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D&D Character Sheet: Changeling Sorcerer

This document provides character details for Jin Mos, a level 2 changeling sorcerer. It summarizes their abilities, including being able to change appearance, impose disadvantage on attacks against them once per short rest, and abilities related to their wild magic sorcerer subclass like rolling on a wild magic surge table when casting spells and gaining sorcery points. It lists their character stats, skills, and equipment including unarmored defense and having an AC of 13.

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RoryCaire-Mccaul
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0% found this document useful (0 votes)
111 views6 pages

D&D Character Sheet: Changeling Sorcerer

This document provides character details for Jin Mos, a level 2 changeling sorcerer. It summarizes their abilities, including being able to change appearance, impose disadvantage on attacks against them once per short rest, and abilities related to their wild magic sorcerer subclass like rolling on a wild magic surge table when casting spells and gaining sorcery points. It lists their character stats, skills, and equipment including unarmored defense and having an AC of 13.

Uploaded by

RoryCaire-Mccaul
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 2 Changeling Sorcerer, Wild Magic 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Jin Mos
Spy Lawful Evil The Traveler Rory
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Font of Magic (Bonus Action). You have 2 Sorcery


STRENGTH Unarmored (13) 13 Points. You can transform unexpended sorcery
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
PROFICIENCY BONUS +2
10
SHIELD
AC > 4th, 7 > 5th) on your turn or you can expend one
spell slot and gain a number of sorcery points equal
N
CIE C
to the slot’s level.
+0 Strength
Y
PROFI

+0 Wild Magic Surge. Immediately after you cast a


+3 Dexterity
sorcerer spell of 1st level or higher, the DM can
✘ +2 Constitution ARMOR CLASS have you roll a d20. If you roll a 1, roll on the Wild
DEXTERITY
+0 Intelligence
Magic Surge table to create a random magical
MAXIMUM HIT DICE TEMPORARY effect.
16 ✘
+0 Wisdom

+6 Charisma
10 2d6
Tides of Chaos (1/Long Rest). You can gain
CONDITIONAL
advantage on one attack roll, ability check, or saving
throw.Any time before you regain the use of this
+3 feature, the DM can have you roll on the Wild Magic
Surge table immediately after you cast a sorcerer
CURRENT HIT POINTS spell of 1st level or higher. You then regain the use
CONSTITUTION DEATH SAVING THROWS
of this feature.
SAVING THROWS

11 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+0 ✘ +2 Arcana (Int)
+0 Athletics (Str)
INTELLIGENCE ✘ +6 Deception (Cha)

10 ✘
+0 History (Int)
+2 Insight (Wis)
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+0 Medicine (Wis) Change Appearance. As an action, you can
WISDOM
transform your appearance or revert to your
+0 Nature (Int) natural form. You can't duplicate the appearance

11 +0 Perception (Wis) of a creature you've never seen, and you revert to


your natural form if you die. Your ruse is usually
+4 Performance (Cha) indiscernible, you have advantage on any
✘ +6 Persuasion (Cha) Charisma (Deception) check you make to avoid
+0 +0 Religion (Int)
detection.

+3 Sleight of Hand (Dex) Unsettling Visage (1/Short Rest). When a creature


CHARISMA you can see makes an attack roll against you, you
✘ +5 Stealth (Dex) can use your reaction to impose disadvantage on

18 +0 Survival (Wis) the roll. Using this trait reveals your shapeshifting
SKILLS nature to any creature within 30 feet that can see
you.

+4 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +5 vs AC 1d4+3 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Crossbow, Light 80/320 +5 vs AC 1d8+3 piercing
Ammunition, Loading, Two-Handed
Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Thieves’ tools, Dice set, Forgery


kit

Languages. Common, Halfling, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 6''2' 69kg
GENDER AGE HEIGHT WEIGHT
Jin Mos Blue Fair White
CHARACTER NAME EYES SKIN HAIR

NAME

The Goon Squad

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals
and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft,
and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules
I would rather make a new friend than a new enemy. and regulations of society.
I am always calm, no matter what the situation. I
never raise my voice or let my emotions control me. Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them
in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or
perhaps you sold the secrets you uncovered to the highest bidder.
PERSONALITY TRAITS

Greed. I will do whatever it takes to become


wealthy. (Evil)

IDEAL

I will become the greatest thief that ever lived.

BOND

An innocent person is in prison for a crime that I


committed. I’m okay with that.

FLAW BACKGROUND STORY

Feature: Criminal Contact


You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You
know how to get messages to and from your contact,
even over great distances; specifically, you know the
local messengers, corrupt caravan masters, and
seedy sailors who can deliver messages for you.

