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Sepp

The document is a character sheet for a Level 16 Tiefling Sorcerer named Sepp, who has a Draconic Bloodline and is aligned as Neutral. It details Sepp's abilities, skills, spells, and equipment, highlighting strengths in Charisma and spellcasting. Additionally, it includes information on racial traits, background, and various features that enhance gameplay in Dungeons & Dragons 5th edition.

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failking00
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0% found this document useful (0 votes)
35 views9 pages

Sepp

The document is a character sheet for a Level 16 Tiefling Sorcerer named Sepp, who has a Draconic Bloodline and is aligned as Neutral. It details Sepp's abilities, skills, spells, and equipment, highlighting strengths in Charisma and spellcasting. Additionally, it includes information on racial traits, background, and various features that enhance gameplay in Dungeons & Dragons 5th edition.

Uploaded by

failking00
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 16 Tiefling Sorcerer, Draconic Bloodline 195000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Sepp
Silverquill Student Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Draconic Resilience (Sorcerer) (15) 15 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +5
8
SHIELD
AC Actor. You have advantage on Deception and Performance
checks when trying to pass yourself off as a different
N
CIE C person.You can mimic the speech of another person or the
-1 Strength
Y
PROFI

sounds made by other creatures. You must have heard the


-1 person speaking, or heard the creature make the sound,
+2 Dexterity
for at least 1 minute. A successful Insight check contested
✘ +6 Constitution ARMOR CLASS by your Deception check allows a listener to determine
DEXTERITY that the effect is faked.
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY

14
War Caster. You have advantage on Constitution saving
+1 Wisdom
130 16d6 throws that you make to maintain your concentration on a
✘ +10 Charisma spell when you take damage.You can perform the somatic
CONDITIONAL
components of spells even when you have weapons or a
shield in one or both hands.When a hostile creature’s
+2 movement provokes an opportunity attack from you, you
can use your reaction to cast a spell at the creature, rather
CURRENT HIT POINTS than making an opportunity attack. The spell must have a
CONSTITUTION DEATH SAVING THROWS casting time of 1 action and must target only that
SAVING THROWS creature.

13 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Tough. Your hit points maximum increases by 32.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Font of Magic (Bonus Action). You have 16 Sorcery Points.
+1 Animal Handling (Wis) You can transform unexpended sorcery points into one
+1 +0 Arcana (Int) Darkvision spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6 > 4th, 7 > 5th) on your
turn or you can expend one spell slot and gain a number
-1 Athletics (Str) Resistances. Fire of sorcery points equal to the slot’s level.
INTELLIGENCE +5 Deception (Cha) Metamagic. You can use only one Metamagic option on a

10 +0 History (Int) spell when you cast it, unless otherwise noted.
Subtle Spell. When you cast a spell, you can spend 1
+1 Insight (Wis) sorcery point to cast it without any somatic or verbal
components.
✘ +10 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Heightened Spell. When you cast a spell that forces a
+0 +0 Investigation (Int) creature to make a saving throw to resist its effects, you
can spend 3 sorcery points to give one target of the spell
+1 Medicine (Wis) Hellish Resistance. You have resistance to fire disadvantage on its first saving throw made against the
WISDOM
damage. spell.
+0 Nature (Int) Extended Spell. When you cast a spell that has a

13 +1 Perception (Wis) Infernal Legacy. You know the thaumaturgy duration of 1 minute or longer, you can spend 1 sorcery
cantrip. You can cast the hellish rebuke spell as a point to double its duration, to a maximum duration of 24
+5 Performance (Cha) 2nd-level spell and the darkness spell (1/long rest). hours.
✘ +10 Persuasion (Cha) (Charisma) Dragon Ancestor. Whenever you make a Charisma check
+1 +0 Religion (Int)
when interacting with dragons, your proficiency bonus is
doubled if it applies to the check.
+2 Sleight of Hand (Dex) Black Dragon. The black dragon as your ancestor.
CHARISMA +2 Stealth (Dex) Draconic Resilience. When you aren’t wearing armor, your
AC equals 15.
20 +1 Survival (Wis)
SKILLS Elemental Affinity. When you cast a spell that deals acid
damage, add 5 to one damage roll of that spell. At the
same time, you can spend 1 sorcery point to gain acid
+5 11 PASSIVE PERCEPTION
resistance for 1 hour.
Dragon Wings (Bonus Action). Sprout a pair of dragon
ADVANTAGE
wings from your back, gaining a 30 ft. flying speed. They
last until you dismiss them as a bonus action on your turn.
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +7 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Infernal, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Sepp
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

