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Sorcerer (12) Charlatan

CLASS & LEVEL BACKGROUND PLAYER NAME

Human/Chondathan Chaotic Neutral


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +2 30
12 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 86


+2 Strength
DEXTERITY
+3 Dexterity

14
+8 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS

+2 +2 Wisdom

+10 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16 +2 Acrobatics (Dex) Total 12d6 SUCCESSES

+3
+5 Animal Handling (Wis) FAILURES

+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1 Athletics (Str)

12
+9 Deception (Cha)
+1 History (Int)
NAME

Dagger +1
ATK BONUS DAMAGE/TYPE

+6 1d4 + 2 piercing Damage Resistances: trap


+1
+5 Insight (Wis)
+5 Intimidation (Cha) Dagger +1 (finesse)+7 1d4 + 3 piercing
----------Bonus
WISDOM +1 Investigation (Int) Actions----------
Dart +6 1d4 + 2 piercing
+1 Medicine (Wis) Flexible Casting. You can
13 +1 Nature (Int) - Dart (finesse). +5, 1d4 + 1 piercing convert sorcery points into
+1 +1 Perception (Wis) spell slots (level - point
+5 Performance (Cha) cost: 1st - 2, 2nd - 3, 3rd -
CHARISMA

+9 Persuasion (Cha) 5, 4th - 6, 5th - 7). You can
+1 Religion (Int) also convert spell slots into
21
+6 Sleight of Hand (Dex)
+2 Stealth (Dex)
sorcery points equal to the
slot's level (see PHB 101).
+5 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


-------------Reactions----------
---
Defensive Duelist. When
11 PASSIVE WISDOM (PERCEPTION)
CP Pouch (1); Wand of you are hit with a melee
Secrets (1); Clothes, attack, you can add your
common (1); Piton (10);
Tool Proficiencies: Dice Set; SP
Staff of Fire (1); prof bonus to AC for the
Disguise Kit; Forgery Kit; Playing Waterskin (1); Rations attack if you are wielding a
Card Set EP (1 day) (10); Rope, finesse weapon you are
Weapon Proficiencies: Crossbow,
hempen (1); Ring of proficient with (see PHB
Protection (1); Studded 165).
light; Dagger; Dart; Quarterstaff; GP
225 +1 (1); Tinderbox (1);
Sling
Bag of Holding (1);
Armor Proficiencies: Light
PP
4 Hammer (1); Ring of (additional features & traits
Invisibility (1); on page 2)
Language Proficiencies: Common; Backpack (1); Crowbar
Draconic; Goblin; Primordial; Sylvan (1); Torch (10)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Dungeon Delver Feat. Advantage to detect secret doors; advantage on saves against
and resistance to trap damage; search for traps at normal pace (see PHB 166).

Empowered Spell. Spend 1 sorcery pt. to reroll up to 5 spell damage dice (see PHB
102).

False Identity. You have a false identity; you can forge documents (see PHB 128).

Lightly Armored Feat. Increase STR or DEX by 1; proficiency in light armor (see PHB
167).

Quickened Spell. Spend 2 sorcery pts. to convert a casting of a spell with 1 action
casting time to 1 bonus-action (see PHB 102).

Sorcery Points. You have 12 sorcery points (see PHB 101).

Subtle Spell. Spend 1 sorcery pt. to cast a spell without somatic or verbal components
(see PHB 102).

War Caster Feat. Adv. on CON saves for spell concentration; somatic components with
weapons or shield in hand; cast spell as opporunity attack (see PHB 170).

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Sorcerer Charisma 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Blade Ward Counterspell Chain Lightning
Fire Bolt Dispel Magic
Light Lightning Bolt
Mage Hand
Mending
Prestidigitation
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Chromatic Orb

Comprehend Languages
4 3
Disguise Self

Feather Fall Dimension Door


SPELLS KNOWN

Magic Missile Stoneskin

Sleep

2 3
Knock

5 2
Cone of Cold
9

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Page 1

Abjuration cantrip Level-6 evocation Level-1 evocation


Blade Ward Chain Lightning Chromatic Orb
1 act. Self V,S 1 rnd 1 act. 150 ft V,S,M Inst 1 act. 90 ft V,S,M Inst
see PHB 218 You create a bolt of lightning that arcs toward see PHB 221
a target of your choice that you can see
within range. Three bolts then leap from that
target to as many as three other targets, each
of which must be within 30 feet of the first
target. A target can be a creature or an object
and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw.
The target takes 10d8 lightning 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 7th level or
higher, one additional bolt leaps from the first
target to another target for each slot level
above 6th.

Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9

Level-1 divination Level-5 evocation Level-3 abjuration


Comprehend Languages Cone of Cold Counterspell
1 act. Self V,S,M 1 hr 1 act. Self V,S,M Inst 1 react. 60 ft S Inst
For the duration, you understand the literal A blast of cold air erupts from your hands. see PHB 228
meaning of any spoken language that you Each creature in a 60-foot cone must make a
hear. You also understand any written Constitution saving throw. A creature takes
language that you see, but you must be 8d8 cold damage on a failed save, or half as
touching the surface on which the words are much damage on a successful one. A
written. It takes about 1 minute to read one creature killed by this spell becomes a frozen
page of text. This spell doesn't decode secret statue until it thaws. At Higher Levels. When
messages in a text or a glyph, such as an you cast this spell using a spell slot of 6th
arcane sigil, that isn't part of a written level or higher, the damage increases by 1d8
language. for each slot level above 5th.

Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9

Level-4 conjuration Level-1 illusion Level-3 abjuration


Dimension Door Disguise Self Dispel Magic
1 act. 500 ft V Inst 1 act. Self V,S 1 hr 1 act. 120 ft V,S Inst
You teleport yourself from your current You make yourselfincluding your clothing, Choose one creature, object, or magical
location to any other spot within range. You armor, weapons, and other belongings on effect within range. Any spell of 3rd level or
arrive at exactly the spot desired. It can be a your person look different until the spell lower on the target ends. For each spell of
place you can see, one you can visualize, or ends or until you use your action to dismiss it. 4th level or higher on the target, make an
one you can describe by stating distance and You can seem 1 foot shorter or taller and can ability check using your spellcasting ability.
direction, such as 200 feet straight appear thin, fat, or in between. You can't The DC equals 10 + the spell's level. On a
downward or upward to the northwest at a change your body type, so you must adopt a successful check, the spell ends. At Higher
45- degree angle, 300 feet. You can bring form that has the same basic arrangement of Levels. When you cast this spell using a spell
along objects as long as their weight doesn't limbs. Otherwise, the extent of the illusion is slot of 4th level or higher, you automatically
exceed what you can carry. You can also up to you. The changes wrought by this spell end the effects of a spell on the target if the
bring one willing creature of your size or fail to hold up to physical inspection. For spell's level is equal to or less than the level
smaller who is carrying gear up to its carrying example, if you use this spell to add a hat to of the spell slot you used.
capacity. The creature must be within 5 feet your outfit, objects pass through the hat, and
of you when you cast this spell. If you would anyone who touches it would feel nothing or
arrive in a place already occupied by an would feel your head and hair. If you use this
object or a creature, you and any creature spell to appear thinner than you are, the hand
traveling with you each take 4d6 force of someone who reaches out to touch you
damage, and the spell fails to teleport 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
Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9
Page 1 (reverse)

Disguise Self (reverse)


on an Intelligence (Investigation) check
against your spell save DC.
Page 2

Level-1 transmutation Evocation cantrip Level-2 transmutation


Feather Fall Fire Bolt Knock
1 react. 60 ft V,M 1 min 1 act. 120 ft V,S Inst 1 act. 60 ft V Inst
Choose up to five falling creatures within You hurl a mote of fire at a creature or object Choose an object that you can see within
range. A falling creature's rate of descent within range. Make a ranged spell attack range. The object can be a door, a box, a
slows to 60 feet per round until the spell against the target. On a hit, the target takes chest, a set of manacles, a padlock, or
ends. If the creature lands before the spell 1d10 fire damage. A flammable object hit by another object that contains a mundane or
ends, it takes no falling damage and can land this spell ignites if it isnt being worn or magical means that prevents access. A target
on its feet, and the spell ends for that carried. This spells damage increases by that is held shut by a mundane lock or that is
creature. 1d10 when you reach 5th level (2d10), 11th stuck or barred becomes unlocked, unstuck,
level (3d10), and 17th level (4d10). or unbarred. If the object has multiple locks,
only one of them is unlocked. If you choose a
target that is held shut with arcane lock, that
spell is suppressed for 10 minutes, during
which time the target can be opened and shut
normally. When you cast the spell, a loud
knock, audible from as far away as 300 feet,
emanates from the target object.

Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9

Evocation cantrip Level-3 evocation Conjuration cantrip


Light Lightning Bolt Mage Hand
1 act. Touch V,M 1 hr 1 act. Self V,S,M Inst 1 act. 30 ft V,S 1 min
You touch one object that is no larger than 10 A stroke of lightning forming a line 100 feet A spectral, floating hand appears at a point
feet in any dimension. Until the spell ends, long and 5 feet wide blasts out from you in a you choose within range. The hand lasts for
the object sheds bright light in a 20-foot direction you choose. Each creature in the the duration or until you dismiss it as an
radius and dim light for an additional 20 feet. line must make a Dexterity saving throw. A action. The hand vanishes if it is ever more
The light can be colored as you like. creature takes 8d6 lightning damage on a than 30 feet away from you or if you cast this
Completely covering the object with failed save, or half as much damage on a spell again. You can use your action to
something opaque blocks the light. The spell successful one. The lightning ignites control the hand. You can use the hand to
ends if you cast it again or dismiss it as an flammable objects in the area that aren't manipulate an object, open an unlocked door
action. If you target an object held or worn by being worn or carried. At Higher Levels. or container, stow or retrieve an item from an
a hostile creature, that creature must succeed When you cast this spell using a spell slot of open container, or pour the contents out of a
on a Dexterity saving throw to avoid the spell. 4th level or higher, the damage increases by vial. You can move the hand up to 30 feet
1d6 for each slot level above 3rd. each time you use it. The hand can't attack,
activate magic items, or carry more than 10
pounds.

Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9

Level-1 evocation Transmutation cantrip Transmutation cantrip


Magic Missile Mending Prestidigitation
1 act. 120 ft V,S Inst 1 min Touch V,S,M Inst 1 act. 10 ft V,S Up to 1 hr
You create three glowing darts of magical This spell repairs a single break or tear in an This spell is a minor magical trick that novice
force. Each dart hits a creature of your choice object you touch, such as a broken chain link, spellcasters use for practice. You create one
that you can see within range. A dart deals two halves of a broken key, a torn cloak, or a of the following magical effects within range:
1d4 + 1 force damage to its target. The darts leaking wineskin. As long as the break or tear You create an instantaneous, harmless
all strike simultaneously, and you can direct is no larger than 1 foot in any dimension, you sensory effect, such as a shower of sparks, a
them to hit one creature or several. At Higher mend it, leaving no trace of the former puff of wind, faint musical notes, or an odd
Levels. When you cast this spell using a spell damage. This spell can physically repair a odor. You instantaneously light or snuff out
slot of 2nd level or higher, the spell creates magic item or construct, but the spell can't a candle, a torch, or a small campfire. You
one more dart for each slot level above 1st. restore magic to such an object. 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.

Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9


Page 2 (reverse)
Page 3

Evocation cantrip Level-1 enchantment Level-4 abjuration


Ray of Frost Sleep Stoneskin
1 act. 60 ft V,S Inst 1 act. 90 ft V,S,M 1 min 1 act. Touch V,S,M Conc, 1 hr
A frigid beam of blue-white light streaks This spell sends creatures into a magical This spell turns the flesh of a willing creature
toward a creature within range. Make a slumber. Roll 5d8; the total is how many hit you touch as hard as stone. Until the spell
ranged spell attack against the target. On a points of creatures this spell can affect. ends, the target has resistance to nonmagical
hit, it takes 1d8 cold damage, and its speed is Creatures within 20 feet of a point you bludgeoning, piercing, and slashing damage.
reduced by 10 feet until the start of your next choose within range are affected in
turn. The spell's damage increases by 1d8 ascending order of their current hit points
when you reach 5th level (2d8), 11th level (ignoring unconscious creatures). Starting
(3d8), and 17th level (4d8). with the creature that has the lowest current
hit points, each creature affected by this spell
falls unconscious until the spell ends, the
sleeper takes damage, or someone uses an
action to shake or slap the sleeper awake.
Subtract each creature's hit points from the
total before moving on to the creature with
the next lowest hit points. A creature's hit
points must be equal to or less than the
remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, roll an
Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9 Sorcerer DC 17 Atk +9
Page 3 (reverse)

Sleep (reverse)
additional 2d8 for each slot level above 1st.

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