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Araniel Serinade: Sage Elf/High Elf

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Sorcerer [Draconic Bloodline] (9)

Sage
CLASS & LEVEL BACKGROUND PLAYER NAME
Araniel Serinade Elf/High Elf Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I fall in love very easily and very deeply
18 +4 30
0 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I will hold a grudge for the rest of my life

10 PERSONALITY TRAITS

Hit Point Maximum 60


+1 Strength
DEXTERITY
+5 Dexterity Aspiration. I am determined to
make something of myself
+4 ●
+8 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS

18 +2 Wisdom

+9 Charisma
I owe my friend a great debt for
forging me into the person I am
CONSTITUTION SAVING THROWS today
TEMPORARY HIT POINTS BONDS

+3 +4 Acrobatics (Dex) SUCCESSES I would do almost anything, including


17 +1 Animal Handling (Wis)
9x(1d6+3) risk my life, for precious stones
FAILURES

+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

+1 ●


+8 Deception (Cha)
+5 History (Int)
NAME ATK BONUS DAMAGE/TYPE

13 +1 Insight (Wis)
Dagger +8 1d4 + 4 piercing
Backpack
+4 Intimidation (Cha) Shortsword +8 1d6 + 4 piercing Bedroll
WISDOM +1 Investigation (Int)
+1 Medicine (Wis)
Quarterstaff +4 1d6 bludgeoning Bottle, glass
+1 +1 Nature (Int) Clothes, common
13

+5 Perception (Wis) Number of Crystal

+4 Performance (Cha)
+8 Persuasion (Cha)
Attacks: 1 Ink
CHARISMA
+1 Religion (Int) Ink pen
+4 +4 Sleight of Hand (Dex) Knife, Small
18
+4 Stealth (Dex)
+1 Survival (Wis)
Mess kit
SKILLS ATTACKS & SPELLCASTING
Pouch
Rations (1 day) x10
15 PASSIVE WISDOM (PERCEPTION)
CP
Rope, hempen
Tinderbox
Weapon Proficiencies:
SP
Torch x10
Crossbow, light; Dagger; Dart; Waterskin
EP
Longbow; Longsword;
Quarterstaff; Shortbow; circlet of blasting
Shortsword; Sling GP
10 cloak of elvenkind
Language Proficiencies: PP ring of protection
Celestial; Common; Draconic;
Druidic; Elvish; Sylvan

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
143 5'7" 120
AGE HEIGHT WEIGHT
Araniel Serinade purple dark white
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Araniel is the son of a powerful and respected sorcerer and a royal


guard swordswoman who cannot use magic. He was the middle child
of 6 children, three older brothers, one younger brother, and one
younger sister. His three brothers, adept magic wielders themselves,
are already employed as guardsmen. Araniel focused most on learning
magic, but was also trained to become a soldier. He’s the same age as
the prince, and because his parents are so high class he actually grew
up being friends with the prince, who gave Araniel a lot of really
expensive gifts, jewelry in particular. This sparked Araniel’s interest in
precious stones, especially when his siblings started getting jealous of
his friendship with the prince. It made him feel unique in his very large
family. His parents were humble despite their high status and they
disliked all the gifts, forcing Araniel to return them, but he kept a ring
that remains a special token of his friendship with the prince.

Years later, their land was brutally attacked and Araniel, still too young
to fight, stayed safely at home. In doing so, he watched his boyfriend
and one of his older brothers die, and another get his arm cut off, which
traumatized Araniel and made him realize he couldn’t be a soldier for
the rest of his life. In confiding with his friend, the prince suggested
Araniel become a royal precious stonesmith, Which Araniel was very
enthusiastic about, and the prince introduced him to a local jeweler.
There, Araniel began to neglect both his guardsman duties and magic
studies to learn the art of jewelry making, which his parents eventually
had to come to terms with when they realized how happy he was. He’s
still technically just an apprentice stonesmith and technically still
officially employed as a guardsman, but he periodically takes long
expeditions to discover new precious stones/metals. Because he’s
dabbled in so many skills, magic, fighting, and artisan, he’s trying to
prove he can become truly proficient in one thing for the rest of his life,
and he wants that one thing