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
[Crossbow, Light] 1 5
Crossbow Bolt 1 .05
Wand 1 1
Dungeoneer’s Pack 1 10
Dagger 2 2

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

18.1 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 +10 18 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Draconic Bloodline

CANTRIPS Acid Splash Fire Bolt


Light Mage Hand Mending
Poison Spray Sacred Flame (SQI) Vicious Mockery (SQI)

1ST LEVEL 4 SPELL SLOTS Chromatic Orb Detect Magic


Disguise Self Cure Wounds (SQI) Dissonant Whispers, Silvery Barbs (SQI)

2ND LEVEL 3 SPELL SLOTS Cloud of Daggers Misty Step


Calm Emotions (SQS) Darkness (SQS)

3RD LEVEL 3 SPELL SLOTS Counterspell Water Walk


Beacon of Hope Daylight

4TH LEVEL 3 SPELL SLOTS Dimension Door Polymorph


Compulsion Confusion

5TH LEVEL 2 SPELL SLOTS Cloudkill Creation


Dominate Person Rary's Telepathic Bond

6TH LEVEL 1 SPELL SLOTS Disintegrate

7TH LEVEL 1 SPELL SLOTS Teleport

8TH LEVEL 1 SPELL SLOTS Dominate Monster

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Thaumaturgy (Tiefling)


SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Other Spells

1ST LEVEL Hellish Rebuke (Tiefling)

2ND LEVEL Darkness (Tiefling)


Acid Splash Fire Bolt Light
Conjuration Cantrip Evocation Cantrip Evocation Cantrip

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


RANGE 60 feet RANGE 120 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss)

You hurl a bubble of acid. Choose one creature you can see within You hurl a mote of fire at a creature or object within range. Make a You touch one object that is no larger than 10 feet in any dimension.
range, or choose two creatures you can see within range that are ranged spell attack against the target. On a hit, the target takes 1d10 Until the spell ends, the object sheds bright light in a 20-foot radius
within 5 feet of each other. A target must succeed on a Dexterity fire damage. A flammable object hit by this spell ignites if it isn’t and dim light for an additional 20 feet. The light can be colored as
saving throw or take 1d6 acid damage. being worn or carried. you like. Completely covering the object with something opaque
This spell’s damage increases by 1d6 when you reach 5th level This spell’s damage increases by 1d10 when you reach 5th level blocks the light. The spell ends if you cast it again or dismiss it as an
(2d6), 11th level (3d6), and 17th level (4d6). (2d10), 11th level (3d10), and 17th level (4d10). action.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.

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

Mage Hand Mending Poison Spray


Conjuration Cantrip Transmutation Cantrip Conjuration Cantrip

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


RANGE 30 feet RANGE Touch RANGE 10 feet
DURATION 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V, S

A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as You extend your hand toward a creature you can see within range
The hand lasts for the duration or until you dismiss it as an action. broken chain link, two halves of a broken key, a torn cloak, or a and project a puff of noxious gas from your palm. The creature must
The hand vanishes if it is ever more than 30 feet away from you or if leaking wineskin. As long as the break or tear is no larger than 1 foot succeed on a Constitution saving throw or take 1d12 poison damage.
you cast this spell again. in any dimension, you mend it, leaving no trace of the former This spell’s damage increases by 1d12 when you reach 5th level
You can use your action to control the hand. You can use the hand damage. This spell can physically repair a magic item or construct, (2d12), 11th level (3d12), and 17th level (4d12).
to manipulate an object, open an unlocked door or container, stow or but the spell can’t restore magic to such an object.
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

