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Thal

Thal is a Level 3 Half-Elf Sorcerer with a Shadow Magic subclass, characterized by a haunted background that affects his interactions and abilities. He possesses various spells and features, including Metamagic options like Twinned Spell and Heightened Spell, and has a strong focus on Charisma for spellcasting. Thal's abilities are enhanced by his racial traits, such as Superior Darkvision and Fey Ancestry, which provide advantages in certain situations.

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

Thal

Thal is a Level 3 Half-Elf Sorcerer with a Shadow Magic subclass, characterized by a haunted background that affects his interactions and abilities. He possesses various spells and features, including Metamagic options like Twinned Spell and Heightened Spell, and has a strong focus on Charisma for spellcasting. Thal's abilities are enhanced by his racial traits, such as Superior Darkvision and Fey Ancestry, which provide advantages in certain situations.

Uploaded by

filnecati202
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 Half-Elf Sorcerer, Shadow Magic 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Thal
Haunted One Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Shadow Magic. Your power draws from the


STRENGTH Unarmored (12) 12 Shadowfell itself.
PROFICIENCY BONUS +2
10
SHIELD
AC Font of Magic (Bonus Action). You have 3 Sorcery
Points. You can transform unexpended sorcery
N
CIE C
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
+0 Strength > 4th, 7 > 5th) on your turn or you can expend one
Y
PROFI

+0 spell slot and gain a number of sorcery points equal


+2 Dexterity
to the slot’s level.
✘ +5 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
Metamagic. You can use only one Metamagic
MAXIMUM HIT DICE TEMPORARY option on a spell when you cast it, unless otherwise
14 ✘
+0 Wisdom

+6 Charisma
24 3d6 noted.
Twinned Spell. When you cast a spell that targets
CONDITIONAL
only one creature and doesn’t have a range of self,
you can spend a number of sorcery points equal to
+2 the spell’s level to target a second creature in range
with the same spell (1 sorcery point if the spell is a
CURRENT HIT POINTS cantrip).
CONSTITUTION DEATH SAVING THROWS
Heightened Spell. When you cast a spell that
SAVING THROWS
forces a creature to make a saving throw to resist its
16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
effects, you can spend 3 sorcery points to give one
target of the spell disadvantage on its first saving
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION throw made against the spell.


+0 Animal Handling (Wis)
+3 ✘ +2 Arcana (Int) Superior Darkvision Eyes of the Dark. You can cast darkness by spending
2 sorcery points. If you cast it this way, you can see
+0 Athletics (Str)
through the darkness created by it.
INTELLIGENCE ✘ +6 Deception (Cha)
Superior Darkvision. You can see in dim light within
11 +0 History (Int)
+0 Insight (Wis)
120 feet of you as if it were bright light, and in
darkness as if it were dim light.
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Strength of the Grave. When damage reduces you
+0 ✘ +2 Investigation (Int) to 0 hit points, make a Charisma saving throw (DC5
Fey Ancestry. You have advantage on saving + damage taken). On a success, you drop to 1 hit
+0 Medicine (Wis)
throws against being charmed, and magic can’t point and cannot use this feature again until you
WISDOM +0 Nature (Int) finish a long rest.
put you to sleep.

11 +0 Perception (Wis)
+4 Performance (Cha)
✘ +6 Persuasion (Cha)
+0 ✘ +2 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

19 +0 Survival (Wis)
SKILLS

+4 10 PASSIVE PERCEPTION

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. –

Languages. Common, Elvish, Deep Speech,


Celestial, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


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

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it to no avail.
This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the
wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken
its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it
destroys you.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.

