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Kalan lvl 3 sorcerer

Jan 31st, 2015
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  1. Kalan
  2. Male Human Noble Sorcerer 3
  3. Chaotic Good
  4. Size: Medium Speed: 30 feet
  5. ------------------------------------------------------------------------------------------------------------------------
  6. Strength 10 (+0) Strength save: + 0
  7. Dexterity 17 (+3) Dexterity save: + 3 = + 3 [dexterity]
  8. Constitution 11 (+0) Constitution save: + 2 = + 2 [proficiency]
  9. Intelligence 14 (+2) Intelligence save: + 2 = + 2 [intelligence]
  10. Wisdom 16 (+3) Wisdom save: + 3 = + 3 [wisdom]
  11. Charisma 19 (+4) Charisma save: + 6 = + 4 [charisma] + 2 [prof.]
  12. ------------------------------------------------------------------------------------------------------------------------
  13. Proficiency bonus: +2
  14. Initiative modifier: + 3 = + 3 [dexterity]
  15. Insight (passive): 13 (18 with advantage)
  16. Investigation (passive): 14 (19 with advantage)
  17. Perception (passive): 15 (20 with advantage)
  18. ------------------------------------------------------------------------------------------------------------------------
  19.  
  20. Maximum Hit Points: 18/18 Sorcery Points: 3/3 Luck Points: 3/3
  21. Armor Class: 13 = 10 + 3 [dexterity]
  22. ------------------------------------------------------------------------------------------------------------------------
  23. SPELLS PER DAY (LONG REST)
  24. Cantrips: ∞ 1st Level: 4 2nd Level: 2
  25.  
  26. ------------------------------------------------------------------------------------------------------------------------
  27. Attack (handheld / thrown): + 2 + 2 [proficiency]
  28. Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
  29.  
  30. Unarmed strike [+2 to hit; 1 bludgeoning]
  31. 2 Daggers [+5 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
  32. Quarterstaff [+2 to hit; 1d6 bludgeoning, 4 lb, versatile (1d8)]
  33. Crossbow, light [+5 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
  34. ------------------------------------------------------------------------------------------------------------------------
  35. Carry: 150 lb maximum
  36. For groups using the optional encumberance rules:
  37. If carrying more than 50 lb, encumbered -- -10 on speed
  38. If carrying more than 100 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
  39.  
  40. Languages: Common, Draconic
  41.  
  42. Feats:
  43. Lucky -You have inexplicable luck that seems to kick in at just the right moment.
  44. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one o f your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  45. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
  46. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  47. You regain your expended luck points when you finish a long rest.
  48. ------------------------------------------------------------------------------------------------------------------------
  49. Skills
  50. Skill Name Key Ability Skill Modifier Ability Mod. Trained Misc. Mod.
  51. Acrobatics Dex 3 = +3 -
  52. Animal Handling Wis 3 = +3 -
  53. Arcana Int 4 = +2 + 2
  54. Athletics Str 0 = +0 -
  55. Deception Cha 6 = +4 + 2
  56. History Int 2 = +2 -
  57. Insight Wis 3 = +3 -
  58. Intimidation Cha 4 = +4 -
  59. Investigation Int 4 = +2 + 2
  60. Medicine Wis 3 = +3 -
  61. Nature Int 2 = +2 -
  62. Perception Wis 5 = +3 + 2
  63. Performance Cha 4 = +4 -
  64. Persuasion Cha 6 = +4 + 2
  65. Religion Int 2 = +2 -
  66. Sleight of Hand Dex 3 = +3 -
  67. Stealth Dex 3 = +3 -
  68. Survival Wis 3 = +3 -
  69.  
  70. Sorcerer spells:
  71. First-level castings: 4/day
  72. Second-level castings: 2/day
  73. The DC to resist your spells is 8 + proficiency bonus + your charisma modifier.
  74. Spell Attack Modifier = your proficiency bonus + your charisma modifier
  75. (14) DC spell resist 14 = 8 + 2 + 4
  76. (6) Spell Attack Mod 6 = 2 + 4
  77.  
  78. ------------------------------------------------------------------------------------------------------------------------
  79. Level 2: Sorcerery points equal to sorcerer level (3). Regained after each long rest. Allow flexible casting and metamagic.
  80. Flexible Casting
  81. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
  82. Creating Spell Slots. You can transform unexpended sorcery points into one 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.
  83.  
  84. Creating Spell Slots
  85. Spell Slot Sorcery Level Point Cost
  86. 1st 2
  87. 2nd 3
  88. 3rd 5
  89. 4th 6
  90. 5th 7
  91.  
  92. 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.
  93. ------------------------------------------------------------------------------------------------------------------------
  94.  
  95. Wild Magic Sorcerer
  96. Wild Magic Surge
  97.  