Thaumaturgy Chromatic Orb Detect Magic


Transmutation Cantrip 1st-level evocation 1st-level divination (ritual)

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


RANGE 30 feet RANGE 90 feet RANGE Self
DURATION Up to 1 minute DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S

You manifest a minor wonder, a sign of supernatural power, within You hurl a 4-inch-diameter sphere of energy at a creature that you For the duration, you sense the presence of magic within 30 feet of
range. You create one of the following magical effects within range: can see within range. You choose acid, cold, fire, lightning, poison, or you. If you sense magic in this way, you can use your action to see a
• Your voice booms up to three times as loud as normal for 1 thunder for the type of orb you create, and then make a ranged spell faint aura around any visible creature or object in the area that bears
minute. attack against the target. If the attack hits, the creature takes 3d8 magic, and you learn its school of magic, if any. The spell can
• You cause flames to flicker, brighten, dim, or change color for 1 damage of the type you choose. penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
minute. At Higher Levels. When you cast this spell using a spell slot of 2nd common metal, a thin sheet of lead, or 3 feet of wood or dirt.
• You cause harmless tremors in the ground for 1 minute. level or higher, the damage increases by 1d8 for each slot level above
• You create an instantaneous sound that originates from a point 1st.
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

Infernal Legacy (Tiefling) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Disguise Self Hellish Rebuke Cloud of Daggers
1st-level illusion 1st-level evocation 2nd-level conjuration

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


RANGE Self RANGE 60 feet RANGE 60 feet
DURATION 1 hour DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a sliver of glass)

You make yourself—including your clothing, armor, weapons, and Reaction: you are being damaged by a creature within 60 feet of you You fill the air with spinning daggers in a cube 5 feet on each side,
other belongings on your person—look different until the spell ends that you can see You point your finger, and the creature that centered on a point you choose within range. A creature takes 4d4
or until you use your action to dismiss it. You can seem 1 foot shorter damaged you is momentarily surrounded by hellish flames. The slashing damage when it enters the spell’s area for the first time on a
or taller and can appear thin, fat, or in between. You can’t change creature must make a Dexterity saving throw. It takes 2d10 fire turn or starts its turn there.
your body type, so you must adopt a form that has the same basic damage on a failed save, or half as much damage on a successful one. At Higher Levels. when you cast this spell using a spell slot of 3rd
arrangement of limbs. Otherwise, the extent of the illusion is up to At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above
you. level or higher, the damage increases by 1d10 for each slot level 2nd.
The changes wrought by this spell fail to hold up to physical above 1st.
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Spellcasting (Sorcerer) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Darkness Misty Step Counterspell


2nd-level evocation 2nd-level conjuration 3rd-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 reaction
RANGE 60 feet RANGE Self RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, M (bat fur and a drop of pitch or piece of coal) COMPONENTS V COMPONENTS S

Magical darkness spreads from a point you choose within range to fill Briefly surrounded by silvery mist, you teleport up to 30 feet to an Reaction: When you see a creature within 60 feet of you casting a
a 15-foot radius sphere for the duration. The darkness spreads unoccupied space that you can see. spell You attempt to interrupt a creature in the process of casting a
around corners. A creature with darkvision can’t see through this spell. If the creature is casting a spell of 3rd level or lower, its spell
darkness, and nonmagical light can’t illuminate it. fails and has no effect. If it is casting a spell of 4th level or higher,
If the point you choose is on an object you are holding or one that make an ability check using your spellcasting ability. The DC equals
isn’t being worn or carried, the darkness emanates from the object 10+ the spell’s level. On a success, the creature’s spell fails and has
and moves with it. Completely covering the source of the darkness no effect.
with an opaque object, such as a bowl or a helm, blocks the darkness. At Higher Levels. When you cast this spell using a spell slot of 4th
If any of this spell’s area overlaps with an area of light created by a level or higher, the interrupted spell has no effect if its level is less
spell of 2nd level or lower, the spell that created the light is dispelled. than or equal to the level of the spell slot you used.

