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Malus Palpatine

Sorcerer 1 Class & Level
Sage Background
Human Variant Race
Chaotic Neutral Alignment

Strength 14
+2
Dexterity 14
+2
constitution 20
+5
intelligence 18
+4
wisdom 17
+3
charisma 22
+6
Total Hit Dice 5
Hit Die
1d8+5
+2 proficiency bonus
+0 Strength
+0 Dexterity
+7 Constitution
+0 Intelligence
+0 Wisdom
+8 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+6 Arcana
+2 Athletics
+6 Deception
+5 History
+3 Insight
+8 Intimidation
+4 Investigation
+3 Medicine
+4 Nature
+5 Perception
+6 Performance
+6 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills Arcana, History, Perception, Intimidation proficiencies

 
12
Armor Class
11
Hit Points
+2
Initiative
30
Speed
Attacks
+1 i to skills, speciality: astronomer
1 feat
3 languages: Sylivan, Dwarven & common
Proficiency: arcana, history, intimidation, perception
Proficiences
Sorcerery points 2
Sanity score = 13 (+1)
Spellcasting
a bottle of ink, a quill, a small knife, 40gp.
A set of nobility/ elite clothes made from slik.
Gold ring with a ruby.
Equipment
I am horribly, horribly awkward in social situations.
Personality Traits
No Limits. Nothing should fetter the infinite possibility inherent in all existence.
Ideals
My life's work is a series of tomes related to a specific field of lore... lightning.
Bonds
Unlocking an ancient mystery is worth the price of an entire civilization.
Flaws

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

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.

Sorcerer


Hit Points

Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Class Features

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.  
  • Necromancy
 

Font of Magic

At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.  

Sorcery Points

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.  

Flexible Casting

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.   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.   Slot Level Cost   1st 2   2nd 3   3rd 5   4th 6   5th 7     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.  

Metamagic

At 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  

Careful Spell

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.  

Distant Spell

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. 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.  

Empowered Spell

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.   You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.  

Extended Spell

When you cast a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.  

Heightened Spell

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.  

Quickened Spell

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.  

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.  

Twinned Spell

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 creature in range with the same spell (1 sorcery point if the spell is a cantrip).   To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.  

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.


Starting Equipment

  • (a) A light crossbow and 20 bolts, or, (b) any simple weapon
  • (a) A component pouch, or, (b) an arcane focus
  • (a) A dungeoneer's pack, or, (b) an explorer's pack
  • Two daggers
  Alternatively, you can ignore the equipment from your class and background and start with 3d4 x 10 gp.


Spellcasting

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.  

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your 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.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.   The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots.   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.  

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. 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.   Spell save DC = 8 + your proficiency bonus + Charisma modifier.   Spell attack modifier = Your proficiency bonus + Charisma modifier.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.


Subclass Options

Necromancy

 

Necromantic Sorcery

  When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select a Necromancy spell from the Wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.  

Grim Harvest

At 1st level, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.  

Undead Thralls

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.   Whenever you create an undead using a necromancy spell, it has additional benefits:
  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
 

Command Undead

Starting at 14th level, as an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.   If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.  

Grim Reaper

Starting at 18th level, when you casts a necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human (variant)

Ability Score Increase Two different ability scores of your choice increase by 1.
Size Medium
Speed 30ft.

Skill. You gain proficiency in one skill of your choice.
  Feat. You gain one feat of your choice.

Languages. Reikspiel (Common)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Sorcerer, Wizard

PHB 255

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration 1 hour
Components V,M
Materials Firefly/phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
 

Class(es): Bard, Cleric, Sorcerer, Wizard

Message

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 120ft
Duration 1 round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Bard, Sorcerer, Wizard

Level 1 Spells

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard

PHB, page 233

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

  The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

  To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Bard, Sorcerer, Wizard

Players Handbook

Shield

1-level Abjuration

Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range Self
Duration 1 Round
Components V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Class(es): Sorcerer, Wizard

Level 2 Spells

Misty Step

2-level Conjuration

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see

Class(es): Sorcerer, Warlock, Wizard

Level 3 Spells

Thunder Step

3-level Conjuration

Casting Time 1 Action
Range 90 ft.
Duration Instantaneous
Components V

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Sorcerer, Warlock, Wizard

Lightning Bolt

3-level Evocation

Casting Time 1 action
Range Self (100ft line)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass.

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.  
The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
4th level: 9d6 lightning damage
5th level: 10d6 lightning damage
5th level: 10d6 lightning damage
6th level: 11d6 lightning damage
7th level: 12d6 lightning damage
8th level: 13d6 lightning damage
9th level: 14d6 lightning damage

Class(es): Sorcerer, Wizard

PHB, page 243

Fly

3-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, 10 minutes
Components V, S, M
Materials a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Class(es): Sorcerer, Warlock, Wizard

Level 6 Spells

Chain Lightning

6-level Evocation

Casting Time 1 action
Range 150ft
Duration Instantaneous
Components V, S, M
Materials A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins.

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Class(es): Sorcerer, Wizard

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