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
Dagger 2 2
[Crossbow, Light] 1 5
Crossbow Bolt 20 1
Crystal 1 1
Explorer’s Pack 1 10
Crowbar 1 5
Clothes, Common 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

27.3 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Myself

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, Wild Magic

CANTRIPS Fire Bolt Friends


Mage Hand Prestidigitation

1ST LEVEL 3 SPELL SLOTS Chaos Bolt Charm Person


Mage Armor
Fire Bolt Friends Mage Hand
Evocation Cantrip Enchantment Cantrip Conjuration Cantrip

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


RANGE 120 feet RANGE Self RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS S, M (a small amount of makeup applied to the face as this spell is COMPONENTS V, S
cast)

You hurl a mote of fire at a creature or object within range. Make a For the duration, you have advantage on all Charisma checks directed A spectral, floating hand appears at a point you choose within range.
ranged spell attack against the target. On a hit, the target takes 1d10 at one creature of your choice that isn’t hostile toward you. When The hand lasts for the duration or until you dismiss it as an action.
fire damage. A flammable object hit by this spell ignites if it isn’t the spell ends, the creature realizes that you used magic to influence The hand vanishes if it is ever more than 30 feet away from you or if
being worn or carried. its mood and becomes hostile toward you. A creature prone to you cast this spell again.
This spell’s damage increases by 1d10 when you reach 5th level violence might attack you. Another creature might seek retribution in You can use your action to control the hand. You can use the hand
(2d10), 11th level (3d10), and 17th level (4d10). other ways (at the DM’s discretion), depending on the nature of your to manipulate an object, open an unlocked door or container, stow or
interaction with it. retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

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

Prestidigitation Chaos Bolt Charm Person


Transmutation Cantrip 1st-level evocation 1st-level enchantment

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


RANGE 10 feet RANGE 120 feet RANGE 30 feet
DURATION Up to 1 hour DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

This spell is a minor magical trick that novice spellcasters use for You hurl an undulating, warbling mass of chaotic energy at one You attempt to charm a humanoid you can see within range. It must
practice. You create one of the following magical effects within creature in range. Make a ranged spell attack against the target. On a make a Wisdom saving throw, and does so with advantage if you or
range: hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The your companions are fighting it. If it fails the saving throw, it is
• You create an instantaneous, harmless sensory effect, such as a number rolled on that die determines the attack's damage type, as charmed by you until the spell ends or until you or your companions
shower of sparks, a puff of wind, faint musical notes, or an odd odor. shown below. do anything harmful to it. The charmed creature regards you as a
• You instantaneously light or snuff out a candle, a torch, or a d8 Damage Type friendly acquaintance. When the spell ends, the creature knows it
small campfire. 1 Acid was charmed by you.
• You instantaneously clean or soil an object no larger than 1 cubic 2 Cold At Higher Levels. When you cast this spell using a spell slot of 2nd
foot. 3 Fire level or higher, you can target one additional creature for each slot
• You chill, warm, or flavor up to 1 cubic foot of nonliving material 4 Force level above 1st. The creatures must be within 30 feet of each other
for 1 hour. 5 Lightning when you target them.
• You make a color, a small mark, or a symbol appear on an object 6 Poison
or a surface for 1 hour. 7 Psychic
• You create a nonmagical trinket or an illusory image that can fit 8 Thunder
in your hand and that lasts until the end of your next turn.
If you roll the same number on both d8s, the chaotic energy leaps
If you cast this spell multiple times, you can have up to three of its from the target to a different creature of your choice within 30 feet
non-instantaneous effects active at a time, and you can dismiss such of it. Make a new attack roll against the new target, and make a new
an effect as an action. 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) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook

Mage Armor
1st-level abjuration

CASTING TIME 1 action


RANGE Touch
DURATION 8 hours
COMPONENTS V, S, M (a piece of cured leather)

You touch a willing creature who isn’t wearing armor, and a


protective magical force surrounds it until the spell ends. The target’s
base AC becomes 13 + its Dexterity modifier. The spell ends it if the
target dons armor or if you dismiss the spell as an action.

Spellcasting (Sorcerer) Player’s Handbook


Dagger Dagger Crossbow, Light
Weapons Weapons Weapons

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

Crossbow Bolt Crystal Explorer’s Pack


Ammunition Spellcasting Focus Equipment Packs

Crossbow bolts are used with a crossbow to make a ranged An arcane focus is a special item— an orb, a crystal, a rod, a Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
attack. specially constructed staff, a wand—like length of wood, or torches, 10 days of rations, and a waterskin. The pack also
some similar item designed to channel the power of arcane has 50 feet of hempen rope strapped to the side of it.
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

1/20 lb. Player’s Handbook 1 lb. Player’s Handbook 10 lbs. Player’s Handbook

Crowbar Clothes, Common


Adventuring Gear Adventuring Gear

Using a crowbar grants advantage to Strength checks


where the crowbar’s leverage can be applied.

5 lb. Player’s Handbook 3 lb. Player’s Handbook

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