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.