Infernal Legacy (Tiefling) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Water Walk Dimension Door Polymorph


3rd-level transmutation (ritual) 4th-level conjuration 4th-level transmutation

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


RANGE 30 feet RANGE 500 feet RANGE 60 feet
DURATION 1 hour DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a piece of cork) COMPONENTS V COMPONENTS V, S, M (a caterpillar cocoon)

This spell grants the ability to move across any liquid surface - such as You teleport yourself from your current location to any other spot This spell transforms a creature that you can see within range into a
water, acid, mud, snow, quicksand, or lava - as if it were harmless within range. You arrive at exactly the spot desired. It can be a place new form. An unwilling creature must make a Wisdom saving throw
solid ground (creatures crossing molten lava can still take damage you can see, one you can visualize, or one you can describe by stating to avoid the effect. The spell has no effect on a shapechanger or a
from the heat). Up to ten willing creatures you can see within range distance and direction, such as “200 feet straight downward” or creature with 0 hit points.
gain this ability for the duration. “upward to the northwest at a 45-degree angle, 300 feet.” You can The transformation lasts for the duration, or until the target drops
If you target a creature submerged in a liquid, the spell carries the bring along objects as long as their weight doesn’t exceed what you to 0 hit points or dies. The new form can be any beast whose
target to the surface of the liquid at a rate of 60 feet per round. can carry. You can also bring one willing creature of your size or challenge rating is equal to or less than the target’s (or the target’s
smaller who is carrying gear up to its carrying capacity. The creature level, if it doesn’t have a challenge rating). The target’s game
must be within 5 feet of you when you cast this spell. If you would statistics, including mental ability scores, are replaced by the
arrive in a place already occupied by an object or a creature, you and statistics of the chosen beast. It retains its alignment and personality.
any creature traveling with you each take 4d6 force damage, and the The target assumes the hit points of its new form. When it reverts
spell fails to teleport you. to its normal form, the creature returns to the number of hit points it
had before it transformed. If it reverts as a result of dropping to 0 hit
points, any excess damage carries over to its normal form. As long as
the excess damage doesn’t reduce the creature’s normal form to 0
hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature
of its new form, and it can’t speak, cast spells, or take any other
action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t
activate, use, wield, or otherwise benefit from any of its equipment.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Cloudkill Creation Disintegrate
5th-level conjuration 5th-level illusion 6th-level transmutation

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


RANGE 120 feet RANGE 30 feet RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Special DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a tiny piece of matter of the same type of the item you plan COMPONENTS V, S, M (a lodestone and a pinch of dust)
to create)