  98. Starting when you choose this origin at 1st level, your spellcasting can unleash surges o f untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. (PUTTING TABLE AT END OF CHARACTER SHEET, SINCE ITS REALLY LARGE)
  99.  
  100. Tides of Chaos
  101.  
  102. Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. (HOWEVER) Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
  103.  
  104.  
  105. At sorcerer level 3, Kalan knows 4 Sorcerer Cantrips.
  106. At sorcerer level 3, Kalan knows 4 sorcerer spells
  107. At sorcerer level 3, Kalan knows 2 sorcerer metamagics.
  108. ------------------------------------------------------------------------------------------------------------------------
  109. (BOLDED SPELLS are spells Kalan knows, left in other spell names IN CASE you think I should take something else over something else. I picked mostly for a few damage spells, and some for rp purposes....sort of? hehe. Also copy pasted spell and metamagic discriptions for your reference!)
  110. Sorcerer Cantrips:
  111. Acid Splash Blade Ward Chill Touch Dancing Lights Fire Bolt Friends Light Mage Hand Mending Message Minor Illusion Poison Spray Prestidigitation Ray of Frost Shocking Grasp True Strike
  112. ------------------------------------------------------------------------------------------
  113. Chill Touch
  114. Necromancy cantrip
  115. Casting Time: 1 action
  116. Range: 120 feet
  117. Components: V, S
  118. Duration: 1 round
  119. You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
  120. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  121. ------------------------------------------------------------------------------------------
  122. Fire Bolt
  123. Evocation cantrip
  124. Casting Time: 1 action
  125. Range: 120 feet
  126. Components: V, S
  127. Duration: Instantaneous
  128. You hurl a mote o f fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
  129. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  130. ------------------------------------------------------------------------------------------
  131. Mage Hand
  132. Conjuration cantrip
  133. Casting Time: 1 action
  134. Range: 30 feet
  135. Components: V, S
  136. Duration: 1 minute
  137. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out o f a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
  138. ------------------------------------------------------------------------------------------
  139. Shocking Grasp
  140. Evocation cantrip
  141. Casting Time: 1 action
  142. Range: Touch
  143. Components: V, S
  144. Duration: Instantaneous
  145. 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 can’t take reactions until the start of its next turn.
  146. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  147. ------------------------------------------------------------------------------------------------------------------------
  148. First Level Sorcerer Spells:
  149. Burning Hands Charm Person Chromatic Orb Color Spray Comprehend Languages Detect Magic Disguise Self Expeditious Retreat False Life Feather Fall Fog Cloud Jump Mage Armor Magic Missile Ray of Sickness Shield Silent Image Sleep Thunderwave Witch Bolt
  150. ------------------------------------------------------------------------------------------Detect Magic
  151. 1st-level divination (ritual)
  152. Casting Time: 1 action
  153. Range: Self
  154. Components: V, S
  155. Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet o f you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you
  156. learn its school o f magic, if any. The spell can penetrate most barriers, but it is blocked
  157. by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  158. ------------------------------------------------------------------------------------------
  159. Magic Missile
  160. 1st-level evocation
  161. Casting Time: 1 action
  162. Range: 120 feet
  163. Components: V, S
  164. Duration: Instantaneous
  165. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its
  166. target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
  167. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  168. ------------------------------------------------------------------------------------------
  169. Witch Bolt
  170. 1st-level evocation
  171. Casting Time: 1 action
  172. Range: 30 feet
  173. Components: V, S, M (a twig from a tree that has been
  174. struck by lightning)
  175. Duration: Concentration, up to 1 minute .
  176. A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
  177. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
  178. ------------------------------------------------------------------------------------------------------------------------
  179. Second Level Sorcerer spells:
  180. Alter Self Blindness / Deafness Blur Cloud of Daggers Crown of Madness Darkness Darkvision Detect Thoughts Enhance Ability Enlarge / Reduce Gust of Wind Hold Person Invisibility Knock Levitate Mirror Image Misty Step Phantasmal Force Scorching Ray See Invisibility Shatter Spider Climb Suggestion Web
  181. ------------------------------------------------------------------------------------------
  182. Suggestion
  183. 2nd-level enchantment
  184. Casting Time: 1 action
  185. Range: 30 feet
  186. Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
  187. Duration: Concentration, up to 8 hours
  188.  
  189. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
  190. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously
  191. harmful act ends the spell.
  192. The target must make a Wisdom saving throw. On a failed save, it pursues the course o f action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
  193. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.
  194.  
  195. ------------------------------------------------------------------------------------------------------------------------
  196. METAMAGIC
  197. Careful Spell Distant Spell Empowered Spell Extended Spell Heightened Spell
  198. Quickened Spell Subtle Spell Twinned Spell
  199.  
  200. Quickened Spell
  201. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  202.  
