Velarn
Velarn
STEALTH DISADVANTAGE
N
CIE C
Innate Sorcery (Bonus Action—2/Long Rest). For
-1 Strength one minute, you can increase your spell save DC by
Y
PROFI
+5 Charisma
20 3d6 points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
> 4th, 7 > 5th) on your turn. Alternatively, you can
CONDITIONAL
expend one spell slot and gain a number of sorcery
points equal to the slot’s level (no action required).
+3
Metamagic. You can use only one Metamagic
CURRENT HIT POINTS option on a spell when you cast it, unless otherwise
CONSTITUTION DEATH SAVING THROWS
noted.
SAVING THROWS
Twinned Spell. When you cast a spell that can be
13 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
cast with a higher-level spell slot to target an
additional creature, you can spend 1 Sorcery Point
Y
PROFI
✘
RT
EXPE
12 ✘
+1 Perception (Wis)
+5 Performance (Cha)
✘ +5 Persuasion (Cha)
+1 +0 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)
16 +1 Survival (Wis)
SKILLS
+3 11 PASSIVE PERCEPTION
ADVANTAGE
Armor Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
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
[Dagger] 1 1
Quarterstaff 1 4
Amulet 1 1
0 0 0 0 0
6 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A
A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as You create a magical effect within range. Choose the effect from the
The hand lasts for the duration. The hand vanishes if it is ever more a broken chain link, two halves of a broken key, a torn cloak, or a options below. If you cast this spell multiple times, you can have up
than 30 feet away from you or if you cast this spell again. leaking wineskin. As long as the break or tear is no larger than 1 foot to three of its non-instantaneous effects active at a time.
When you cast the spell, you can use the hand to manipulate an in any dimension, you mend it, leaving no trace of the former Sensory Effect. You create an instantaneous, harmless sensory
object, open an unlocked door or container, stow or retrieve an item damage. effect, such as a shower of sparks, a puff of wind, faint musical notes,
from an open container, or pour the contents out of a vial. This spell can physically repair a magic item, but it can't restore or an odd odor.
As a Magic action on your later turns, you can control the hand magic to such an object. Fire Play. You instantaneously light or snuff out a candle, a torch,
thus again. As part of that action, you can move the hand up to 30 or a small campfire.
feet. Clean or Soil. You instantaneously clean or soil an object no larger
The hand can't attack, activate magic items, or carry more than 10 than 1 cubic foot.
pounds. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear
on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory
image that can fit in your hand. It lasts until the end of your next
turn. A trinket can deal no damage and has no monetary worth.
Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024 Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024 Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024
You cast sorcerous energy at one creature or object within range. One Humanoid you can see within range makes a Wisdom saving You hurl an orb of energy at a target within range. Choose Acid, Cold,
Make a ranged attack roll against the target. On a hit, the target takes throw. It does so with Advantage if you or your allies are fighting it. Fire, Lightning, Poison, or Thunder for the type of orb you create, and
1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, On a failed save, the target has the Charmed condition until the spell then make a ranged spell attack against the target. On a hit, the
Psychic, or Thunder. ends or until you or your allies damage it. The Charmed creature is target takes 3d8 damage of the chosen type.
If you roll an 8 on a d8 for this spell, you can roll another d8, and Friendly to you. When the spell ends, the target knows it was If you roll the same number on two or more of the d8s, the orb
add it to the damage. When you cast this spell, the maximum number Charmed by you. leaps to a different target of your choice within 30 feet of the target.
of these d8s you can add to the spell's damage equals your Using a Higher-Level Spell Slot. You can target one additional Make an attack roll against the new target, and make a new damage
spellcasting ability modifier. creature for each spell slot level above 1. roll. The orb can't leap again unless you cast the spell with a level 2+
Cantrip Upgrade. The damage increases by 1d8 when you reach spell slot.
levels 5 (2d8), 11 (3d8), and 17 (4d8). Using a Higher-Level Spell Slot. The damage increases by 1d8 for
each spell slot level above 1. The orb can leap a maximum number of
times equal to the level of the slot expended, and a creature can be
targeted only once by each casting of this spell.
Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024 Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024 Level 3: Draconic Spells (Sorcerer) Player’s Handbook 2024
CASTING TIME Action CASTING TIME Action CASTING TIME Reaction, which you take when you or a creature you can see within
60 feet of you falls
RANGE Self (15-foot cone) RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (a pinch of colorful sand) COMPONENTS V COMPONENTS V, M (a small feather or piece of down)
You launch a dazzling array of flashing, colorful light. Each creature in You speak a one-word command to a creature you can see within Choose up to five falling creatures within range. A falling creature's
a 15-foot Cone originating from you must succeed on a Constitution range. The target must succeed on a Wisdom saving throw or follow rate of descent slows to 60 feet per round until the spell ends. If a
saving throw or have the Blinded condition until the end of your next the command on its next turn. Choose the command from these creature lands before the spell ends, the creature takes no damage
turn. options: from the fall, and the spell ends for that creature.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or
Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional
creature for each spell slot level above 1.
Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024 Level 3: Draconic Spells (Sorcerer) Player’s Handbook 2024 Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024
Sleep Alter Self Dragon's Breath
1st-level enchantment 2nd-level transmutation 2nd-level transmutation
CASTING TIME Action CASTING TIME Action CASTING TIME Bonus Action
RANGE 60 feet RANGE Self RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a pinch of sand or rose petals) COMPONENTS V, S COMPONENTS V, S
Each creature of your choice in a 5-foot-radius Sphere centered on a You alter your physical form. Choose one of the following options. Its You touch one willing creature, and choose Acid, Cold, Fire, Lightning,
point within range must succeed on a Wisdom saving throw or have effects last for the duration, during which you can take a Magic or Poison. Until the spell ends, the target can take a Magic Action to
the Incapacitated condition until the end of its next turn, at which action to replace the option you chose with a different one. exhale a 15-foot Cone. Each creature in that area makes a Dexterity
point it must repeat the save. If the target fails the second save, the Aquatic Adaptation. You sprout gills and grow webs between your saving throw, taking 3d6 damage of the chosen type on a failed save
target has the Unconscious condition for the duration. The spell ends fingers. You can breathe underwater and gain a Swim Speed equal to or half as much damage on a successful one.
on a target if it takes damage or someone within 5 feet of it takes an your Speed. Using a Higher-Level Spell Slot. The damage increases by 1d6 for
action to shake it out of the spell's effect. Change Appearance. You alter your appearance. You decide what each spell slot level above 2.
Creatures that don't sleep, such as elves, or that have Immunity to you look like, including your height, weight, facial features, sound of
the Exhaustion condition automatically succeed on saves against this your voice, hair length, coloration, and other distinguishing
spell. characteristics. You can make yourself appear as a member of
another species, though none of your statistics change. You can’t
appear as a creature of a different size, and your basic shape stays
the same; if you’re bipedal, you can’t use this spell to become
quadrupedal, for instance. For the duration, you can take a Magic
action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing),
horns (Piercing), or hooves (Bludgeoning). When you use your
Unarmed Strike to deal damage with that new growth, it deals 1d6
damage of the type in parentheses instead of dealing the normal
damage for your Unarmed Strike, and you use your spellcasting
ability modifier for the attack and damage rolls rather than using
Strength.
Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024 Level 3: Draconic Spells (Sorcerer) Player’s Handbook 2024 Level 3: Draconic Spells (Sorcerer) Player’s Handbook 2024
Shatter Suggestion
2nd-level evocation 2nd-level enchantment
A loud noise erupts from a point of your choice within range. Each You suggest a course of activity—described in no more than 25
creature in a 10-foot-radius Sphere centered there makes a words—to one creature you can see within range that can hear and
Constitution saving throw, taking 3d8 Thunder damage on a failed understand you. The suggestion must sound achievable and not
save or half as much damage on a successful one. A Construct has involve anything that would obviously deal damage to the target or it
Disadvantage on the save. allies. For example, you could say, "Fetch the key to the cult's
A nonmagical object that isn't being worn or carried also takes the treasure vault, and give the key to me." Or you could say, "Stop
damage if it's in the spell's area. fighting, leave this library peacefully, and don't return."
Using a Higher-Level Spell Slot. The damage increases by 1d8 for The target must succeed on a Wisdom saving throw or have the
each spell slot level above 2. Charmed condition for the duration or until you or your allies deal
damage to the target. The Charmed target pursues the suggestion to
the best of its ability. The suggested activity can continue for the
entire duration, but if the suggested activity can be completed in a
shorter time, the spell ends for the target upon completing it.
Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024 Level 1: Spellcasting (Sorcerer) Player’s Handbook 2024
Dagger Quarterstaff Amulet
Weapons Weapons Spellcasting Focus
1 lb. Player’s Handbook 2024 4 lb. Player’s Handbook 2024 1 lb. Player’s Handbook 2024