Advertisement
flareth

WIP Silas Sheet

Sep 30th, 2019
178
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.47 KB | None | 0 0
  1. Character Name: Silas Hills
  2. Player Name: Flareth
  3. Class/Level: Wild Magic Sorcerer/1
  4. Race: Bherchaya
  5. Age: 27
  6. Height: 6'0”
  7. Weight: 200 lbs
  8. Alignment: Chaotic Neutral
  9. Background: Entertainer (Storyteller)
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores:                Modifier   Saving Throws
  15. Strength ........ 14... (+2) ........ [ ]
  16. Dexterity ....... 13 ... (+1) ........ [ ]
  17. Constitution .... 16 ... (+3) ........ [X]
  18. Wisdom .......... 13 ... (+1) ........ [ ]
  19. Intelligence .... 8 ... (-1) ........ [ ]
  20. Charisma ........ 17 ... (+3) ........ [X]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 30 ft
  26. Armor Class ..... (AC) 10
  27. Initiative ...... +1 (Dex modifier)
  28.  
  29. Hit Points ...... 6
  30. Hit Dice ........ (1d6)/1d8/1d10
  31. Hit Dice Total .. 1
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures:  [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 11
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier   Skill (Ability Mod)    Proficiency?
  43. [+1] ... Acrobatics (Dex) ........... [X]
  44. [+3] ... Animal Handling (Cha) ...... [ ]
  45. [-1] ... Arcana (Int) ............... [ ]
  46. [+2] ... Athletics (Str) ............ [ ]
  47. [+3] ... Deception (Cha) ............ [X]
  48. [-1] ... History (Int) .............. [ ]
  49. [+1] ... Insight (Wis) .............. [ ]
  50. [+3] ... Intimidation (Cha) ......... [ ]
  51. [-1] ... Investigation (Int) ........ [ ]
  52. [+1] ... Medicine (Wis) ............. [ ]
  53. [-1] ... Nature (Int) ............... [ ]
  54. [+1] ... Perception (Wis) ........... [ ]
  55. [+3] ... Performance (Cha) .......... [X]
  56. [+3] ... Persuasion (Cha) ........... [X]
  57. [-1] ... Religion (Int) ............. [ ]
  58. [+1] ... Sleight of Hand (Dex) ...... [ ]
  59. [+1] ... Stealth (Dex) .............. [ ]
  60. [+1] ... Survival (Wis) ............. [ ]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name:   Atk Bonus:  Damage/Type:
  66. [ ] Quarterstaff[ +4] ......... [ ] 1d6 Bludgeoning
  67. [ ] Dagger [+4 ] ......... [ ] 1d4 Piercing
  68. [ ] Dagger [+4 ] ......... [ ] 1d4 Piercing
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. 00cp, 00sp, 00gp, 00ep, 00pp
  73.  
  74. Other Equipment:
  75. -A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp . Component Pouch, Dungeoneer's Pack,
  76.  
  77.  
  78. --- Features and Traits ---
  79.  
  80. -
  81.  
  82. Spellcasting
  83. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
  84.  
  85. Cantrips
  86. At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
  87.  
  88. Spell Slots
  89. The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
  90.  
  91. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
  92.  
  93. Spells Known of 1st Level and Higher
  94. You know two 1st-level spells of your choice from the sorcerer spell list.
  95.  
  96. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
  97.  
  98. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
  99.  
  100. Spellcasting Ability
  101. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
  102.  
  103. Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  104. Spell attack modifier = your proficiency bonus + your Charisma modifier
  105. Spellcasting Focus
  106. You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.
  107.  
  108. Sorcerous Origin
  109. Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins
  110.  
  111. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
  112.  
  113. Font of Magic
  114. At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects
  115.  
  116. Sorcery Points
  117. You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  118.  
  119. Flexible Casting
  120. 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.
  121.  
  122. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. 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.
  123. Creating Spell Slots
  124. Spell Slot Level Sorcery Point Cost
  125. 1st 2
  126. 2nd 3
  127. 3rd 5
  128. 4th 6
  129. 5th 7
  130. 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.
  131. Metamagic
  132. At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
  133.  
  134. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
  135.  
  136. Careful Spell
  137. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  138.  
  139. Distant Spell
  140. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
  141.  
  142. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  143.  
  144. Empowered Spell
  145. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
  146.  
  147. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  148.  
  149. Extended Spell
  150. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  151.  
  152. Heightened Spell
  153. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  154.  
  155. Quickened Spell
  156. 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.
  157.  
  158. Subtle Spell
  159. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  160.  
  161. Twinned Spell
  162. When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
  163.  
  164. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
  165.  
  166. Ability Score Improvement
  167. When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  168.  
  169. If your DM allows the use of feats, you may instead take a feat.
  170.  
  171. Sorcerous Origin feature
  172. At 6th level, you gain a feature granted by your Sorcerous Origin.
  173.  
