sorceror, 1 Avfrisk
CLASS & LEVEL BACKGROUND PLAYER NAME
Alice
Tiefling neutral good.
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
12 +2 30ft
11 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
0 PERSONALITY TRAITS
Hit Point Maximum 8
0 Strength
DEXTERITY
15 ●
+2
+4
Dexterity
Constitution
8
CURRENT HIT POINTS IDEALS
+1 Intelligence
+2 +1 Wisdom
+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
15
+2 Acrobatics (Dex) Total 1d6 SUCCESSES
+2 Animal Handling (Wis)
+1
1d6 FAILURES
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)
13 +3
+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
ability score increase: when determining your
quarterstaff smack +2 1d8 bludgeoning character's ability scores, increase one score
+1 +1 Insight (Wis) by two and increase a different score by one
● +5 Intimidation (Cha) dagger slash +2 1d4 piercing
Darkvision: You can see in dim light within 60
WISDOM +1 Investigation (Int) feet of you as if it were bright light, and in
+1 Medicine (Wis) darkness as if it were dim light. You discern
13 +1 Nature (Int)
colors in that darkness only as shades of
gray.
+1 Perception (Wis)
+1
+3 Performance (Cha) Draconic Cry. As a bonus action, you let out
+3 Persuasion (Cha) a cry at your enemies within 10 feet of you.
CHARISMA Until the start of your next turn, you and your
● +3 Religion (Int) allies have advantage on attack rolls against
17 +2 Sleight of Hand (Dex) any of those enemies who could hear you.
You can use this trait a number of times
+2 Stealth (Dex) equal to your proficiency bonus, and you
+3 +1 Survival (Wis) regain all expended uses when you finish a
long rest.
SKILLS ATTACKS & SPELLCASTING
kobold legacy: draconic sorcery: You know
11 PASSIVE WISDOM (PERCEPTION) quarterstaff one cantrip of your choice from the sorcerer
CP arcane focus (silver ring) spell list. Intelligence, Wisdom, or Charisma
dungeoneer's pack is your spellcasting ability for that cantrip
two dagger's (choose when you select this race)
common, draconic SP (charisma)
Weapons: Daggers, darts, slings, origin: divine soul
quarterstaffs, light crossbows EP
Divine magic:
GP whenever you would be allowed to choose a
spell, you may instead choose a cleric spell
which will become a sorceror spell for you.
PP
choose an affinity for the source of your
divine power, this become's a sorceror spell
for you but doesn't count against your
sorceror spell's known.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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16 5'4
AGE HEIGHT WEIGHT
Alice
brown skinned
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
favoured by the god's:
So, alice lived a pretty normal life up until Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an
she was ~12 or so, she was chased into the attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
forest by wolve's, and as a last ditch effort,
threw her hands out when BAM. a firebolt hit Once you use this feature, you can't use it again until you finish a short or long rest.
the wolves in the face. from then on she was
the town's mage, up until she was ~16 when
she set off for adventure.
ADDITIONAL FEATURES & TRAITS
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorceror
Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
fire bolt
light
mage hand
mind sliver
virtue
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 0 7
EPAR
SPELL NAME
ED
PR
false life
ice knife
4
cure wound's
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.