  203. Twinned Spell
  204. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second
  205. creature in range with the same spell (1 sorcery point if the spell is a cantrip).
  206.  
  207. ------------------------------------------------------------------------------------------------------------------------
  208. Human (This section can be deleted if wish, kept for clarity sake.)
  209. The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat. (Instead of geting 1 ability point for ALL abilites.)
  210. This Human chose +1 on dexterity (already included).
  211. This Human chose +1 on charisma (already included).
  212. Humans learn one extra language. (already included).
  213. Noble
  214. - You are from a prominent family, or perhaps a knight. Rank has some privileges.
  215. - You are proficient in riding a horse.
  216. - One extra language of your choice (already included).
  217. Kalan is proficient with at least 1 game(s). Dice game? (OH GOD ITS A RP WITHIN A RP?!)
  218. ------------------------------------------------------------------------------------------------------------------------
  219. Kalan's Equipment:
  220. 12 lb Weapons (from above, light crossbow, daggers, quarterstaff)
  221. 2 lb Crossbow bolts (quiver of 20) x 1
  222. 5 lb Backpack
  223. 5 lb Crowbar
  224. 3 lb Hammer
  225. 3 lb Pitons (bag of 4) x 10
  226. 20 lb Rations (1 day) x 10
  227. 10 lb Rope (50', hempen) x 1
  228. 1 lb Tinderbox
  229. 10 lb Torches x 10
  230. 5 lb Waterskins x 1
  231. 4 lb Staff
  232. 2 lb Spell component pouch
  233. -- Gaming set (dice) (proficient)
  234. -- Signet ring
  235. -- Set of Fine Clothes
  236. -- Set of Common Clothes
  237. -- Scroll of Pedigree
  238. _____
  239. 82 lb Total
  240.  
  241. (When setting out of town...I DONT CARRY A CROWBAR WITH ME AROUND TOWN...or...do...I?.....Why do I have a crowbar...OH GOD...)
  242.  
  243. Noble (Soldier)
  244. Personality Traits: Despite my noble birth, I do not place myself above other folk. We all have the same blood. I'm willing to listen to every side of an argument before I make my own Judgement.
  245. Ideal(s): Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
  246. Bond(s): I am in love with an elf of a family that my family despises.
  247. Flaw(s): I can't resist a pretty face.
  248. ------------------------------------------------------------------------------------------------------------------------
  249. LATER LEVELS, KEEPING FOR FUTURE REFERENCE
  250. Sorcerer
  251. Level 20: Restore 4 sorcery points after each short rest.
  252. Wild Magic Sorcerer
  253. Level 6: Spend 2 sorcerery points to add or subtract 1d4 on a result
  254. Level 14: Roll twice on wild surge results and take which result you prefer
  255. Level 18: Spell Bombardment
  256. ------------------------------------------------------------------------------------------------------------------------
  257.  
  258.  
  259. (Ok, WILD MAGIC TIME, LONG TABLE)
  260. Wild Magic Surge
  261. d100 Effect d100 Effect
  262.  
  263. 01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. (THIS COULD BE HORRIBLE)
  264. 03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
  265. 05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
  266. 07-08 You cast fireball as a 3rd-level spell centered on yourself. (OUCH)
  267. 09-10 You cast magic missile as a 5th-level spell.
  268. 11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
  269. 13-14 You cast confusion centered on yourself.
  270. 15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
  271. 17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
  272. 19-20 You cast grease centered on yourself.
  273. 21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
  274. 23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
  275. 25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
  276. 27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
  277. 29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
  278. 31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
  279. 33-34 Maximize the damage of the next damaging spell you cast within the next minute.
  280. 35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
  281. 37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
  282. 39-40 You regain 2d10 hit points.
  283. 41-42 You turn into a potted plant until the start of your minute. next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
  284. 43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
  285. 45-46 You cast levitate on yourself.
  286. 47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
  287. 49-50 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
  288. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
  289. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
  290. 55-56 Your hair falls out but grows back within 24 hours.
  291. 57-58 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
  292. 59-60 You regain your lowest-level expended spell slot.
  293. 61-62 For the next minute, you must shout when you speak.
  294. 63-64 You cast fog cloud centered on yourself.
  295. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
  296. 67-68 You are frightened by the nearest creature until the end of your next turn.
  297. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
  298. 71-72 You gain resistance to all damage for the next minute.
  299. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
  300. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
  301. 77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
  302. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
  303. 81-82 You can take one additional action immediately.
  304. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
  305. 85-86 You cast mirror image.
  306. 87-88 You cast fly on a random creature within 60 feet of you.
  307. 89-90 You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
  308. 91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
  309. 93-94 Your size increases by one size category for the next minute.
  310. 95-96. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
  311. 97-98 You are surrounded by faint, ethereal music for the next minute.
  312. 99-00 You regain all expended sorcery points.
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