You create a 20-foot-radius sphere of poisonous, yellow-green fog You pull wisps of shadow material from the Shadowfell to create a A thin green ray springs from your pointing finger to a target that you
centered on a point you choose within range. The fog spreads around nonliving object of vegetable matter within range: soft goods, rope, can see within range. The target can be a creature, an object, or a
corners. It lasts for the duration or until strong wind disperses the wood, or something similar. You can also use this spell to create creation of magical force, such as the wall created by wall of force.
fog, ending the spell. Its area is heavily obscured. When a creature mineral objects such as stone, crystal, or metal. The object created A creature targeted by this spell must make a Dexterity saving
enters the spell’s area for the first time on a turn or starts its turn must be no larger than a 5-foot cube, and the object must be of a throw. On a failed save, the target takes 10d6 + 40 force damage. The
there, that creature must make a Constitution saving throw. The form and material that you have seen before. The duration depends target is disintegrated if this damage leaves it with 0 hit points
creature takes 5d8 poison damage on a failed save, or half as much on the object’s material. If the object is composed of multiple A disintegrated creature and everything it is wearing and carrying,
damage on a successful one. Creatures are affected even if they hold materials, use the shortest duration. Material -- Duration Vegetable except magic items, are reduced to a pile of fine gray dust. The
their breath or don’t need to breathe. The fog moves 10 feet away matter -- 1 day Stone/crystal -- 12 hours Precious metals -- 1 hour creature can be restored to life only by means of a true resurrection
from you at the start of each of your turns, rolling along the surface Gems -- 10 minutes Adamantine/Mithral -- 1 minute Using any or a wish spell.
of the ground. The vapors, being heavier than air, sink to the lowest material created by this spell as another spell’s material component This spell automatically disintegrates a Large or smaller nonmagical
level of the land, even pouring down openings. causes that spell to fail. object or a creation of magical force. If the target is a Huge or larger
At Higher Levels. When you cast this spell using a spell slot of 6th At Higher Levels. When you cast this spell using a spell slot of 6th object or creation of force, this spell disintegrates a 10-foot-cube
level or higher, the damage increases by 1d8 for each slot level above level or higher, the cube increases by 5 feet for each slot level above portion of it. A magic item is unaffected by this spell.
5th. 5th. At Higher Levels. When you cast this spell using a spell slot of 7th
level or higher, the damage increases by 3d6 for each slot level above
6th.

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

Teleport Dominate Monster


7th-level conjuration 8th-level enchantment

CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V, S
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or
a single object that you can see within range, to a destination you select. If you target an object, it must be able to You attempt to beguile a creature that you can see within range. It
fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your
must succeed on a Wisdom saving throw or be charmed by you for
familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the duration. If you or creatures that are friendly to you are fighting
the table.
Familiarity Mishap Similar Area Off Target On Target it, it has advantage on the saving throw. While the creature is
Permanent Circle — — — 01–100
Associated object — — — 01–100
charmed, you have a telepathic link with it as long as the two of you
Very familiar 01–05 06–13 14–24 25–100 are on the same plane of existence. You can use this telepathic link to
Seen casually 01–33 34–43 44–53 54–100
Viewed once 01–43 44–53 54–73 74–100 issue commands to the creature while you are conscious (no action
Description 01–43 44–53 54–73 74–100
False destination 01–50 51–100 — —
required), which it does its best to obey. You can specify a simple and
general course of action, such as “Attack that creature,” “Run over
Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.
“Associated object” means that you possess an object taken from the desired destination within the last six months, there,” or “Fetch that object.” If the creature completes the order
such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.
“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see
and doesn’t receive further direction from you, it defends and
when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very preserves itself to the best of its ability. You can use your action to
familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location
and appearance you know through someone else’s description, perhaps from a map. take total and precise control of the target. Until the end of your next
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed
an illusion, or you are attempting to teleport to a familiar location that no longer exists.
turn, the creature takes only the actions you choose, and doesn’t do
On Target. You and your group (or the target object) appear where you want to. anything that you don’t allow it to do. During this time, you can also
Off Target. You and your group (or the target object) appear a random distance away from the destination in a
random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if cause the creature to use a reaction, but this requires you to use your
you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target
by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1
own reaction as well. Each time the target takes damage, it makes a
as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal new Wisdom saving throw against the spell. If the saving throw
city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically succeeds, the spell ends.
similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another
wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your
At Higher Levels. When you cast this spell with a 9th-level spell
laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could slot, the duration is concentration, up to 8 hours.
conceivably wind up anywhere on the plane.
Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target
object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can
occur, dealing damage each time).

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


Crossbow, Light Crossbow Bolt Wand
Weapons Ammunition Spellcasting Focus

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
attack. specially constructed staff, a wand—like length of wood, or
some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 1 lb. Player’s Handbook

Dungeoneer’s Pack Dagger Dagger


Equipment Packs Weapons Weapons

Includes a backpack, a crowbar, a hammer, 10 pitons, 10


torches, a tinderbox, 10 days of rations, and a waterskin.
The pack also has 50 feet of hempen rope strapped to the
side of it.

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

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