Player NameClassLvlExperienceSpeciesHeightGenderBackground
LoganSorcerer31575AasimarHe/HimScribe
ACInitiativeSpeedSizeAlignment
12230Medium
Max HPHPHit dieTotal # HDCurrent # HD
1717D633
DowntimePlatinumGoldSilverCopper
0013100

DESCRIPTION

Traits

Ideals

Bonds

Flaws & Struggles

Goals & Motivations

Factions

Allied

Friendly

Disliked

Hated

Favors

Stats


ABILITIESScoreModifierSkillProfficient?Item/MiscModifier
Proficiency Bonus2
STRENGTH8-1
Saving Throw00-1
Athletics000
DEXTERITY142
Saving Throw002
Acrobatics002
Sleight of hand204
Stealth204
CONSTITUTION121
Saving Throw203
INTELLIGENCE100
Saving Throw000
Arcana202
History000
Investigation202
Nature000
Religion000
WISDOM142
Saving Throw002
Animal Handling002
Insight204
Medicine204
Perception204
Survival002
CHARISMA17+3
Saving throw205
Deception003
Intimidation003
Performance003
Persuasion003

Equipment

  • Calligrapher’s Supplies
  • Fine Clothes
  • Lamp
  • Oil (3 Flasks)
  • Parchment (12 Sheets)
  • Spear
  • 2 Daggers
  • Arcane Focus
  • Dungeoneer’s Pack

Proficiencies / Skills

Language

  • Common

Armor

Weapons

Tools

  • Calligrapher’s Supplies

Features and Traits

Skilled (Scribe)

You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once.

Celestial Resistance (Aasimar)

You have Resistance to Necrotic damage and Radiant damage.

Darkvision (Aasimar)

You have Darkvision with a range of 60 feet (12 squares).

Healing Hands (Aasimar)

As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

Light Bearer (Aasimar)

You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation (Aasimar)

When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Level 1 Sorcerer: Innate Sorcery

An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

  • The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Level 2: Font of Magic

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Spells Known. Even if you create a spell slow of a higher level than you normally have access to given the Sorcerer Features table you are able to upcast your spells at that level, but not able to know or learn any spells higher than you would normally have access to.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Table: Creating Spell Slots

Spell Slot LevelSorcery Point CostMin. Sorcerer Level
122
233
355
467
579

Level 2 Sorcerer: Metamagic

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic Options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic Options on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic Options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Level 3 Wild Magic Sorcerer: Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the Player’s Handbook for that table). If the magical effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration.

Level 3 Wild Magic Sorcerer: Tides of Chaos

You can manipulate the forces of chance and chaos to gain Advantage on one d20 Test. Once you do so, you must finish a Long Rest before you can use this feature again.

Immediately after you cast a Sorcerer spell with a spell slot before you regain the use of this feature, you automatically roll on the Wild Magic Surge table and regain the use of this feature.

Treasure

Spells Known

Prepared?Level 0Prepared?Level 3Prepared?Level 6Prepared?Level 9
Light
Mending
Fire Bolt
Prestidigitation
Mage Hand
Level 1Level 4Level 7
Magic Missile
Grease
Shield
Silent Image
Level 2Level 5Level 8
Invisibility
Misty Step

Spell Slots

LevelXXXX
1AvailAvailAvailAvail
2AvailAvail
3
4
5
6
7
8
9

Spell Save DC

13

Spell Attack Bonus

5

ADDITIONAL CHARACTER NOTES