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Character 2 - Tiefling Sorcerer

The document details a character sheet for a Tiefling Sorcerer with a Draconic Bloodline, including class and level, background, abilities, and spells. The character has various skills, proficiencies, and traits, along with a selection of spells and cantrips. It also outlines the character's equipment and features, including damage resistances and spellcasting abilities.

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0% found this document useful (0 votes)
16 views5 pages

Character 2 - Tiefling Sorcerer

The document details a character sheet for a Tiefling Sorcerer with a Draconic Bloodline, including class and level, background, abilities, and spells. The character has various skills, proficiencies, and traits, along with a selection of spells and cantrips. It also outlines the character's equipment and features, including damage resistances and spellcasting abilities.

Uploaded by

fakoge7264
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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Sorcerer [Draconic Bloodline] (2)

Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME

Tiefling Chaotic Neutral


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +1 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 24


0 Strength
DEXTERITY
+1 Dexterity

+1 ●
+4 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS

12 +3 Wisdom

+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +1 Acrobatics (Dex) SUCCESSES

15 +3 Animal Handling (Wis)


2x(1d6+2)
FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
0

+2 ●
+7 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 ●
+5 Insight (Wis)
Dagger +3 1d4+1 piercing Alchemist's
+5 Intimidation (Cha) Greatclub 0 1d8+0 bludgeoning Supplies
WISDOM +2 Investigation (Int)
+3 Medicine (Wis)
Backpack
+3 +2 Nature (Int) Ball bearings
16
+3 Perception (Wis) Number of Burglar's Pack

+5 Performance (Cha)
+7 Persuasion (Cha)
Attacks: 1 Clothes, common
CHARISMA

+4 Religion (Int) Crowbar
+5 +1 Sleight of Hand (Dex) Emblem
20
+1 Stealth (Dex)
+3 Survival (Wis)
Hammer
SKILLS ATTACKS & SPELLCASTING
Incense x5
Padded
13 PASSIVE WISDOM (PERCEPTION)
CP
Piton x10
Pouch
Weapon Proficiencies:
SP
Rations (1 day) x10
Crossbow, light; Dagger; EP Rope, hempen
Dart; Quarterstaff; Sling Tinderbox
GP
150 Torch x10
Language Proficiencies:
Celestial; Common; PP Vestements
Draconic; Infernal; Wand
Primordial Waterskin
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer, Tiefling Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Acid Splash
Fire Bolt
Mage Hand
Minor Illusion
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Burning Hands

Disguise Self
4
Thunderwave
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.
Damage Resistances: fire

----------Bonus Actions----------
Flexible Casting. You can convert sorcery points into spell slots
(level - point cost: 1st - 2, 2nd - 3, 3rd - 5, 4th - 6, 5th - 7). You
can also convert spell slots into sorcery points equal to the slot's
level.

-----------Other Traits------------
Draconic Resilience. +1 HP/level, unarmored AC 13 + DEX
modifier.

Hellish Resistance. Resistance to fire damage.

Infernal Legacy. You know thaumaturgy and can cast once per
day. CHA is the spellcasting ability.

Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.

Sorcery Points. You have 2 sorcery points (use twice/long rest).


Page 1

Acid Splash Fire Bolt Mage Hand


Sorcerer Cantrip Conjuration DC 15 Spell Mod +7 Sorcerer Cantrip Evocation DC 15 Spell Mod +7 Sorcerer Cantrip Conjuration DC 15 Spell Mod +7
1 Act. 60 ft V,S Inst 1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S 1 min

You hurl a bubble of acid. Choose one creature You hurl a mote of fire at a creature or object A spectral, floating hand appears at a point
within range, or choose two creatures within within range. Make a ranged spell attack you choose within range. The hand lasts for
range that are within 5 feet of each other. A against the target. On a hit, the target takes the duration or until you dismiss it as an
target must succeed on a Dexterity saving 1d10 fire damage. A flammable object hit by action. The hand vanishes if it is ever more
throw or take 1d6 acid damage. This spell's this spell ignites if it isn’t being worn or than 30 feet away from you or if you cast this
damage increases by 1d6 when you reach 5th carried. This spell’s damage increases by 1d10 spell again. You can use your action to control
level (2d6), 11th level (3d6), and 17th level when you reach 5th level (2d10), 11th level the hand. You can use the hand to manipulate
(4d6). (3d10), and 17th level (4d10). an object, open an unlocked door or container,
stow or 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.

