Cyriel LV 3
Cyriel LV 3
Cyriel LV 3
INSPIRATION
Yeah yeah bla bla SHUT UP! Ugh...what an
STRENGTH 10 0 30 burden
0 2 PROFICIENCY BONUS
10 PERSONALITY TRAITS
Hit Point Maximum 22
0 Strength
DEXTERITY 0 Dexterity Listen. Don't. Be. An. Burden. To. Me
0 4
1
Constitution
Intelligence
CURRENT HIT POINTS
11 0 Wisdom
IDEALS
5 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
Hurt them, ya lose yer head.
2 0 Acrobatics (Dex)
3
15 0 Animal Handling (…
BONDS
1 Arcana (Int)
1 5 Deception (Cha) NAME ATK DAMAGE/TYPE I regret lying to them and leaving them
0
0 Medicine (Wis)
1 Nature (Int) Magic Missile 1d4+1 Force Eyes of the Dark
0 Perception (Wis) Strength of the Grave
11 Light Crossbow +2 1d8 Piercing
3 Performance (Cha) Shapechanger
5 Persuasion (Cha) Dagger +2 1d4 Piercing
CHARISMA
Dual Personalities
1 Religion (Int)
3 0
0
Sleight of Hand (…
ATTACKS & SPELLCASTING Sorcery Points
Flexible Casting
Stealth (Dex)
16 0
0 Metamagic
Survival (Wis)
CP SP EP GP PP
Sorcery Points
SKILLS
Metamagic: Twinned Spell
1 Arcane Focus
Metamagic: Quickened Spell
10 PASSIVE WISDOM (PERCEPTION) 1 Light Crossbow
20 Crossbow Bolts FEATURES & TRAITS
1 Explorer's Pack
TOOL: Disguise Kit
2 Dagger
LANGUAGE: Common, Halfling, Undercommon
1 Backpack
WEAPON: Dagger, Dart, Light Crossbow,
1 Bedroll
Quarterstaff, Sling
EQUIPMENT
Total: Total:
EQUIPMENT
CHARISMA 13 5
0 CANTRIPS 3 0 6 0
Chill Touch
True Strike
4 0 7 0
Acid Splash
Fire Bolt
5 0 8 0
1 4
Magic Missile
9 0
Charm Person
Feather Fall
Shield
2 2
FEATURES & TRAITS
Eyes of the Dark Dual Personalities
Starting at 1st level, you have darkvision with Most of your fellow adventurers and the world Metamagic
a range of 120 feet. When you reach 3rd level know you as your persona. Those who seek to At 3rd level, you gain the ability to twist your
in this class, you learn the darkness spell, learn more about you—your weaknesses, your spells to suit your needs. You gain two of the
which doesn't count against your number of origins, your purpose—find themselves following Metamagic options of your choice.
sorcerer spells known. In addition, you can stymied by your disguise. Upon donning a You gain another one at 10th and 17th level.
cast it by spending 2 sorcery points or by disguise and behaving as your persona, you You can use only one Metamagic option on a
expending a spell slot. If you cast it with are unidentifiable as your true self. By spell when you cast it, unless otherwise noted.
sorcery points, you can see through the removing your disguise and revealing your
darkness created by the spell. true face, you are no longer identifiable as Sorcery Points
your persona. This allows you to change At 2nd level, you tap into a deep wellspring of
Strength of the Grave appearances between your two personalities magic within yourself. This wellspring is
Starting at 1st level, your existence in a twilight as often as you wish, using one to hide the represented by sorcery points, which allow you
state between life and death makes you other or serve as convenient camouflage. to create a variety of magical effects. You have
difficult to defeat. When damage reduces you However, should someone realize the 3 sorcery points, and you gain more as you
to 0 hit points, you can make a Charisma connection between your persona and your reach higher levels, as shown in the Sorcery
saving throw (DC 5 + the damage taken). On a true self, your deception might lose its Points column of the Sorcerer table. You can
success, you instead drop to 1 hit point. You effectiveness. never have more sorcery points than shown
can't use this feature if you are reduced to 0 hit on the table for your level. You regain all spent
points by radiant damage or by a critical hit. Sorcery Points sorcery points when you finish a long rest.
After the saving throw succeeds, you can't use At 2nd level, you tap into a deep wellspring of
this feature again until you finish a long rest. magic within yourself. This wellspring is Metamagic: Twinned Spell
represented by sorcery points, which allow you When you cast a spell that targets only one
Shapechanger to create a variety of magical effects. You have creature and doesn’t have a range of self, you
As an action, you can change your 2 sorcery points, and you gain more as you can spend a number of sorcery points equal to
appearance and your voice. You determine the reach higher levels, as shown in the Sorcery the spell’s level to target a second creature in
specifics of the changes, including your Points column of the Sorcerer table. You can range with the same spell (1 sorcery point if
coloration, hair length, and sex. You can also never have more sorcery points than shown the spell is a cantrip).
