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Sorcerer Pre Built

Gobby O'GobGob is a level 1 Goblin Sorcerer with a Wild Magic background, characterized by a Chaotic Neutral alignment. He possesses various spells and abilities, including Firebolt and Wild Magic Surge, and has a unique personality trait of seeking independence from his family. His character sheet includes details on his skills, equipment, and traits, emphasizing his role as a chaotic and unpredictable magic user.

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Charles Zhang
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0% found this document useful (0 votes)
6 views3 pages

Sorcerer Pre Built

Gobby O'GobGob is a level 1 Goblin Sorcerer with a Wild Magic background, characterized by a Chaotic Neutral alignment. He possesses various spells and abilities, including Firebolt and Wild Magic Surge, and has a unique personality trait of seeking independence from his family. His character sheet includes details on his skills, equipment, and traits, emphasizing his role as a chaotic and unpredictable magic user.

Uploaded by

Charles Zhang
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sorcerer (Wild Magic) Noble

CLASS & LEVEL BACKGROUND PLAYER NAME


Gobby O'GobGob
Goblin Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH If you do me an injury, I will
12 +2 30ft crush you, ruin your name,
5 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED and salt your fields.
-3 PERSONALITY TRAITS

Hit Point Maximum 23


-3 Strength
DEXTERITY
Independence. I must prove that I

14 ●
+2

+5
Dexterity
Constitution
23 can handle myself without the
coddling of my family.
CURRENT HIT POINTS IDEALS
+1 Intelligence

+2 +1 Wisdom
● +6 Charisma
The common folk must see
CONSTITUTION
me as a hero of the people.
SAVING THROWS
TEMPORARY HIT POINTS BONDS

16
+2 Acrobatics (Dex) Total 3d6 SUCCESSES By my words and actions, I often
+3 Animal Handling (Wis) bring shame to my family.
+1
3d6 FAILURES
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -3 Athletics (Str)

13 ●


+6

+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Darkvision: You have nightvision for up to 60 feet in front of you. This makes dim light
clearly visible and means you only see in shades of grey in the dark.

Firebolt +6 1d10 fire Fey Ancestry. You have advantage on saving throws you make to avoid or end the
+1 +1 Insight (Wis) charmed condition on yourself.

Fury of the Small. When you damage a creature with an attack or a spell and the creature’s
● +6 Intimidation (Cha) size is larger than yours, you can cause the attack or spell to deal 2 extra damage.
You can use this feature twice per long rest, and no more than once per turn.

WISDOM +1 Investigation (Int) Nimble Escape: You can always take the Disengage or Hide acitons as a bonus action

Spellcasting: You can cast spells, using an Arcane Focus as your spellcasting focus.
+1 Medicine (Wis)
13
Charisma is your spellcasting ability.

+1 Nature (Int) Wild Magic Surge: Once per turn, after you cast a Sorcerer spell of 1st level or higher, your
DM can make you roll 1d20. On a natural 1, you immediately trigger a Wild Magic Surge,
rolling on the Wild Magic Surge table and triggering the random effect.
+1 Perception (Wis) (Note: The table has not been included in this sheet as it has 50 options, which is too much
+1 to fit on the sheet. Instead, google it).

+4 Performance (Cha) Tides of Chaos: You can choose to give yourself advantage on any one attack roll, ability
check, or saving throw.
Upon doing so, you cannot do so until you finish a long rest.
● +6 Persuasion (Cha) Alternatively, your DM can choose to immediately and randomly force you to have a Wild
CHARISMA Magic Surge after casting a spell of 1st level or higher. Afterwards, you gain usage of this
feature back.
+1 Religion (Int)
18
Font of Magic: You have 3 Sorcery Points. You can turn Spell Slots into Sorcery Points,
and Sorcery Points into Spell Slots as a bonus action.
+2 Sleight of Hand (Dex) - When turning Spell Slots into Sorcery Points, you expend the spell slot to regain a number
of Sorcery Points equal to the slot's level.
- When turning Sorcery Points into Spell Slots, you can spend either 2 Sorcery Points to
+2 Stealth (Dex) make a 1st level Spell Slot, or 3 Sorcery Points to make a 2nd Level Spell Slot.

+4 +1 Survival (Wis)
Metamagic: Upon casting any Sorcerer spell, you can choose to expend Sorcery Points to
augment the spell's effect. You can apply the following Metamagics:
- Seeking Spell: If you make a spell attack roll and miss, you can spend 2 Sorcery points to
reroll the attack roll, potentially turning a miss into a hit.
- Distant Spell: When you cast a spell with a range of 5 feet or greater, you can spend 1
SKILLS ATTACKS & SPELLCASTING Sorcery point to double its range. Alternatively, you can spend 1 Sorcery point to increase
the range of a touch-range spell to be 30 feet.

11 PASSIVE WISDOM (PERCEPTION)


1 arcane focus (A
CP
strange goblin-made
staff taller than you
Daggers, darts, slings, SP
are), 1 Light
quarterstaffs, light crossbows
EP Crossbow and 20
Common, Goblin
bolts, 2 Daggers
GP 25
1 Explorer's Pack*, A
PP signet ring, a scroll of
your pedgiree, fine
clothes

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
Gobby O'GobGob
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Explorer's Pack Contents:


Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
torches, 10 days of rations, and a waterskin. The pack also has
50 feet of hempen rope strapped to the side of it.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer +4 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Fire Bolt: Launch a blast of fire at someone within 120ft. Deals 1d10 fire damage.

Mage Hand: Conjure a magical hand to do stuff for you.

Create Bonfire: Create a magical bonfire that can burn people that stand on it.

Message: Telepathically message someone within 120 feet. They can respond similarly

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Absorb Elements: Reaction get resistance to an elemental damage then buff next attack

Magic Missile: Create magical darts that automatically hit. Each deal 1d4+1 force dmg
4
Burning Hands: Shoot fire in a 15-foot cone from your fingertips
SPELLS KNOWN

2 2
Misty Step: Teleport up to 30 feet away as a Bonus Action

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

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