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 / 150 lb 300 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

CANTRIPS Conflagrate Fire Bolt


Message Prestidigitation

1ST LEVEL 4 SPELL SLOTS Comprehend Languages Mage Armor


Shield

2ND LEVEL 2 SPELL SLOTS Darkness Maximilian’s Earthen Grasp


Conflagrate Fire Bolt Message
Evocation Cantrip Evocation Cantrip Transmutation Cantrip

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


RANGE 60 feet RANGE 120 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a short piece of copper wire)

You burn a target and make them susceptible to fire. Make a ranged You hurl a mote of fire at a creature or object within range. Make a You point your finger toward a creature within range and whisper a
spell attack against the target. On a hit, the target takes 1d6 fire ranged spell attack against the target. On a hit, the target takes 1d10 message. The target (and only the target) hears the message and can
damage and is marked with a fiery rune for the duration of the spell. fire damage. A flammable object hit by this spell ignites if it isn’t reply in a whisper that only you can hear. You can cast this spell
In any round after the one when this spell is cast, a target that takes being worn or carried. through solid objects if you are familiar with the target and know it is
fire damage from any source takes an additional 1d6 fire damage. This spell’s damage increases by 1d10 when you reach 5th level beyond the barrier. Magical silence, 1 foot of stone, 1 inch of
This effect can only occur once per round. (2d10), 11th level (3d10), and 17th level (4d10). common metal, a thin sheet of lead, or 3 feet of wood blocks the
Both instances of this spell’s damage increase by 1d6 when you spell. The spell doesn’t have to follow a straight line and can travel
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). freely around corners or through openings.

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

Prestidigitation Comprehend Languages Mage Armor


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

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


RANGE 10 feet RANGE Self RANGE Touch
DURATION Up to 1 hour DURATION 1 hour DURATION 8 hours
COMPONENTS V, S COMPONENTS V, S, M (a pinch of soot and salt) COMPONENTS V, S, M (a piece of cured leather)

This spell is a minor magical trick that novice spellcasters use for For the duration, you understand the literal meaning of any spoken You touch a willing creature who isn’t wearing armor, and a
practice. You create one of the following magical effects within language that you hear. You also understand any spoken language protective magical force surrounds it until the spell ends. The target’s
range: that you hear. You also understand any written language that you base AC becomes 13 + its Dexterity modifier. The spell ends it if the
• You create an instantaneous, harmless sensory effect, such as a see, but you must be touching the surface of which the words are target dons armor or if you dismiss the spell as an action.
shower of sparks, a puff of wind, faint musical notes, or an odd odor. written. It takes about 1 minute to read one page of text. This spell
• You instantaneously light or snuff out a candle, a torch, or a doesn’t decode secret messages in a text or glyph, such as an arcane
small campfire. sigil, that isn’t part of a written language.
• You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

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

Shield Darkness Maximilian’s Earthen Grasp


1st-level abjuration 2nd-level evocation 2nd-level transmutation

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


RANGE Self RANGE 60 feet RANGE 30 feet
DURATION 1 round DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, M (bat fur and a drop of pitch or piece of coal) COMPONENTS V, S, M (a miniature hand sculpted from clay)

Reaction trigger: You are hit by an attack or targeted by the magic Magical darkness spreads from a point you choose within range to fill You choose a 5-foot-square unoccupied space on the ground that you
missile spell An invisible barrier of magical force appears and protects a 15-foot radius sphere for the duration. The darkness spreads can see within range. A Medium hand made from compacted soil
you. Until the start of your next turn, you have a +5 bonus to AC, around corners. A creature with darkvision can’t see through this rises there and reaches for one creature you can see within 5 feet of
including against the triggering attack, and you take no damage from darkness, and nonmagical light can’t illuminate it. it. The target must make a Strength saving throw. On a failed save,
magic missile. If the point you choose is on an object you are holding or one that the target takes 2d6 bludgeoning damage and is restrained for the
isn’t being worn or carried, the darkness emanates from the object spell’s duration.
and moves with it. Completely covering the source of the darkness As an action, you can cause the hand to crush the restrained target,
with an opaque object, such as a bowl or a helm, blocks the darkness. who must make a Strength saving throw. It takes 2d6 bludgeoning
If any of this spell’s area overlaps with an area of light created by a damage on a failed save, or half as much damage on a successful one.
spell of 2nd level or lower, the spell that created the light is dispelled. To break out, the restrained target can us its action make a
Strength check against your spell save DC. On a success, the target
escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different
creature or to move to a different unoccupied space within range.
The hand releases a restrained target if you do either.

Spellcasting (Sorcerer) Player’s Handbook Eyes of the Dark (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything

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