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
High Elf
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Mending

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

4 3
SPELLS KNOWN

2 3

5 1
9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer
Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Acid Splash Counterspell
Booming Blade Gaseous Form
Friends
Green-Flame Blade
Poison Spray

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Burning Hands

Charm Person
4 3
Greater Invisibility
SPELLS KNOWN

2 3
Aganazzar’s Scorcher

Blindness/Deafness
Knock
5 1
See Invisibility
Cloudkill
9

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

Darkvision: 60 ft.
Immunities: magical-sleep

----------Bonus Actions----------
Flexible Casting. You can convert sorcery points into spell slots (level - point cost: 1st - 2,
2nd - 3, 3rd - 5, 4th - 6, 5th - 7). You can also convert spell slots into sorcery points equal to
the slot's level.

---------------Actions--------------
Circlet of Blasting. Cast 'scorching ray' with +5 attack bonus (use once/day).

Cloak of Elvenkind. Pull hood up and gain advantage on Stealth and others have
disadvantage on Perception checks to see you.

-----------Other Traits------------
Draconic Resilience. +1 HP/level, unarmored AC 13 + DEX modifier.

Elemental Affinity. Add CHA mod to one damage roll of a spell that deals poison damage,
you may also spend 1 sorcery pt. to gain resistance to that damage type for an hr.

Equipment. You possess a letter from a dead colleague posing a question you have not yet
been able to answer. Enter this manually as a custom item.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Researcher. When you attempt to learn or recall a piece of lore, if you do not know that
information, you often know where and from whom you can obtain it. Usually, this
information comes from a library, scriptorium, university, or a sage or other learned person
or creature. Your DM might rule that the knowledge you seek is secreted away in an almost
inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the
multiverse can require an adventure or even a whole campaign. .

Sorcery Points. You have 9 sorcery points (use 9 times/long rest).

Subtle Spell. Spend 1 sorcery pt. to cast a spell without somatic or verbal components.

Trance. Trance 4 hrs. instead of sleep 8.

Twinned Spell. Spend X sorcery pts. (min 1) to target two creatures with a single target
spell, where X is the spell level.

War Caster. You have practiced casting spells in the midst of combat, learning techniques
that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a
shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use
your reaction to cast a spell at the creature, rather than making an opportunity attack. The
spell must have a casting time of 1 action and must target only that creature.
Page 1

Mending Acid Splash Aganazzar’s Scorcher


High Elf - Transmutation cantrip DC 13 Spell Mod Sorcerer - Conjuration cantrip DC 16 Spell Mod +8 Sorcerer Level 2 Evocation DC 16 Spell Mod +8
+5
1 min Touch V,S,M Inst 1 Act. 60 ft V,S Inst 1 Act. 30 ft V,S,M Inst
Two lodestones A red dragon’s scale

This spell repairs a single break or tear in an You hurl a bubble of acid. Choose one creature A line of roaring flame 30 feet long and 5 feet
object you touch, such as a broken chain link, within range, or choose two creatures within wide emanates from you in a direction you
two halves of a broken key, a torn cloak, or a range that are within 5 feet of each other. A choose. Each creature in the line must make a
leaking wineskin. As long as the break or tear target must succeed on a Dexterity saving Dexterity saving throw. A creature takes 3d8
is no larger than 1 foot in any dimension, you throw or take 1d6 acid damage. This spell's fire damage on a failed save, or half as much
mend it, leaving no trace of the former damage increases by 1d6 when you reach 5th damage on a successful one. At Higher Levels:
damage. This spell can physically repair a level (2d6), 11th level (3d6), and 17th level When you cast this spell using a spell slot of
magic item or construct, but the spell can't (4d6). 3rd level or higher, the damage increases by
restore magic to such an object. 1d8 for each slot level above 2nd.

