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Cerelax-1st Level-Fixxed Up

This character sheet summarizes a gold dragonborn sorcerer named Cerelax. Some key abilities include fire resistance from his draconic ancestry, and the ability to add his charisma modifier to fire damage spells. As a sorcerer, his powers are innate and come from his draconic bloodline. He has studied nature and enjoys using complex words, and sees emotions as a hindrance to logical thought.

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0% found this document useful (0 votes)
42 views3 pages

Cerelax-1st Level-Fixxed Up

This character sheet summarizes a gold dragonborn sorcerer named Cerelax. Some key abilities include fire resistance from his draconic ancestry, and the ability to add his charisma modifier to fire damage spells. As a sorcerer, his powers are innate and come from his draconic bloodline. He has studied nature and enjoys using complex words, and sees emotions as a hindrance to logical thought.

Uploaded by

wajomi68
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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5TH EDITON CHARACTER SHEET

BACKGROUND: Researcher (Sage)


NAME: Cerelax RACE: Dragonborn (Gold) SEX: Male Passive Wisdom
(Perception): PERSONALITY TRAITS: I like to use
CLASS: Sorcerer LEVEL: ALIGNMENT: Lawful Good
polysyllabic words that convey the

SAVING THROWS PHYSICAL CHARACTERISTICS impression of great erudition


NAT.
CHARACTER NAT. TEMP. TEMP. Pro IDEALS: Logic – Emotions must not
SCOR
ABILITIES MOD. SCORE MOD. f
E mo
Ab mod TOTAL Age – Physical: – Actual:
d.

Strength 12 +1 Height: cloud our logical thinking

Dexterity 15 +2 Weight: BONDS: My life is a series of tomes

Constitution 15 +2 Skin Color: related to a specific field of lore

Intelligence 14 +2 Hair Color: FLAWS: Most people scream and run

Wisdom 11 +0 Eye Color: away when they see a demon. I stop

Charisma 18 +5 Dominant hand: and take notes on its anatomy.

Ability PROF. CLASS Total HIT DICE: RACIAL ABILITIES

SKILLS Ability mod MOD MOD Modifier  Damage Resistance – Fire

Acrobatics Dex HIT POINTS – TEMPORARY:  Half damage from fire attacks

Animal Handling Wis  Breath Weapon – Fire

Arcana Dex HIT POINTS – MAXIMUM:  Damage: 2d6  Save – Dexterity


 Area – Cone
Athletics Str HIT POINTS – CURRENT: (15’)
 Saving throw:

Deception Cha

History Int CLASS ABILITIES


Insight Int Armour Proficiencies: None
 Weapon Proficiencies: dagger, darts,
Intimidation Cha
slings,
Investigation Int quarterstaff, light crossbow

Medicine Int  Saving throws: Constitution, Charisma

Nature Int  Skills: Arcana, Persuasion

Perception Wis DEATH SAVES  Sorcerous Bloodline – Draconic Bloodline

Performance Cha Successes: O O O O O  Draconic Resilience (from 1st level on)

Persuasion Cha Failures: O O O O O  +1 HP per level;

Religion Int  Draconic scales: +3 to AC

Sleight of Hand Dex EXPERIENCE POINTS  Elemental Affinity (from 6th level on)
 Can add Cha modifier (+4) to a
Stealth Dex
damage
Survival Wis roll on a spell from the fire element
 Simultaneously, can spend one
sorcery
point to gain resistance fire for one
Prof Ability Magic Misc Weight Damage
hour
WEAPONS
Mod Mod Mod Mod (lb.)  Draconic Wings (available from 14th lvl)

Dagger(+1 spare) XP Next Level:  Sprout wings that allow flight at


current speed (See PHB: 103 for
Quarterstaff
details)
LANGUAGES SPOKEN  Draconic Presence (available at 18th lvl)

Draconic  Channel the dread presence of my


draconic ancestor, causing those
Common
nearby
Giant to be awestruck or frightened

ARMOUR Base Dex Magic Misc Weight Armour Goblin  (See PHB: 103 for details).

(Basic: 10) Armour Mod Mod Mod (lb.) Class  Sorcerous Powers

COINS CARRIED  Font of Magic – Sorcery Points

CP SP EP GP PP  I have a deep wellspring of magic

within myself, represented by sorcery

COINS STASHED points. These sorcery points allow me

CP SP EP GP PP to create a variety of magical effects.

 Flexible Caster
 Can use sorcery points to get
addition
-al spell slots, or to sacrifice spell slots
Weig Weight
EQUIPMENT ht (lb)
Location MAGIC ITEMS (lb)
Location
to gain additional sorcery points

Dungeoneer’s Pack  Metamagic


 Careful Spell: When casting spells
- Backpack
that
- Crowbar force other creatures to make a saving

- Hammer throw, you can protect some of these

- Pitons: 10 creatures from the spell’s full force.


Spend one sorcery point and choose
- Torches: 10
the
number of creatures up to Cha
- Tinderbox
modifier.
- Rations – days: 10 A chosen creature automatically on its
succeeds saving throw against the
- Waterskin x 1
spell.
- Hemp rope x 50’  Distant Spell

Component Pouch  When casting a spell with a range

of 5 feet or greater, can spend one

sorcery point to double the range of

the spell

 When casting a spell with a range

POTIONS # Location of touch, can spend 1 spell point to

make the range of the spell 30 feet

 Sorcerous Restoration: At 20th level, re-


gain sorcery points whenever you finish
a
short rest

SORCEROR SPELLS PER DAY


Cantrips Spells SPELL SLOTS PER SPELL LEVEL
SPELL LEVEL:
known known 1st Level 2nd level 3rd level 4th Level 5th Level 6th level 7th Level 8th Level 9th Level
SPELLS PER DAY: 4 2 2
BONUS SPELLS:
TOTAL SPELLS PER DAY:
SPELL SAVE DC:

SORCEROR SPELLS KNOWN


LV
SPELL NAME SOURCE CASTING TIME RANGE TARGET/AREA/EFFECT DURATION DAMAGE SAVE SR
L
0 Fire Bolt PHB: 242 1 action 120 feet Hurl a bolt of fire that causes 1d10 fire damage to Instantaneous 1d10 fire None N
the target. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire
damage.
0 Prestidigitation PHB: 267 1 action 10 feet Can create minor magical effects (see PHB: 267) Up to one hour None None N
0 True Strike PHB: 284 1 action 30 feet You gain a brief insight into a target’s defences. Concentration Weapon None N
On your next turn, you gain the advantage on your damage
first (or next) attack roll against your target,
assuming the spell is still active.
0 Ray Of Frost PHB: 271 1 action 60 feet A frigid beam of blue-white light streaks at a Instantaneous 1d8 cold None N
target within range. Make a ranged spell attack.
On a hit, the target takes 1d8 damage and its
speed is reduced by 10 feet until the start of your
next turn.
1 Mage Armour PHB: 256 1 action Touch Upon touching a willing unarmored creature, a Eight hours None None N
protective magical forcefield surrounds it until the
spell ends. The target’s base AC becomes 13 plus
its Dexterity modifier.
1 Magic Missile PHB: 255 1 action 120 feet Can create three glowing darts of magical force. Instantaneous 1d4+1 per None Y
Each dart hits a creature of your choice that you missile
can see within range, dealing 1d4+1 force damage
to its target. The darts strike simultaneously, and
they can be directed to hit one creature or several.
When casting this spell using a spell slot of 2nd
level or higher, the spell creates one more dart for
each slot level above the first.

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