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D&D 5E Human Sorcerer Character Sheet

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Vitor Campos
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0% found this document useful (0 votes)
122 views7 pages

D&D 5E Human Sorcerer Character Sheet

Uploaded by

Vitor Campos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Level 1 Human Sorcerer, Runechild 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Louis de Franchi
Cloistered Scholar Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Runechild. A runechild uses their bodies as tortured


STRENGTH Unarmored (12) 12 spell batteries for their own diabolic pursuits.
PROFICIENCY BONUS +2
9
SHIELD
AC Essence Runes. You have 1 essence runes. When
you spend sorcery points you charge an equal
N
CIE C
number of runes. As a bonus action you can spend
-1 Strength sorcery points to charge an equal number of runes
Y
PROFI

-1 or spend an action to charge a rune. If you have


+2 Dexterity
more than 5 charged runes you emit bright light in a
✘ +3 Constitution ARMOR CLASS 5 ft radius. Charged runes revert to inert after a long
DEXTERITY
+2 Intelligence
rest.
MAXIMUM HIT DICE TEMPORARY

14 ✘
+2 Wisdom

+5 Charisma
7 1d6 Glyphs of Aegis. You can use a reaction to spend
charged runes to subtract 1d6 damage per rune
CONDITIONAL
spent from damage that is being inflicted on you.
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

12 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 ✘ +4 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE ✘ +5 Deception (Cha)

14 ✘ +4 History (Int)
+2 Insight (Wis)
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 +2 Investigation (Int)
+2 Medicine (Wis)
WISDOM +2 Nature (Int)

14 +2 Perception (Wis)
+3 Performance (Cha)
✘ +5 Persuasion (Cha)
+2 +2 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

16 +2 Survival (Wis)
SKILLS

+3 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +1 vs AC 1d6-1 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Dwarvish, Giant, Primordial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Louis de Franchi
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found
your way to one of Faerûn’s great institutes of learning , where you were apprenticed and taught that knowledge is a
more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for
new lore to add to its storehouse of knowledge.

The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and
attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might
be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in
all the world.
PERSONALITY TRAITS

Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now
you have struck out to increase your knowledge and to make yourself available to help those in other places who seek
your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the
information that arrives daily from across Faerûn.

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: Library Access


Though others must often endure extensive interviews
and significant fees to gain access to even the most
common archives in your library, you have free and easy
access to the majority of the library, though it might also
have repositories of lore that are too valuable, magical, or
secret to permit anyone immediate access. You have a
working knowledge of your cloister's personnel and
bureaucracy, and you know how to navigate those
connections with some ease.Additionally, you are likely to
gain preferential treatment at other libraries across the
Realms, as professional courtesy shown to a fellow
scholar.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Component Pouch 1 2
[Quarterstaff] 1 4
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

67.5 lb / 135 lb 270 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Runechild

CANTRIPS Dancing Lights Fire Bolt


Frostbite Mind Sliver

1ST LEVEL 2 SPELL SLOTS Chromatic Orb Longstrider


Protection from Evil and Good Shield
Dancing Lights Fire Bolt Frostbite
Evocation Cantrip Evocation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS V, S

You create up to four torch-sized lights within range, making them You hurl a mote of fire at a creature or object within range. Make a You cause numbing frost to form on one creature that you can see
appear as torches, lanterns, or glowing orbs that hover in the air for ranged spell attack against the target. On a hit, the target takes 1d10 within range. The target must make a Constitution saving throw. On a
the duration. You can also combine the four lights into one glowing fire damage. A flammable object hit by this spell ignites if it isn’t failed save, the target takes 1d6 cold damage, and it has
vaguely humanoid form of Medium size. Whichever form you choose, being worn or carried. disadvantage on the next weapon attack roll it makes before the end
each light sheds dim light in a 10-foot radius. As a bonus action on This spell’s damage increases by 1d10 when you reach 5th level of its next turn.
your turn, you can move the lights up to 60 feet to a new spot within (2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level
range. A light must be within 20 feet of another light created by this (2d6), 11th level (3d6), and 17th level (4d6).
spell, and a light winks out if it exceeds the spell’s range.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything

Mind Sliver Chromatic Orb Longstrider


Enchantment Cantrip 1st-level evocation 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 90 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION 1 hour
COMPONENTS V COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S, M (a pinch of dirt)

You drive a disorienting spike of psychic energy into the mind of one You hurl a 4-inch-diameter sphere of energy at a creature that you You touch a creature. The target’s speed increases by 10 feet until
creature you can see within range. The target must make an can see within range. You choose acid, cold, fire, lightning, poison, or the spell ends.
Intelligence saving throw. Unless the saving throw is successful, the thunder for the type of orb you create, and then make a ranged spell At Higher Levels. When you cast this spell using a spell slot of 2nd
target takes 1d6 psychic damage, and the first time it makes a saving attack against the target. If the attack hits, the creature takes 3d8 level or higher, you can target one additional creature for each slot
throw before the end of your next turn, it must roll a d4 and subtract damage of the type you choose. level above 1st.
the number rolled from the save. At Higher Levels. When you cast this spell using a spell slot of 2nd
This spell’s damage increases by 1d6 when you reach certain levels: level or higher, the damage increases by 1d8 for each slot level above
5th level (2d6), 11th level (3d6), and 17th level (4d6). 1st.

Spellcasting (Sorcerer) UA: Psionic Options Revisited Spellcasting (Sorcerer) Player’s Handbook Additional Sorcerer Spell Player’s Handbook

Protection from Evil and Good Shield


1st-level abjuration 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 reaction


RANGE Touch RANGE Self
DURATION Concentration, up to 10 minutes DURATION 1 round
COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S
consumes)

Until the spell ends, one willing creature you touch is protected Reaction trigger: You are hit by an attack or targeted by the magic
against certain types of creatures: aberrations, celestials, elementals, missile spell An invisible barrier of magical force appears and protects
fey, fiends, and undead. The protection grants several benefits. you. Until the start of your next turn, you have a +5 bonus to AC,
Creatures of those types have disadvantage on attack rolls against including against the triggering attack, and you take no damage from
the target. The target also can’t be charmed, frightened, or possessed magic missile.
by them. If the target is already charmed, frightened, or possessed by
such a creature, the target has advantage on any new saving throw
against the relevant effect.

Additional Sorcerer Spell Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook


Component Pouch Quarterstaff Backpack
Adventuring Gear Weapons Adventuring Gear

A component pouch is a small, watertight leather belt A backpack is a leather pack carried on the back, typically
pouch that has compartments to hold all the material with straps to secure it. A backpack can hold 1 cubic foot/
components and other special items you need to cast your 30 pounds of gear.
spells, except for those components that have a specific You can also strap items, such as a bedroll or a coil of
cost (as indicated in a spell's description). rope, to the outside of a backpack.

2 lb. Player’s Handbook 4 lb. Player’s Handbook 5 lb. Player’s Handbook

Crowbar Hammer Piton


Adventuring Gear Adventuring Gear Adventuring Gear

Using a crowbar grants advantage to Strength checks


where the crowbar’s leverage can be applied.

5 lb. Player’s Handbook 3 lb. Player’s Handbook 1/4 lb. Player’s Handbook

Torch Tinderbox Rations (1 day)


Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook


Waterskin Rope, Hempen (50 feet)
Adventuring Gear Adventuring Gear

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

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