Blindness/Deafness Booming Blade Burning Hands


Sorcerer Level 2 Necromancy DC 16 Spell Mod +8 Sorcerer - Evocation cantrip DC 16 Spell Mod +8 Sorcerer Level 1 Evocation DC 16 Spell Mod +8
1 Act. 30 ft V 1 min 1 Act. 5 ft V,M 1 Act. Self V,S Inst
A weapon

You can blind or deafen a foe. Choose one As part of the action used to cast this spell, you As you hold your hands with thumbs touching
creature that you can see within range to make must make a melee attack with a weapon and fingers spread, a thin sheet of flames
a Constitution saving throw. If it fails, the against one creature within the spell's range, shoots forth from your outstretched
target is either blinded or deafened (your otherwise the spell fails. On a hit, the target fingertips. Each creature in a 15-foot cone
choice) for the duration. At the end of each of suffers the attack's normal effects, and it must make a Dexterity saving throw. A
its turns, the target can make a Constitution becomes sheathed in booming energy until the creature takes 3d6 fire damage on a failed
saving throw. On a success, the spell ends. At start of your next turn. If the target willingly save, or half as much damage on a successful
Higher Levels. When you cast this spell using a moves before then, it immediately takes 1d8 one. The fire ignites any flammable objects in
spell slot of 3rd level or higher, you can target thunder damage, and the spell ends. This the area that aren't being worn or carried. At
one additional creature for each slot level spell's damage increases when you reach Higher Levels. When you cast this spell using a
above 2nd. higher levels. At 5th level, the melee attack spell slot of 2nd level or higher, the damage
deals an extra 1d8 thunder damage to the increases by 1d6 for each slot level above 1st.
target, and the damage the target takes for
moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level and 17th level.

Charm Person Cloudkill Counterspell


Sorcerer Level 1 Enchantment DC 16 Spell Mod +8 Sorcerer Level 5 Conjuration DC 16 Spell Mod +8 Sorcerer Level 3 Abjuration DC 16 Spell Mod +8
1 Act. 30 ft V,S 1 hr 1 Act. 120 ft V,S Conc, 10 mins 1 reAct. 60 ft S Inst

You attempt to charm a humanoid you can see You create a 20-foot-radius sphere of You attempt to interrupt a creature in the
within range. It must make a Wisdom saving poisonous, yellow-green fog centered on a process of casting a spell. If the creature is
throw, and does so with advantage if you or point you choose within range. The fog casting a spell of 3rd level or lower, its spell
your companions are fighting it. If it fails the spreads around corners. It lasts for the fails and has no effect. If it is casting a spell of
saving throw, it is charmed by you until the duration or until strong wind disperses the 4th level or higher, make an ability check
spell ends or until you or your companions do fog, ending the spell. Its area is heavily using your spellcasting ability. The DC equals
anything harmful to it. The charmed creature obscured. When a creature enters the spell's 10 + the spell’s level. On a success, the
regards you as a friendly acquaintance. When area for the first time on a turn or starts its creature’s spell fails and has no effect. At
the spell ends, the creature knows it was turn there, that creature must make a Higher Levels: When you cast this spell using a
charmed by you. At Higher Levels. When you Constitution saving throw. The creature takes spell slot of 4th level or higher, the
cast this spell using a spell slot of 2nd level or 5d8 poison damage on a failed save, or half as interrupted spell has no effect if its level is less
higher, you can target one additional creature much damage on a successful one. Creatures than or equal to the level of the spell slot you
for each slot level above 1st. The creatures are affected even if they hold their breath or used.
must be within 30 feet of each other when you don't need to breathe. The fog moves 10 feet
target them. away from you at the start of each of your
turns, rolling along the surface of the ground.
The vapors, being heavier than air, sink to the
lowest level of the land, even pouring down
openings. At Higher Levels. When you cast
Page 1 (reverse)

Cloudkill (reverse)
this spell using a spell slot of 6th level or
higher, the damage increases by 1d8 for each
slot level above 5th.
Page 2

