Scarletts Cha without a subclass
Scarletts Cha without a subclass
INSPIRATION
STRENGTH
12 +2 30
8 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-1 PERSONALITY TRAITS
14 +4 Constitution
+1 Intelligence CURRENT HIT POINTS IDEALS
+2 0 Wisdom
+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12 +7 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
Dagger +4 1d4+2 piercing Bedroll
+1 +2 Insight (Wis)
Clothes, costume
+5 Intimidation (Cha) Crystal
WISDOM +1 Investigation (Int) Drum
Mess kit
0 Medicine (Wis)
10 +1 Nature (Int) Number of Attacks: 1
Pouch
Rations (1 day) x10
Rope, hempen
0 Perception (Wis) Tinderbox
0
+7 Performance (Cha) Torch x10
Waterskin
+7 Persuasion (Cha)
CHARISMA
+1 Religion (Int)
20 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+5 0 Survival (Wis)
SP
Tool Proficiencies: Disguise Kit; Drum
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Control Flames
Fire Bolt
Message
Mind Sliver
Mold Earth
Prestidigitation
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Charm Person
Comprehend Languages
4
Magic Missile
Sleep
SPELLS KNOWN
2 3
Mind Spike
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------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.
-----------Other Traits------------
By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At
such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform
each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they
typically take a liking to you.
Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
Equipment. You possess the favor of an admirer. Choose whether this is a love letter, lock of hair, or trinket. Enter this manually as a custom item.
Heightened Spell. When you cast a spell with a save to resist it's effects, spend 3 sorcery pts. to give one target disadvantage on its first save against it.
Quickened Spell. Spend 2 sorcery pts. to convert a casting of a spell with 1 action casting time to 1 bonus-action.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair
length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another
race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the
same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Telekinetic. You learn to move things with your mind, granting you the following benefits:
You choose nonmagical flame that you can see You hurl a mote of fire at a creature or object You point your finger toward a creature
within range and that fits within a 5-foot cube. within range. Make a ranged spell attack within range and whisper a message. The
You affect it in one of the following ways: • against the target. On a hit, the target takes target (and only the target) hears the message
You instantaneously expand the flame 5 feet 1d10 fire damage. A flammable object hit by and can reply in a whisper that only you can
in one direction, provided that wood or other this spell ignites if it isn’t being worn or hear. You can cast this spell through solid
fuel is present in the new location. • You carried. This spell’s damage increases by 1d10 objects if you are familiar with the target and
instantaneously extinguish the flames within when you reach 5th level (2d10), 11th level know it is beyond the barrier. Magical silence,
the cube. • You double or halve the area of (3d10), and 17th level (4d10). 1 foot of stone, 1 inch of common metal, a thin
bright light and dim light cast by the flame, sheet of lead, or 3 feet of wood blocks the spell.
change its color, or both. The change lasts for 1 The spell doesn't have to follow a straight line
hour. • You cause simple shapes—such as the and can travel freely around corners or
vague form of a creature, an inanimate object, through openings.
or a location—to appear within the flames and
animate as you like. The shapes last for 1 hour.
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.
You drive a disorienting spike of psychic You choose a portion of dirt or stone that you This spell is a minor magical trick that novice
energy into the mind of one creature you can can see within range and that fits within a spellcasters use for practice. You create one of
see within range. The target must succeed on 5-foot cube. You manipulate it in one of the the following magical effects within range: •
an Intelligence saving throw or take 1d6 following ways: • If you target an area of loose You create an instantaneous, harmless
psychic damage and subtract 1d4 from the earth, you can instan-taneously excavate it, sensory effect, such as a shower of sparks, a
next saving throw it makes before the end of move it along the ground, and deposit it up to puff of wind, faint musical notes, or an odd
your next turn. This spell’s damage increases 5 feet away. This movement doesn’t have odor. • You instantaneously light or snuff out a
by 1d6 when you reach certain levels: 5th level enough force to cause damage. • You cause candle, a torch, or a small campfire. • You
(2d6), 11th level (3d6), and 17th level (4d6). shapes, colors, or both to appear on the dirt or instantaneously clean or soil an object no
stone, spelling out words, creating images, or larger than 1 cubic foot. • You chill, warm, or
shap-ing patterns. The changes last for 1 hour. flavor up to 1 cubic foot of nonliving material
• If the dirt or stone you target is on the for 1 hour. • You make a color, a small mark, or
ground, you cause it to become difficult a symbol appear on an object or a surface for 1
terrain. Alternatively, you can cause the hour. • You create a nonmagical trinket or an
ground to become normal terrain if it is illusory image that can fit in your hand and
already difficult terrain. This change lasts for 1 that lasts until the end of your next turn. If
hour. If you cast this spell multiple times, you you cast this spell multiple times, you can
can have no more than two of its have up to three of its non-instantaneous
non-instantaneous effects active at a time, and effects active at a time, and you can dismiss
You attempt to charm a humanoid you can see For the duration, you understand the literal You create three glowing darts of magical
within range. It must make a Wisdom saving meaning of any spoken language that you force. Each dart hits a creature of your choice
throw, and does so with advantage if you or hear. You also understand any written that you can see within range. A dart deals 1d4
your companions are fighting it. If it fails the language that you see, but you must be + 1 force damage to its target. The darts all
saving throw, it is charmed by you until the touching the surface on which the words are strike simultaneously, and you can direct
spell ends or until you or your companions do written. It takes about 1 minute to read one them to hit one creature or several. At Higher
anything harmful to it. The charmed creature page of text. This spell doesn't decode secret Levels. When you cast this spell using a spell
regards you as a friendly acquaintance. When messages in a text or a glyph, such as an slot of 2nd level or higher, the spell creates
the spell ends, the creature knows it was arcane sigil, that isn't part of a written one more dart for each slot level above 1st.
charmed by you. At Higher Levels. When you language.
cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when you
target them.
Page 1 (reverse)
This spell sends creatures into a magical You reach into the mind of one creature you
slumber. Roll 5d8; the total is how many hit can see within range. The target must make a
points of creatures this spell can affect. Wisdom saving throw, taking 3d8 psychic
Creatures within 20 feet of a point you choose damage on a failed save, or half as much
within range are affected in ascending order of damage on a successful one. On a failed save,
their current hit points (ignoring unconscious you also always know the target's location
creatures). Starting with the creature that has until the spell ends, but only while the two of
the lowest current hit points, each creature you are on the same plane of existence. While
affected by this spell falls unconscious until you have this knowledge, the target can't
the spell ends, the sleeper takes damage, or become hidden from you, and if it's invisible,
someone uses an action to shake or slap the it gains no benefit from that condition against
sleeper awake. Subtract each creature's hit you. At Higher Levels. When you cast this
points from the total before moving on to the spell using a spell slot of 3rd level or higher,
creature with the next lowest hit points. A the damage increases by 1d6 for each slot level
creature's hit points must be equal to or less above 2nd.
than the remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a
Page 2 (reverse)
Sleep (reverse)
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.