adjust your height and weight, but not so much on the table for your level. You regain all spent
that your size changes. You can make yourself sorcery points when you finish a long rest. Metamagic: Quickened Spell
appear as a member of another race, though When you cast a spell that has a casting time
none of your game statistics change. You can't Flexible Casting of 1 action, you can spend 2 sorcery points to
duplicate the appearance of a creature you've You can use your sorcery points to gain change the casting time to 1 bonus action for
never seen, and you must adopt a form that additional spell slots, or sacrifice spell slots to this casting.
has the same basic arrangement of limbs that gain additional sorcery points. You learn other
you have. Your clothing and equipment aren't ways to use your sorcery points as you reach
changed by this trait. You stay in the new form higher levels. Creating Spell Slots. You can
until you use an action to revert to your true transform unexpended sorcery points into one
form or until you die. spell slot as a bonus action on your turn. The
Creating Spell Slots table shows the cost of
creating a spell slot of a given level. You can
create spell slots no higher in level than 5th. A
1st level Spell Slot cost 2 Sorcery Points A 2nd
level Spell Slot cost 3 Sorcery Points A 3rd
level Spell Slot cost 5 Sorcery Points A 4th
level Spell Slot cost 6 Sorcery Points A 5th
level Spell Slot cost 7 Sorcery Points
Converting a Spell Slot to Sorcery Points. As a
bonus action on your turn, you can expend
one spell slot and gain a number of sorcery
points equal to the slot’s level.
SPELLS
Chill Touch Fire Bolt Charm Person
Necromancy cantrip Evocation cantrip Enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet Range: 30 feet
Target: The space of a creature within range Target: A creature or object within range Target: A humanoid you can see within range
Components: V S Components: V S Components: V S
Duration: 1 round Duration: Instantaneous Duration: 1 hour
Description: Description: Description:
You create a ghostly, skeletal hand in the You hurl a mote of fire at a creature or object You attempt to charm a humanoid you can see
space of a creature within range. Make a within range. Make a ranged spell attack within range. It must make a Wisdom saving
ranged spell attack against the creature to against the target. On a hit, the target takes throw, and does so with advantage if you or
assail it with the chill of the grave. On a hit, the 1d10 fire damage. A flammable object hit by your companions are fighting it. If it fails the
target takes 1d8 necrotic damage, and it can’t this spell ignites if it isn’t being worn or carried. saving throw, it is charmed by you until the
regain hit points until the start of your next This spell’s damage increases by 1d10 when spell ends or until you or your companions do
turn. Until then, the hand clings to the target. If you reach 5th level (2d10), 11th level (3d10), anything harmful to it. The charmed creature
you hit an undead target, it also has and 17th level (4d10). regards you as a friendly acquaintance. When
disadvantage on attack rolls against you until the spell ends, the creature knows it was
the end of your next turn. This spell’s damage Magic Missile charmed by you.
increases by 1d8 when you reach 5th level Evocation 1 At Higher Levels: When you cast this spell
(2d8), 11th level (3d8), and 17th level (4d8). Casting Time: 1 action using a spell slot of 2nd level or higher, you
Range: 120 feet can target one additional creature for each slot
True Strike Target: A creature of your choice that you can level above 1st. The creatures must be within
Divination cantrip see within range 30 feet of each other when you target them.
Casting Time: 1 action Components: V S
Range: 30 feet Duration: Instantaneous Feather Fall
Target: A target in range Description: Transmutation 1
Components: S You create three glowing darts of magical Casting Time: 1 reaction, which you take
Duration: ConcentrationUp to 1 round force. Each dart hits a creature of your choice when you or a creature within 60 feet of you
Description: that you can see within range. A dart deals 1d4 falls
You extend your hand and point a finger at a + 1 force damage to its target. The darts all Range: 60 feet
target in range. Your magic grants you a brief strike simultaneously, and you can direct them Target: Up to five falling creatures within
insight into the target’s defenses. On your next to hit one creature or several. range
turn, you gain advantage on your first attack At Higher Levels: When you cast this spell Components: V M
roll against the target, provided that this spell using a spell slot of 2nd level or higher, the Duration: 1 minute
hasn’t ended. spell creates one more dart for each slot Description:
above 1st. Choose up to five falling creatures within
Acid Splash range. A falling creature’s rate of descent
Conjuration cantrip slows to 60 feet per round until the spell ends.
Casting Time: 1 action If the creature lands before the spell ends, it
Range: 60 feet takes no falling damage and can land on its
Target: One creature within range or two feet, and the spell ends for that creature.
creatures within range that are within 5 feet of
each other Shield
Components: V S Abjuration 1
Duration: Instantaneous Casting Time: 1 reaction, which you take
Description: when you are hit by an attack or targeted by
You hurl a bubble of acid. Choose one the magic missile spell
creature within range, or choose two creatures Range: Self
within range that are within 5 feet of each Target: Self
other. A target must succeed on a Dexterity Components: V S
saving throw or take 1d6 acid damage. Duration: 1 round
Description:
An invisible barrier of magical force appears
and protects you. Until the start of your next
turn, you have a +5 bonus to AC, including
against the triggering attack, and you take no
damage from magic missile.