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Rowan Elkhorn

Sorcerer 3 Class & Level
Charlatan Background
Spring Eladrin Race
? Alignment

Strength 8
-1
Dexterity 16
+3
constitution 14
+2
intelligence 10
+0
wisdom 10
+0
charisma 16
+3
Total Hit Dice 3
Hit Die
1d6+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+5 Constitution
+0 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+2 Arcana
+0 Athletics
+5 Deception
+0 History
+0 Insight
+3 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+2 Perception
+3 Performance
+5 Persuasion
+0 Religion
+5 Sleight of Hands
+3 Stealth
+0 Survival
skills Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Skill Proficiencies: Deception, Sleight of Hand, Perception Tool Proficiencies: Disguise kit, forgery kit proficiencies

 
13
Armor Class
20
Hit Points
+3
Initiative
30 ft
Speed
Crossbow, lightHit:1d20+5Damage:1d8+3 Piercingranged, loading80/320
Dagger x2Hit:1d20+5Damage:1d4+3 PiercingFinesse, Light20/60
Attacks
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skill Proficiencies: Deception, Sleight of Hand, Perception
Tool Proficiencies: Disguise kit, forgery kit
Proficiences
Spellcasting
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 Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

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 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.

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.

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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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, 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.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Spellcasting
light crossbow
dagger (2)
bolts (13)
component pouch
explorer's pack
disguise kit
set of fine clothes
belt pouch
arcane focus (feather)
map of Ash Hollow
3 rations
Equipment
Elf Features:
• Within 60 feet of you, treat dim light as bright, darkness as dim light
• Immune to magical sleep, advantage on saves vs charmed
• Meditating 4 hours counts as 8 hours of rest
• Perception proficiency
• Can cast misty step (1/rest). At 3rd level gain effect based on your season (see rules)
Charlatan Feature:
• You can forge documents after seeing an example to copy
Sorcerer Features:
• Sorcerer Archetype: Shadow
• You gain 120 feet of darkvision
• 1/day you can make a Cha save to have 1 hp instead of dropping to 0. DC = 5 + dmg received Cha save

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, 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 is.

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.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

SRD

Ray of Frost

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.   The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Sorcerer, Wizard

Xanathar's Guide to Everything

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Ray of Frost

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.   The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Sorcerer, Wizard

SRD

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10ft
Duration Up to an hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

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.

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

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.  
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.  
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.  
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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

Xanathar's Guide to Everything

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

Level 1 Spells

SRD

Sleep

1-level Enchantment

Casting Time 1 action
Range 90ft
Duration 1 minute
Components V, S, M
Materials A pinch of find sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8 , the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).  
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less 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 spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
2nd level: 7d8 hit points affected
3rd level: 9d8 hit points affected
4th level: 13d8 hit points affected
5th level: 15d8 hit points affected
6th level: 17d8 hit points affected
7th level: 19d8 hit points affected
8th level: 21d8 hit points affected
9th level: 23d8 hit points affected

Class(es): Bard, Sorcerer, Wizard

SRD

Silent Image

1-level Illusion

Casting Time 1 action
Range 60ft
Duration Concentration, up to 10 minutes
Components V, S, M
Materials A bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.  
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.  
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Class(es): Bard, Sorcerer, Wizard

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.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

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

Level 2 Spells

PHB, page 254

Invisibility

2-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V, S, M
Materials An eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

Statblocks for your Trinkets, businesses, building, castles, empires.


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Nikopolys.

Statblock Type

Character Sheet (Legacy)

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