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INSPIRATION
STRENGTH
16 +2 30
12 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+1 PERSONALITY TRAITS
14
+8 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS
+2 +2 Wisdom
+10 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+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
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AGE HEIGHT WEIGHT
NAME
SYMBOL
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).
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).
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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
Sleep
2 3
Knock
5 2
Cone of Cold
9
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Page 1
Sleep (reverse)
additional 2d8 for each slot level above 1st.