Minor Illusion Thaumaturgy Burning Hands


Sorcerer Cantrip Illusion DC 15 Spell Mod +7 Tiefling Cantrip Transmutation DC 15 Spell Mod +7 Sorcerer Level 1 Evocation DC 15 Spell Mod +7
1 Act. 30 ft S,M 1 min 1 Act. 30 ft V Up to 1 min 1 Act. Self V,S Inst
A bit of fleece

You create a sound or an image of an object You manifest a minor wonder, a sign of As you hold your hands with thumbs touching
within range that lasts for the duration. The supernatural power, within range. You create and fingers spread, a thin sheet of flames
illusion also ends if you dismiss it as an action one of the following magical effects within shoots forth from your outstretched
or cast this spell again. If you create a sound, range: • Your voice booms up to three times as fingertips. Each creature in a 15-foot cone
its volume can range from a whisper to a loud as normal for 1 minute. • You cause must make a Dexterity saving throw. A
scream. It can be your voice, someone else's flames to flicker, brighten, dim, or change creature takes 3d6 fire damage on a failed
voice, a lion's roar, a beating of drums, or any color for 1 minute. • You cause harmless save, or half as much damage on a successful
other sound you choose. The sound continues tremors in the ground for 1 minute. • You one. The fire ignites any flammable objects in
unabated throughout the duration, or you can create an instantaneous sound that originates the area that aren't being worn or carried. At
make discrete sounds at different times before from a point of your choice within range, such Higher Levels. When you cast this spell using a
the spell ends. If you create an image of an as a rumble of thunder, the cry of a raven, or spell slot of 2nd level or higher, the damage
object—such as a chair, muddy footprints, or a ominous whispers. • You instantaneously increases by 1d6 for each slot level above 1st.
small chest—it must be no larger than a 5-foot cause an unlocked door or window to fly open
cube. The image can't create sound, light, or slam shut. • You alter the appearance of
smell, or any other sensory effect. Physical your eyes for 1 minute. If you cast this spell
interaction with the image reveals it to be an multiple times, you can have up to three of its
illusion, because things can pass through it. If 1-minute effects active at a time, and you can
a creature uses its action to examine the sound dismiss such an effect as an action.
or image, the creature can determine that it is

Disguise Self Thunderwave


Sorcerer Level 1 Illusion DC 15 Spell Mod +7 Sorcerer Level 1 Evocation DC 15 Spell Mod +7
1 Act. Self V,S 1 hr 1 Act. Self V,S Inst

You make yourself—including your clothing, A wave of thunderous force sweeps out from
armor, weapons, and other belongings on you. Each creature in a 15-foot cube
your person look different until the spell ends originating from you must make a
or until you use your action to dismiss it. You Constitution saving throw. On a failed save, a
can seem 1 foot shorter or taller and can creature takes 2d8 thunder damage and is
appear thin, fat, or in between. You can't pushed 10 feet away from you. On a successful
change your body type, so you must adopt a save, the creature takes half as much damage
form that has the same basic arrangement of and isn't pushed. In addition, unsecured
limbs. Otherwise, the extent of the illusion is objects that are completely within the area of
up to you. The changes wrought by this spell effect are automatically pushed 10 feet away
fail to hold up to physical inspection. For from you by the spell's effect, and the spell
example, if you use this spell to add a hat to emits a thunderous boom audible out to 300
your outfit, objects pass through the hat, and feet. At Higher Levels. When you cast this
anyone who touches it would feel nothing or spell using a spell slot of 2nd level or higher,
would feel your head and hair. If you use this the damage increases by 1d8 for each slot level
spell to appear thinner than you are, the hand above 1st.
of someone who reaches out to touch you
would bump into you while it was seemingly
still in midair. To discern that you are
Page 1 (reverse)

Minor Illusion (reverse)


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.

Disguise Self (reverse)


disguised, a creature can use its action to
inspect your appearance and must succeed on
an Intelligence (Investigation) check against
your spell save DC.

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