Level 1 Custom Lineage Sorcerer, Aberrant Mind 0
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Luna
Far Traveler Chaotic Neutral Jarred
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet
STRENGTH Warped Being (Sorcerer) (14) 15 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
9
SHIELD
AC
Alert. You can’t be surprised while you are
N
CIE C broken armer +1 conscious.Other creatures don’t gain advantage on
-1 Strength attack rolls against you as a result of being unseen
Y
PROFI
-1 by you.
+1 Dexterity
✘ +4 Constitution ARMOR CLASS Aberrant Mind. An alien influence has wrapped its
DEXTERITY
+1 Intelligence
tendrils around you, warping you in both body and
MAXIMUM HIT DICE TEMPORARY mind.
12 ✘
+1 Wisdom
+6 Charisma
8 1d6
Invasive Thoughts (Bonus Action). Magically create
a telepathic link with one creature you can see
8
CONDITIONAL
within 30 feet of you. Until the link ends, you can
+1 telepathically speak to the target through the link,
and if it understands at least one language, it can
CURRENT HIT POINTS speak telepathically to you. The link lasts for 10
CONSTITUTION DEATH SAVING THROWS
minutes, and it ends early if you are incapacitated
SAVING THROWS
or die, or if you use another bonus action to break
14 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
the link or to establish this link with a different
creature.
Y
PROFI
RT
EXPE
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
Warped Being. Your aberrant origin protects you
+2 ✘ +3 Arcana (Int) Darkvision from harm, your AC equals 14 while you aren’t
wearing armor.
-1 Athletics (Str)
INTELLIGENCE +4 Deception (Cha)
12 ✘
+1 History (Int)
+3 Insight (Wis)
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+1 Medicine (Wis)
WISDOM +1 Nature (Int)
12 ✘ +3 Perception (Wis)
+4 Performance (Cha)
✘ +6 Persuasion (Cha)
+1 +1 Religion (Int)
+1 Sleight of Hand (Dex)
CHARISMA +1 Stealth (Dex)
18 +1 Survival (Wis)
SKILLS
+4 13 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +6 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
FEATURES & TRAITS
Armor Proficiencies. –
Weapon Proficiencies. Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light
Tool Proficiencies. Playing card set
Languages. Common, Deep Speech, Merfolk
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Female 5'5" 65kg
GENDER AGE HEIGHT WEIGHT
Luna Purple Obsidian/White Long/red
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
I have different assumptions from those around me You aren't one of those folk.
concerning personal space, blithely invading others'
space in innocence, or reacting to ignorant invasion of You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
my own.
I have different assumptions from those around me are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
concerning personal space, blithely invading others' few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
space in innocence, or reacting to ignorant invasion of choose to share.
PERSONALITY TRAITS
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
Adventure. I'm far from home, and everything is some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
strange and wonderful! (Chaotic) token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
IDEAL
My freedom is my most precious possession. I'll
never let anyone take it from me again.
BOND
I don't take kindly to some of the actions and
motivations of the people of this land, because these
folk are different from me.
FLAW BACKGROUND STORY
Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
glances are directed your way wherever you go, which can
be a nuisance, but you also gain the friendly interest of
scholars and others intrigued by far-off lands, to say
nothing of everyday folk who are eager to hear stories of
your homeland.You can parley this attention into access
to people and places you might not otherwise have, for
you and your traveling companions. Noble lords, scholars,
and merchant princes, to name a few, might be interested
in hearing about your distant homeland and people.
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
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
lb / 135 lb 270 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 +6 14 N/A
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Sorcerer, Aberrant Mind
CANTRIPS Fire Bolt Mage Hand
Minor Illusion Ray of Frost
1ST LEVEL 2 SPELL SLOTS Arms of Hadar Dissonant Whispers
Ray of Sickness Shield
Fire Bolt Mage Hand Minor Illusion
Evocation Cantrip Conjuration Cantrip Illusion Cantrip
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action
RANGE 120 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS S, M (a bit of fleece)
You hurl a mote of fire at a creature or object within range. Make a A spectral, floating hand appears at a point you choose within range. You create a sound or an image of an object within range that lasts
ranged spell attack against the target. On a hit, the target takes 1d10 The hand lasts for the duration or until you dismiss it as an action. for the duration. The illusion also ends if you dismiss it as an action or
fire damage. A flammable object hit by this spell ignites if it isn’t The hand vanishes if it is ever more than 30 feet away from you or if cast this spell again. If you create a sound, its volume can range from
being worn or carried. you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a
This spell’s damage increases by 1d10 when you reach 5th level You can use your action to control the hand. You can use the hand lion’s roar, a beating of drums, or any other sound you choose. The
(2d10), 11th level (3d10), and 17th level (4d10). to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make
retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create
a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small
hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t
pounds. create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Ray of Frost Arms of Hadar Dissonant Whispers
Evocation Cantrip 1st-level conjuration 1st-level enchantment
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE Self (10-foot radius) RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V
A frigid beam of blue-white light streaks toward a creature within You invoke the power of Hadar, the Dark Hunger. Tendrils of dark You whisper a discordant melody that only one creature of your
range. Make a ranged spell attack against the target. On a hit, it takes energy erupt from you and batter all creatures within 10 feet of you. choice within range can hear, wracking it with terrible pain. The
1d8 cold damage, and its speed is reduced by 10 feet until the start of Each creature in that area must make a Strength saving throw. On a target must make a Wisdom saving throw. On a failed save, it takes
your next turn. The spell’s damage increases by 1d8 when you reach failed save, a target takes 2d6 necrotic damage and can’t take 3d6 psychic damage and must immediately use its reaction , if
5th level (2d8), 11th level (3d8), and 17th level (4d8). reactions until its next turn. On a successful save, the creature takes available, to move as far as its speed allows away from you. The
half damage, but suffers no other effect. creature doesn’t move into obviously dangerous ground, such as a
At Higher Levels. When you cast this spell using a spell slot of 2nd fire or a pit. On a successful save, the target takes half as much
level or higher, the damage increases by 1d6 for each slot level above damage and doesn’t have to move away. A deafened creature
1st. automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Spellcasting (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Player’s Handbook
Ray of Sickness Shield
1st-level necromancy 1st-level abjuration
CASTING TIME 1 action CASTING TIME 1 reaction
RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, S
A ray of sickening greenish energy lashes out toward a creature Reaction trigger: You are hit by an attack or targeted by the magic
within range. Make a ranged spell attack against the target. On a hit, missile spell An invisible barrier of magical force appears and protects
the target takes 2d8 poison damage and must make a Constitution you. Until the start of your next turn, you have a +5 bonus to AC,
saving throw. On a failed save, it is also poisoned until the end of including against the triggering attack, and you take no damage from
your next turn. magic missile.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook