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Sorcerer 2 Sailor/Pirate Paul

CLASS & LEVEL BACKGROUND PLAYER NAME


Dartanion Corpseater
Dragon Born Neutral 598
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +1 30 I like a job well done,
15 ARMOR especially if I can convince
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED someone else to do it.
+2 PERSONALITY TRAITS

Hit Point Maximum 9


+1
Strength
DEXTERITY Mastery- I'm a predator and the
+1
Dexterity
other ships on the sea are my prey
13 ● +2
Constitution
CURRENT HIT POINTS IDEALS
+1
Intelligence
+1 0
Wisdom
Ruthless pirates murdered my captain and
● +4
Charisma crewmates, plundered our ship, and left me
CONSTITUTION to die. Vengeance will be mine!
SAVING THROWS
TEMPORARY HIT POINTS BONDS
8
+1
Acrobatics (Dex) Total SUCCESSES
I cant help but pocket loose coins
-1
0
Animal Handling (Wis) 1D6 FAILURES and other trinkets I come across
+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+4
Athletics (Str)

12 +2
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+1
History (Int) Dragconic Ancestry- Black
Handaxe +2 1D6+2
+1 0
Insight (Wis) Whenever you make a Charisma

+4
Intimidation (Cha) Daggers +2 1D4+2 check when interacting with
WISDOM +1
Investigation (Int)
dragons, your proficiency bonus is
doubled.
0
Medicine (Wis)
10 +1
Nature (Int)
Cantrip-
Chill touch- 1D8 necrotic damage and it cant regain hit points until the Damage Resistance- You have
start of your next turn
0

+2
Perception (Wis) Dancing Light- creates 4 torches that sends 10' radius each of light, resistance to the damage type
Firebolt- 1D10 fire damage, 120' range,
+2
Performance (Cha) Mending- Repairs a single break or tear in an object associated with your draconic

+4
Persuasion (Cha)
1st Level Spells- ancestry.
CHARISMA Color Spray 6D10 creatures in a 15' cone.
Magic Missile 1D4+1 force damage per dart (start with 3 darts and add
+1
Religion (Int) dart per level)
Special Ability- On a roll of 20, does
14 +2
Sleight of Hand (Dex)
Sleep- Roll 5d8, the total is how many hit points of creatures this spell
can affect. Creatures within 20 feet of a point you choose within range
are affected in ascending order of their current hit points (ignoring acid damage from both ends.
+2
Stealth (Dex) unconscious creatures).
Breath Weapon- acid 5 by 30' line - DC-9
+2 2D6 on fail save, 1/2 damage on successful save
0
Survival (Wis) Demigorgon Tattoo- Allows you to
see through solid stone 5 mins- once
SKILLS ATTACKS & SPELLCASTING
a day. Also can read any runes on
stone for 5 mins- once a day.
+2 PASSIVE WISDOM (PERCEPTION)
CP Leather Armor,
Charisma is your spellcasting ability.
Belaying pin (club), You use your Charisma whenever a
SP 50' of silk rope, spell refers to your spellcasting
Languages- Common,
common clothes, ability. Use your Charisma modifier
Draconic when setting the saving throw DC for
EP
Handaxe, 2 Daggers,
a sorcerer spell you cast and when
Dungeoneer's pack,
Proficiencies- Daggers, slings, GP 50 making an attack roll with one.
staff Spell save DC= 12
quarterstaffs, light crossbows,
Spell attack modifier= 4
Navigators tools, Water PP

vehicles

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
14 12 4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

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