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Inkwell

The document is a character sheet for a Level 3 Changeling Sorcerer named Inkwell, specializing in Shadow Magic. It details the character's abilities, skills, spells, and features, including the Lucky feat and the Darkness spell. The character has a high Charisma score and various proficiencies, reflecting their role in a Dungeons & Dragons 5th edition game.

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Mega Juan910
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0% found this document useful (0 votes)
19 views5 pages

Inkwell

The document is a character sheet for a Level 3 Changeling Sorcerer named Inkwell, specializing in Shadow Magic. It details the character's abilities, skills, spells, and features, including the Lucky feat and the Darkness spell. The character has a high Charisma score and various proficiencies, reflecting their role in a Dungeons & Dragons 5th edition game.

Uploaded by

Mega Juan910
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 3 Changeling Sorcerer, Shadow Magic 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Inkwell
Rewarded Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Lucky (3/Long Rest). Whenever you make an attack


STRENGTH Unarmored (12) 12 roll, an ability check, or a saving throw, you can
spend one luck point to roll an additional d20. You
PROFICIENCY BONUS +2
8
SHIELD
AC can choose to spend one of your luck points after
you roll the die, but before the outcome is
N
CIE C
determined.You can also spend one luck point when
-1 Strength an attack roll is made against you. Roll a d20, and
Y
PROFI

-1 then choose whether the attack uses the attacker’s


+2 Dexterity
roll or yours.
✘ +4 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
Font of Magic (Bonus Action). You have 3 Sorcery
MAXIMUM HIT DICE TEMPORARY Points. You can transform unexpended sorcery
14 ✘
+0 Wisdom

+6 Charisma
20 3d6 points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
> 4th, 7 > 5th) on your turn or you can expend one
CONDITIONAL
spell slot and gain a number of sorcery points equal
to the slot’s level.
+2
Metamagic. You can use only one Metamagic
CURRENT HIT POINTS option on a spell when you cast it, unless otherwise
CONSTITUTION DEATH SAVING THROWS
noted.
SAVING THROWS
Quickened Spell. When you cast a spell that has a
14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
casting time of 1 action, you can spend 2 sorcery
points to change the casting time to 1 bonus action
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION for this casting.


+0 Animal Handling (Wis)
Subtle Spell. When you cast a spell, you can spend
+2 ✘ +2 Arcana (Int) Superior Darkvision 1 sorcery point to cast it without any somatic or
verbal components.
-1 Athletics (Str)
INTELLIGENCE ✘ +6 Deception (Cha) Eyes of the Dark. You can spend 2 sorcery points to
cast darkness spell. If you cast it this way, you can
10 ✘
+0 History (Int)
+2 Insight (Wis)
see through the darkness created by it.

Superior Darkvision. You can see in dim light within


+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS 120 feet of you as if it were bright light, and in
+0 +0 Investigation (Int) darkness as if it were dim light.
+0 Medicine (Wis) Creature Type. Fey.
Strength of the Grave. When damage reduces you
WISDOM +0 Nature (Int) to 0 hit points, make a Charisma saving throw (DC5
Shapechanger (Action). You can change your
+ damage taken). On a success, you drop to 1 hit
10 +0 Perception (Wis) appearance and your voice. You determine the
specifics of the changes, including your coloration, point and cannot use this feature again until you
✘ +6 Performance (Cha) hair length, and sex. You can also adjust your finish a long rest.
✘ +6 Persuasion (Cha) height and weight and can change your size
+0 ✘ +2 Religion (Int)
between Medium and Small. You can make
yourself appear as a member of another race,
+2 Sleight of Hand (Dex) though none of your game statistics change. You
CHARISMA can't duplicate the appearance of an individual
+2 Stealth (Dex) you've never seen, and you must adopt a form

18 +0 Survival (Wis) that has the same basic arrangement of limbs that
SKILLS you have. Your clothing and equipment aren't
changed by this trait.
You stay in the new form until you use an action
+4 10 PASSIVE PERCEPTION to revert to your true form or until you die.

ADVANTAGE

INITIATIVE +2 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. Dragonchess set

Languages. Common

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Inkwell
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Fortune's Favor
Your unexpected good fortune is reflected by a
minor boon. You gain the Lucky, Magic Initiate, or
Skilled feat (your choice).

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 / 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 +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Shadow Magic

1ST LEVEL 4 SPELL SLOTS

2ND LEVEL 2 SPELL SLOTS Darkness


Darkness
2nd-level evocation

CASTING TIME 1 action


RANGE 60 feet
DURATION Concentration, up to 10 minutes
COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)

Magical darkness spreads from a point you choose within range to fill
a 15-foot radius sphere for the duration. The darkness spreads
around corners. A creature with darkvision can’t see through this
darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that
isn’t being worn or carried, the darkness emanates from the object
and moves with it. Completely covering the source of the darkness
with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a
spell of 2nd level or lower, the spell that created the light is dispelled.

Eyes of the Dark (Sorcerer) Player’s Handbook

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