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Ader-Ron: Sorcerer 1 Sibra

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0% found this document useful (0 votes)
65 views4 pages

Ader-Ron: Sorcerer 1 Sibra

D&D

Uploaded by

Darkrahod
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
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Sorcerer 1 Sibra

CLASS & LEVEL PLAYER NAME


Ader-ron
Half-Elf Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +4 Dexterity
• +5 Constitution +4 14 9 --
+1 +1 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
12
• +6 Charisma
Total 1d6 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against being charmed,
and magic can’t put you to sleep
+4 DEFENSES HIT DICE DEATH SAVES

19 SAVING THROWS INSPIRATION


=== WEAPONS ===
Crossbow, Light, Dagger, Dart, Quarterstaff,
CONSTITUTION +4 Acrobatics DEX Sling
+2 PROFICIENCY BONUS
+3 P
+1

+3
Animal Handling WIS
Arcana INT
=== LANGUAGES ===
Common, Dwarvish, Elvish, Halfling, Orc,
Primordial
16 +1 Athletics STR
ABILITY SAVE DC
+4 Deception CHA
P +3 History INT
INTELLIGENCE
+1 Insight WIS
30 ft. (Walking)
+1 +4 Intimidation CHA
P +3 Investigation INT
13 +1 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +3 Perception WIS


+4 Performance CHA === ACTIONS ===
+1 P +6 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+1 Religion INT
13 Opportunity Attack, Grapple, Shove, Improvise,
+4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object

+4 Stealth DEX === BONUS ACTIONS ===


CHARISMA Tempestuous Magic
P +3 Survival WIS
As a bonus action, you can cause gusts of air to

+4 surround you before or after you cast a spell of 1st


level or higher that allows you to fly up to 10 ft. without
provoking opportunity attacks.

18

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE WISDOM (PERCEPTION)


Spear +1 1d6+1 Piercing Simple, Thrown, Versatile, Range (20/60)

Shocking Grasp +6 1d8 Lightning V/S


11 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +3 2 Bludgeoning


13 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Sorcerer 1 Sibra
CLASS & LEVEL PLAYER NAME
Ader-ron
Half-Elf Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== SORCERER FEATURES ===

* Hit Points • PHB 100

* Proficiencies • PHB 100

* Spellcasting • PHB 101


You can cast known sorcerer spells using CHA as your
spellcasting modifier (Spell DC 14, Spell Attack +6).
You can use an arcane focus as a spellcasting focus.

* Sorcerous Origin • PHB 101

| Storm Sorcery

* Wind Speaker • SCAG 52


You can speak, read, and write Primordial.

* Tempestuous Magic • SCAG 52


As a bonus action, you can cause gusts of air to
surround you before or after you cast a spell of 1st
level or higher that allows you to fly up to 10 ft. without
provoking opportunity attacks.

| 1 Bonus Action

=== HALF-ELF RACIAL TRAITS ===

* Darkvision • PHB 39
You can see in darkness (shades of gray) up to 60 ft.

* Fey Ancestry • PHB 39


You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.

* Skill Versatility • PHB 39


You gain proficiency in two skills of your choice.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 10 Dagger 1 1 lb.

Dagger 1 1 lb.

SP 9 Spear 1 3 lb.

Ink (1 ounce bottle) 1 --


EP 8 Backpack 1 5 lb.

Bedroll 1 7 lb.
GP 25 Clothes, Common 1 3 lb.

Mess Kit 1 1 lb.


PP 0 Rations (1 day) 10 20 lb.

Rope, Hempen (50 feet) 1 10 lb.


WEIGHT CARRIED

67 lb. Tinderbox 1 1 lb.

ENCUMBERED Torch 10 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

180 lb. Waterskin 1 5 lb.

PUSH/DRAG/LIFT Small Knife 1 --

360 lb. Unidentified Item 1 1 --

EQUIPMENT

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Male 20 Medium 5'10" 188
GENDER AGE SIZE HEIGHT WEIGHT
Ader-ron Neutral Good None Tan Blue Brown
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I’m willing to listen to every side of


an argument before I make my
own judgment.

PERSONALITY TRAITS

No Limits. Nothing should fetter the


infinite possibility inherent in all
existence. (Chaotic)
IDEALS

I’ve been searching my whole life for the


answer to a certain question.
Since birth you have had a small birth
mark that has grown with you to about the BONDS
size of a base base on the underside of
your forearm. From time to time you can
feel a strange presence emanating from Most people scream and run when
this mark but all investigations into it have they see a demon. I stop and take
come up with nothing. notes on its anatomy.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Born under a tree out side of Bermecia in the


lighting storm season, he was struck on delivery
but left unharmed. Raised by local and self-taught
his own spells.

You are the product of generations of careful,


selective breeding.

Your powers are seen as a great blessing by


those around you, and you are expected to use
them in service to your community.

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 14 +6
Sorcerer
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Shocking Grasp Sorcerer +6 1A Touch V,S Instantaneous PHB 275 V/S

O Thunderclap Sorcerer CON 14 1A 5 ft. S Instantaneous EE 168 S

O Friends <C> Sorcerer -- 1A Self S,M Concentration, up to 1 minute PHB 244 D: 1m, S/M

O Gust Sorcerer STR 14 1A 30 ft. V,S Instantaneous EE 157 V/S

=== 1st LEVEL === 2 Slots OO

O Mage Armor Sorcerer -- 1A Touch V,S,M 8 hours PHB 256 D: 8h, V/S/M

O Witch Bolt <C> Sorcerer +6 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 289 D: 1m, V/S/M

SPELLS

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