  174. Ability Score Improvement
  175. When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  176.  
  177. If your DM allows the use of feats, you may instead take a feat.
  178.  
  179. Metamagic
  180. At 10th level, you learn an additional metamagic option.
  181.  
  182. Ability Score Improvement
  183. When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  184.  
  185. If your DM allows the use of feats, you may instead take a feat.
  186.  
  187. Sorcerous Origin feature
  188. At 14th level, you gain a feature granted by your Sorcerous Origin.
  189.  
  190. Ability Score Improvement
  191. When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  192.  
  193. If your DM allows the use of feats, you may instead take a feat.
  194.  
  195. Metamagic
  196. At 17th level, you learn an additional metamagic option.
  197.  
  198. Sorcerous Origin feature
  199. At 18th level, you gain a feature granted by your Sorcerous Origin.
  200.  
  201. Ability Score Improvement
  202. When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  203.  
  204. If your DM allows the use of feats, you may instead take a feat.
  205.  
  206. Sorcerous Restoration
  207. At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
  208. Bherchaya
  209.  
  210. Often mistaken for werewolves, the Shadowrian-native Bherchaya are an aggressive, somewhat brutish race. They are excellent physical fighters who often battle in packs, true to their lupine nature. It is rare to see a Bherchaya alone. They can, however, be rather temperamental and stubborn, making them difficult to work with in scenarios where one is offended. 
  211.  
  212. Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
  213.  
  214. Age. Bherchaya reach maturity around age 16 and live to be around one hundred years old.
  215.  
  216. Alignment. Most young Bherchaya are chaotic in nature, with little regard for the law so much as their packs and whims of desire. They become more lawful as they age, as their wisdom grows along with them. They are just as likely to be on the side of good as they are evil.
  217.  
  218. Size. Bherchaya stand, on average, taller than humans do, growing as tall as 7 feet and as heavy as 250 lbs. Your size is Medium.
  219.  
  220. Speed. Your base walking speed is 30 feet.
  221.  
  222. Darkvision. You are adept to the eternal night of your ancestral homeland of Shadowrian, and have the eyesight and senses to match. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  223.  
  224. Pack Mentality. You have advantage on any attack roll made while within 5 feet of one or more allies.
  225.  
  226. Shadow Walker. Your heritage blesses you with the gift of muffled movement and reduced visibility in the dark. You have advantage on Stealth checks made in darkness.
  227.  
  228. Strong Stomach. You have the strong stomach of a wolf. You have resistance to Necrotic damage, and you are immune to poisons (but not Poison damage).
  229.  
  230. Languages. You can speak, read and write Common and Shadowranian.
  231.  
  232. --- Languages and Proficiencies ---
  233.  
  234. Languages: Common, Shadowranian
  235.  
  236. Melee Weapon Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
  237. Ranged Weapon Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
  238. Armor Proficiencies: None
  239.  
  240. Tools: Disguise kit, one type of musical instrument (Kazoo)
  241. Vehicles:
  242.  
  243.  
  244. --- Background-Related ---
  245.  
  246. Personality Traits:
  247. -I change my mood or my mind as quickly as I change key in a song.
  248.  
  249. -
  250.  
  251. Ideals:
  252. -Creativity. The world is in need of new ideas and bold action.
  253.  
  254.  
  255. Bonds:
  256. -I want to be famous, whatever it takes.
  257.  
  258.  
  259. Flaws:
  260. -Despite my best efforts, I am unreliable to my friends.
  261.  
  262.  
  263.  
  264. --- Spells ---
  265.  
  266. Spellcasting Ability:
  267. Spell save DC: 13
  268. Spell attack bonus:
  269.  
  270. Cantrips:
  271. -Friends
  272. -Minor Illusion
  273. -Infestation
  274. -True Strike
  275. -
  276. -
  277. -
  278.  
  279. Spell level 1:
  280. -Magic Missile
  281. -Expeditious Retreat
  282.  
  283. -
  284. -
  285. -
  286. -
  287. -
  288. -
  289.  
  290. Spell level 2:
  291. -
  292. -
  293. -
  294. -
  295. -
  296. -
  297. -
  298. -
  299.  
  300. Spell level 3:
  301. -
  302. -
  303. -
  304. -
  305. -
  306. -
  307. -
  308. -
  309.  
  310. Spell level 4:
  311. -
  312. -
  313. -
  314. -
  315. -
  316. -
  317. -
  318. -
  319.  
  320. Spell level 5:
  321. -
  322. -
  323. -
  324. -
  325. -
  326. -
  327. -
  328. -
  329.  
  330. Spell level 6:
  331. -
  332. -
  333. -
  334. -
  335. -
  336.  
  337. Spell level 7:
  338. -
  339. -
  340. -
  341. -
  342.  
  343. Spell level 8:
  344. -
  345. -
  346. -
  347.  
  348. Spell level 9:
  349. -
  350. -
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement