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Level 2 Tiefling Sorcerer, Shadow Magic 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Varma
Noble Varma
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 2 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
✘ +3 Constitution ARMOR CLASS to the slot’s level.
DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY Eyes of the Dark.
14 ✘
+1 Wisdom

+5 Charisma
10 2d6
Superior Darkvision. You can see in dim light within
CONDITIONAL
120 feet of you as if it were bright light, and in
darkness as if it were dim light.
+2
Strength of the Grave. When damage reduces you
CURRENT HIT POINTS to 0 hit points, make a Charisma saving throw (DC5
CONSTITUTION DEATH SAVING THROWS
+ damage taken). On a success, you drop to 1 hit
SAVING THROWS
point and cannot use this feature again until you
13 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
finish a long rest.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 ✘ +2 Arcana (Int)
Darkvision, Superior Darkvision

-1 Athletics (Str) Resistances. Fire


INTELLIGENCE +3 Deception (Cha)

11 ✘ +2 History (Int)
+1 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+1 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
+0 Nature (Int)

12 +1 Perception (Wis) Infernal Legacy. You know the thaumaturgy


cantrip. (Charisma)
+3 Performance (Cha)
✘ +5 Persuasion (Cha)
+1 +0 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

17 +1 Survival (Wis)
SKILLS

+3 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Staff 5 ft -1 vs AC -1

FEATURES & TRAITS


Quarterstaff 5 ft +1 vs AC 1d6-1 bludgeoning
Versatile
Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Dice set

Languages. Common, Infernal, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


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

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and
wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former
merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you
could be an honest, hard-working landowner who cares deeply about the people who live and work on your land,
keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble
title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to
your own children. Not only do you need to determine your noble title, but you should also work with the DM to
PERSONALITY TRAITS
describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and
over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the
common people regard them?

IDEAL What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How
do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as
long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you
in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the
time? An animal you regard as a symbol of your line or even a spiritual member of the family?
BOND
These details help establish your family and your title as features of the world of the campaign.

FLAW BACKGROUND STORY

Position of Privilege
Thanks to your noble birth, people are inclined to
think the best of you. You are welcome in high
society, and people assume you have the right to be
wherever you are. The common folk make every
effort to accommodate you and avoid your
displeasure, and other people of high birth treat you
as a member of the same social sphere. You can
secure an audience with a local noble if you need to.

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
Staff 1 4
Dagger 2 2
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Quarterstaff] 1 4

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

69 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, Shadow Magic

CANTRIPS Control Flames Create Bonfire


Fire Bolt Ray of Frost

1ST LEVEL 3 SPELL SLOTS Ice Knife Mage Armor


Magic Missile

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Thaumaturgy (Tiefling)


Control Flames Create Bonfire Fire Bolt
Transmutation Cantrip Conjuration Cantrip Evocation Cantrip

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


RANGE 60 feet RANGE 60 feet RANGE 120 feet
DURATION Instantaneous or 1 hour (see below) DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S

You choose nonmagical flame that you can see within range and that You create a bonfire on ground that you can see within range. Until You hurl a mote of fire at a creature or object within range. Make a
fits within a 5-foot cube. You affect it in one of the following ways: the spells ends, the bonfire fills a 5-foot cube. Any creature in the ranged spell attack against the target. On a hit, the target takes 1d10
• You instantaneously expand the flame 5 feet in one direction, bonfire’s space when you cast the spell must succeed on a Dexterity fire damage. A flammable object hit by this spell ignites if it isn’t
provided that wood or other fuel is present in the new location. saving throw or take 1d8 fire damage. A creature must also make the being worn or carried.
• You instantaneously extinguish the flames within the cube. saving throw when it enters the bonfire’s space for the first time on a This spell’s damage increases by 1d10 when you reach 5th level
• You double or halve the area of bright light and dim light cast by turn or ends its turn there. (2d10), 11th level (3d10), and 17th level (4d10).
the flame, change its color, or both. The change lasts for 1 hour. The bonfire ignites flammable objects in its area that aren’t being
• You cause simple shapes-such as the vague form of a creature, worn or carried.
an inanimate object, or a location-to appear within the flames and The spell’s damage increases by 1d8 when you reach 5th level
animate as you like. The shapes last for 1 hour. (2d8), 11th level (3d8), and 17th level (4d8).

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

Ray of Frost Thaumaturgy Ice Knife


Evocation Cantrip Transmutation Cantrip 1st-level conjuration

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


RANGE 60 feet RANGE 30 feet RANGE 60 feet
DURATION Instantaneous DURATION Up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS S, M (a drop of water or piece of ice)

A frigid beam of blue-white light streaks toward a creature within You manifest a minor wonder, a sign of supernatural power, within You create a shard of ice and fling it at one creature within range.
range. Make a ranged spell attack against the target. On a hit, it takes range. You create one of the following magical effects within range: Make a ranged spell attack against the target. On a hit, the target
1d8 cold damage, and its speed is reduced by 10 feet until the start of • Your voice booms up to three times as loud as normal for 1 takes 1d10 piercing damage. Hit or miss, the shard then explodes.
your next turn. The spell’s damage increases by 1d8 when you reach minute. The target and each creature within 5 feet of it must succeed on a
5th level (2d8), 11th level (3d8), and 17th level (4d8). • You cause flames to flicker, brighten, dim, or change color for 1 Dexterity saving throw or take 2d6 cold damage.
minute. At Higher Levels. When you cast this spell using a spell slot of 2nd
• You cause harmless tremors in the ground for 1 minute. level or higher, the cold damage increases by 1d6 for each slot level
• You create an instantaneous sound that originates from a point above 1st.
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

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

Mage Armor Magic Missile Staff


1st-level abjuration 1st-level evocation Spellcasting Focus

CASTING TIME 1 action CASTING TIME 1 action An arcane focus is a special item—an orb, a crystal, a rod, a
RANGE Touch RANGE 120 feet specially constructed staff, a wand—like length of wood, or
some similar item designed to channel the power of arcane
DURATION 8 hours DURATION Instantaneous spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.
COMPONENTS V, S, M (a piece of cured leather) 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
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
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,
target dons armor or if you dismiss the spell as an action. and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the spell creates one more dart for each slot level
above 1st.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook 4 lb. Player’s Handbook
Dagger Dagger Backpack
Weapons Weapons Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

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

Bedroll Mess Kit Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire.
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

7 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Torch Rations (1 day) Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire
damage.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, Hempen (50 feet) Quarterstaff Darkvision
Adventuring Gear Weapons Vision

Rope, whether made of hemp or silk, has 2 hit points and Many creatures in the worlds of D&D, especially those that
can be burst with a DC 17 Strength check. dwell underground, have darkvision. Within a specified
range, a creature with darkvision can see in darkness as if
the darkness were dim light, so areas of darkness are only
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.

10 lb. Player’s Handbook 4 lb. Player’s Handbook Tiefling Player’s Handbook

Hellish Resistance Infernal Legacy Font of Magic


Racial Trait Racial Trait Class Feature

You have resistance to fire damage. You know the thaumaturgy cantrip. When you reach 3rd At 2nd level, you tap into a deep wellspring of magic within
level, you can cast the hellish rebuke spell as a 2nd-level yourself. This wellspring is represented by sorcery points, which
spell once with this trait and regain the ability to do so allow you to create a variety of magical effects.
when you finish a long rest. When you reach 5th level, you SORCERY POINTS
You have 2 sorcery points, and you gain more as you reach
can cast the darkness spell once with this trait and regain higher levels, as shown in the Sorcery Points column of the
the ability to do so when you finish a long rest. Charisma is Sorcerer table. You can never have more sorcery points than
your spellcasting ability for these spells. shown on the table for your level. You regain all spent sorcery
points when you finish a long rest.
FLEXIBLE CASTING
You can use your sorcery points to gain additional spell slots, or
sacrifice spell slots to gain additional sorcery points. You learn
other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery
points into one spell slot as a bonus action on your turn. The
Creating Spell Slots table shows the cost of creating a spell slot of
a given level. You can create spell slots no higher in level than
5th.
Any spell slot you create with this feature vanishes when you
finish a long rest.
CREATING SPELLSLOTS
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on


your turn, you can expend one spell slot and gain a number of
Tiefling Player’s Handbook Tiefling Player’s Handbook Sorcerer Player’s Handbook

Eyes of the Dark Superior Darkvision Strength of the Grave


Archetype Feature Vision Archetype Feature

Starting at 1st level, you have darkvision with a range of Many creatures in the worlds of D&D, especially those that Starting at 1st level, your existence in a twilight state
120 feet. When you reach 3rd level in this class, you learn dwell underground, have darkvision. Within a specified between life and death makes you difficult to defeat. When
the darkness spell, which doesn’t count against your range, a creature with darkvision can see in darkness as if damage reduces you to 0 hit points, you can make a
number of sorcerer spells known. In addition, you can cast the darkness were dim light, so areas of darkness are only Charisma saving throw (DC 5 + the damage taken). On a
it by spending 2 sorcery points or by expending a spell slot. lightly obscured as far as that creature is concerned. success, you instead drop to 1 hit point. You can’t use this
If you cast it with sorcery points, you can see through the However, the creature can’t discern color in darkness, only feature if you are reduced to 0 hit points by radiant
darkness created by the spell. shades of gray. damage or by a critical hit.
After the saving throw succeeds, you can’t use this
feature again until you finish a long rest.

Shadow Magic Xanathar’s Guide to Everything Eyes of the Dark Player’s Handbook Shadow Magic Xanathar’s Guide to Everything

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