: Total:

EQUIPMENT
CHARISMA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Mending

Minor Illusion
4 0 7 0
Light

Fire Bolt

5 0 8 0

1 2

Magic Missile
9 0
Disguise Self

2 0
FEATURES & TRAITS
Dragon Ancestor - Brass Draconic Resiliance Breath Weapon
Your dragon ancestor type is brass. The As magic flows through your body, it causes You can use your action to exhale destructive
associated damage type is fire. physical traits of your dragon ancestors to energy. Your brass draconic ancestry means
emerge. At 1st level, your hit point maximum this exhalation is a 5 by 30 ft. line dealing fire
Criminal Contact increases by 1 and increases by 1 again damage.
You have a reliable and trustworthy contact whenever you gain a level in this class. When you use your breath weapon, each
who acts as your liaison to a network of other Additionally, parts of your skin are covered by creature in the area of the exhalation must
criminals. a thin sheen of dragon-like scales. When you make a Dexterity saving throw. The DC for this
aren’t wearing armor, your AC equals 13 + saving throw equals 8 + your Constitution
Draconic Interactions your Dexterity modifier. modifier + your proficiency bonus. A creature
Whenever you make a Charisma check when takes 2d6 damage on a failed save, and half
interacting with dragons, your proficiency as much on a successful one. The damage
bonus is doubled if it applies to the check. increases to 3d6 at 6th level, 4d6 at 11th level,
and 5d6 at 16th level.
After you use your breath weapon, you can't
use it again until you complete a short or long
rest.

Damage Resistance
You have resistance to fire damage.
SPELLS
Mending Light Magic Missile
transmutation cantrip evocation cantrip evocation 1
Casting Time: 1 minute Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch Range: 120 feet
Target: A single break or tear in an object you Target: One object that is no larger than 10 Target: A creature of your choice that you can
touch feet in any dimension see within range
Components: V S M Components: V S M Components: V S M
Duration: Instantaneous Duration: 1 hour Duration: Instantaneous
Description: Description: Description:
This spell repairs a single break or tear in an You touch one object that is no larger than 10 You create three glowing darts of magical
object you touch, such as a broken chain link, feet in any dimension. Until the spell ends, the force. Each dart hits a creature of your choice
two halves of a broken key, a torn cloak, or a object sheds bright light in a 20-foot radius and that you can see within range. A dart deals 1d4
leaking wineskin. As long as the break or tear dim light for an additional 20 feet. The light can + 1 force damage to its target. The darts all
is no larger than 1 foot in any dimension, you be colored as you like. Completely covering strike simultaneously, and you can direct them
mend it, leaving no trace of the former the object with something opaque blocks the to hit one creature or several.
damage.<br />This spell can physically repair light. The spell ends if you cast it again or At Higher Levels: When you cast this spell
a magic item or construct, but the spell can’t dismiss it as an action.<br />If you target an using a spell slot of 2nd level or higher, the
restore magic to such an object. object held or worn by a hostile creature, that spell creates one more dart for each slot
creature must succeed on a Dexterity saving above 1st.
Minor Illusion throw to avoid the spell.
illusion cantrip Disguise Self
Casting Time: 1 action Fire Bolt illusion 1
Range: 30 feet evocation cantrip Casting Time: 1 action
Target: See text Casting Time: 1 action Range: Self
Components: V S M Range: 120 feet Target: Self
Duration: 1 minute Target: A creature or object within range Components: V S M
Description: Components: V S M Duration: 1 hour
You create a sound or an image of an object Duration: Instantaneous Description:
within range that lasts for the duration. The Description: You make yourself—including your clothing,
illusion also ends if you dismiss it as an action You hurl a mote of fire at a creature or object armor, weapons, and other belongings on your
or cast this spell again.<br />If you create a within range. Make a ranged spell attack person—look different until the spell ends or
sound, its volume can range from a whisper to against the target. On a hit, the target takes until you use your action to dismiss it. You can
a scream. It can be your voice, someone 1d10 fire damage. A flammable object hit by seem 1 foot shorter or taller and can appear
else’s voice, a lion’s roar, a beating of drums, this spell ignites if it isn’t being worn or carried. thin, fat, or in between. You can’t change your
or any other sound you choose. The sound This spell’s damage increases by 1d10 when body type, so you must adopt a form that has
continues unabated throughout the duration, or you reach 5th level (2d10), 11th level (3d10), the same basic arrangement of limbs.
you can make discrete sounds at different and 17th level (4d10). Otherwise, the extent of the illusion is up to
times before the spell ends.<br />If you create you.<br />The changes wrought by this spell
an image of an object—such as a chair, muddy fail to hold up to physical inspection. For
footprints, or a small chest—it must be no example, if you use this spell to add a hat to
larger than a 5-foot cube. The image can’t your outfit, objects pass through the hat, and
create sound, light, smell, or any other sensory anyone who touches it would feel nothing or
effect. Physical interaction with the image would feel your head and hair. If you use this
reveals it to be an illusion, because things can spell to appear thinner than you are, the hand
pass through it.<br />If a creature uses its of someone who reaches out to touch you
action to examine the sound or image, the would bump into you while it was seemingly
creature can determine that it is an illusion with still in midair.<br />To discern that you are
a successful Intelligence (Investigation) check disguised, a creature can use its action to
against your spell save DC. If a creature inspect your appearance and must succeed on
discerns the illusion for what it is, the illusion an Intelligence (Investigation) check against
becomes faint to the creature. your spell save DC.

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