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Neke

CHARACTER NAME

Sorcerer 1

Folk Hero

CLASS & LEVEL

BACKGROUND

Human

Chaotic Good

RACE

ALIGNMENT

Neke
PLAYER NAME

EXPERIENCE POINTS

INSPIRATION

STRENGTH

11

15
2

ARMOR
CLASS

PROFICIENCY BONUS

+2

30

INITIATIVE

SPEED

I judge people by their actions, not their actions


I'm confident in my own abilities and do what I
can to instill confidence in others
PERSONALITY TRAITS

0
0

Strength

Dexterity

15

Constitution

Intelligence

Wisdom

Charisma

DEXTERITY

CONSTITUTION

Hit Point Maximum

Respect: People deserve to be treated


with dignity and respect. (Good)

My tools are symbols of my past life, and I


carry them so that I will never forget my
roots.

SAVING THROWS

TEMPORARY HIT POINTS

Acrobatics (Dex)

Animal Handling (Wis)

Arcana (Int)

Athletics (Str)

Deception (Cha)

History (Int)

Insight (Wis)

Intimidation (Cha)

WISDOM

Investigation (Int)

14

Medicine (Wis)

Nature (Int)

Perception (Wis)

Performance (Cha)

Persuasion (Cha)

Religion (Int)

Sleight of Hand (Dex)

Stealth (Dex)

Survival (Wis)

INTELLIGENCE

11
0

2
CHARISMA

16
3

Total

HIT DICE

NAME

BONDS

I have a weakness for the vices


of the city, especially hard drink.

DEATH SAVES

FLAWS

ATK BONUS DAMAGE/TYPE

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

Common
Elvish
Draconic

SUCCESSES
FAILURES

SKILLS

12

IDEALS

CURRENT HIT POINTS

12
1

SP

2 Daggers
Quarterstaff
Explorer's Pack

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

Neke
CHARACTER NAME

19

5'10"

AGE

HEIGHT

140lbs
WEIGHT

hazel green

tan brown

short shaggy brown

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Trinket- An ornate scabbard that


fits no blade you have found so
far.

CHARACTER BACKSTORY

TREASURE
TM & 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Sorcerer
SPELLCASTING
CLASS

CANTRIPS

CHA

13

+5

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

Shocking Grasp
Prestidigitation
Blade Ward

SPELL
LEVEL

SLOTS TOTAL

ED

EPAR

PR

SLOTS EXPENDED

SPELLS KNOWN

Thunderwave
Shield

SPELL NAME

5
9

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Spell Descriptions
Shocking Grasp
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to
a creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made of metal. On a hit,
the target takes 1d8 lightning damage, and it cant take
reactions until the start o f its next turn.
The spells damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice
spellcasters use for practice. You create one of the
following magical effects within range:
You create an instantaneous, harmless sensory effect,
such as a shower of sparks, a puff of wind, faint musical
notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch,
or a small campfire.
You instantaneously clean or soil an object no larger
than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving
material for 1 hour.
You make a color, a small mark, or a symbol appear on
an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image
that can fit in your hand and that lasts until the end of
your next turn. If you cast this spell multiple times, you
can have up to
three of its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.

Blade Ward
Abjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the
air. Until the end o f your next turn, you have resistance
against bludgeoning, piercing, and slashing damage
dealt by weapon attacks.

Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit o f fleece)
Duration: 1 minute
You create a sound or an image of an object within
range that lasts for the duration. The illusion also ends if
you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a
whisper to a scream. It can be your voice, someone
elses voice, a lions roar, a beating o f drums, or any
other sound you choose. The sound continues unabated
throughout the duration, or you can make discrete
sounds at different times before the spell ends.
If you create an image of an objectsuch as a chair,
muddy footprints, or a small chestit must be no larger
than a 5-foot cube. The image cant create sound, light,
smell, or any other sensory effect. Physical interaction
with the image reveals it to be an illusion, because
things can pass through it.
If a creature uses its action to examine the sound or
image, the creature can determine that it is an illusion
with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the illusion becomes faint to
the creature.

Thunderwave
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps
out from you. Each creature in a
15-foot cube originating from you
must make a Constitution saving
throw. On a failed save, a creature
takes 2d8 thunder damage and is
pushed 10 feet away from you. On
a successful save, the creature
takes half as much damage and
isnt pushed.
In addition, unsecured objects that
are completely within the area of
effect are automatically pushed 10
feet away from you by the spells
effect, and the spell emits a
thunderous boom audible out to
300 feet.
At Higher Levels. When you cast
this spell using a spell slot of 2nd
level or higher, the damage
increases by 1d8 for each slot level
above 1st.

Shield
1st-level abjuration
Casting Time: 1 reaction, which you
take when you are hit by an attack
or targeted by the magic missile
spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force
appears and protects you. Until the
start o f your next turn, you have a
+5 bonus to AC, including against
the triggering attack, and you take
no damage from magic missile.

Backstory

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