Friends Gaseous Form Greater Invisibility


Sorcerer - Enchantment cantrip DC 16 Spell Mod +8 Sorcerer Level 3 Transmutation DC 16 Spell Mod +8 Sorcerer Level 4 Illusion DC 16 Spell Mod +8
1 Act. self S,M Conc, 1 min 1 Act. Touch V,S,M Conc, 1 hr 1 Act. Touch V,S Conc, 1 min
A small amount of makeup applied to the face as this A bit of gauze and a wisp of smoke
spell is cast

For the duration, you have advantage on all You transform a willing creature you touch, You or a creature you touch becomes invisible
Charisma checks directed at one creature of along with everything it's wearing and until the spell ends. Anything the target is
your choice that isn't hostile toward you. carrying, into a misty cloud for the duration. wearing or carrying is invisible as long as it is
When the spell ends, the creature realizes that The spell ends if the creature drops to 0 hit on the target's person.
you used magic to influence its mood and points. An incorporeal creature isn't affected.
becomes hostile toward you. A creature prone While in this form, the target's only method of
to violence might attack you. Another creature movement is a flying speed of 10 feet. The
might seek retribution in other ways (at the target can enter and occupy the space of
DM's discretion), depending on the nature of another creature. The target has resistance to
your interaction with it. nonmagical damage, and it has advantage on
Strength, Dexterity, and Constitution saving
throws. The target can pass through small
holes, narrow openings, and even mere cracks,
though it treats liquids as though they were
solid surfaces. The target can't fall and
remains hovering in the air even when
stunned or otherwise incapacitated. While in
the form of a misty cloud, the target can't talk
or manipulate objects, and any objects it was

Green-Flame Blade Knock Poison Spray


Sorcerer - Evocation cantrip DC 16 Spell Mod +8 Sorcerer Level 2 Transmutation DC 16 Spell Mod +8 Sorcerer - Conjuration cantrip DC 16 Spell Mod +8
1 Act. 5 ft V,M Inst 1 Act. 60 ft V Inst 1 Act. 10 ft V,S Inst
A weapon

As part of the action used to cast this spell, you Choose an object that you can see within You extend your hand toward a creature you
must make a melee attack with a weapon range. The object can be a door, a box, a chest, can see within range and project a puff of
against one creature within the spell's range, a set of manacles, a padlock, or another object noxious gas from your palm. The creature
otherwise the spell fails. On a hit, the target that contains a mundane or magical means must succeed on a Constitution saving throw
suffers the attack's normal effects, and green that prevents access. A target that is held shut or take 1d12 poison damage. This spell’s
fire leaps from the target to a different by a mundane lock or that is stuck or barred damage increases by 1d12 when you reach 5th
creature of your choice that you can see within becomes unlocked, unstuck, or unbarred. If level (2d12), 11th level (3d12), and 17th level
5 feet of it. The second creature takes fire the object has multiple locks, only one of them (4d12).
damage equal to your spellcasting ability is unlocked. If you choose a target that is held
modifier. This spell's damage increases when shut with arcane lock, that spell is suppressed
you reach higher levels. At 5th level, the melee for 10 minutes, during which time the target
attack deals an extra 1d8 fire damage to the can be opened and shut normally. When you
target, and the fire damage to the second cast the spell, a loud knock, audible from as far
creature increases to 1d8 + your spellcasting away as 300 feet, emanates from the target
ability modifier. Both damage rolls increase by object.
1d8 at 11th level and 17th level.

See Invisibility
Sorcerer Level 2 Divination DC 16 Spell Mod +8
1 Act. Self V,S,M 1 hr
A pinch of talc and a small sprinkling of powdered
silver

For the duration, you see invisible creatures


and objects as if they were visible, and you can
see into the Ethereal Plane. Ethereal creatures
and objects appear ghostly and translucent.
Page 2 (reverse)

Gaseous Form (reverse)


carrying or holding can't be dropped, used, or
otherwise interacted with. The target can't
attack or cast spells.

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