RACE BACKGROUND Sorcerer
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS
SORCEROUS ORIGIN
LEVEL
PASSIVE SORCEROUS ORIGIN FEATURE
PROFICIENCY AC INITIATIVE SPEED
PERCEPTION
PASSIVE
INSPIRATION
INSIGHT
Hit Point Temporary
Maximum Hit Points
STRENGTH SAVING THROWS LEVEL
FONT OF MAGIC
ATHLETICS
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can
expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Spell Slot Level Sorcery Point Cost
Creating Spell Slots. You
HIT DICE DEATH SAVES 1st 2
can transform unexpended
2nd 3
Used Total sorcery points into one
DEXTERITY SUCCESSES 3rd 5
SAVING THROWS spell slot as a bonus action
4th 6
ACROBATICS on your turn.
FAILURES 5th 7
SLEIGHT OF HAND d6
STEALTH LEVEL
METAMAGIC
NAME ATK BONUS DAMAGE/TYPE
You gain the ability to twist your spells to suit your needs.
You gain two Metamagic options o f your choice. You gain
another one at 10th and 17th level.
CONSTITUTION SAVING THROWS
You can use only one Metamagic option on a spell when you cast it,
unless otherwise noted.
LEVEL
SORCEROUS ORIGIN FEATURE
SPELL SPELL SORCERY POINTS
INTELLIGENCE ATTACK BONUS SAVE DC
SAVING THROWS Used Total
ARCANA
HISTORY
INVESTIGATION
NATURE LEVEL
RELIGION
SORCEROUS ORIGIN FEATURE
METAMAGIC OPTIONS KNOWN
WISDOM SAVING THROWS
ANIMAL HANDLING
INSIGHT
MEDICINE
PERCEPTION
SURVIVAL LEVEL
SORCEROUS ORIGIN FEATURE
CHARISMA SAVING THROWS
DECEPTION FAVOURITE SPELLS
INTIMIDATION NAME RANGE CASTING TIME SAVE
PERFORMANCE
C
PERSUASION
LEVEL
SORCEROUS RESTORATION
RACIAL TRAITS C You regain 4 expended sorcery points whenever you finish a short rest.
Level R CANTRIPS & SPELLS KNOWN
C
PROFICIENCIES LANGUAGES
LIGHT SIMPLE
ARMOUR WEAPONS
SPELL SLOTS
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
MEDIUM MARTIAL
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES
HEAVY
ARMOUR
SHIELDS
Cantrips
Known