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Emeir Bhushan

3 Level (0/2700 XP for level-up) Guild Merchant Background Human Race / Species / Heritage He/Him Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+1 Class 1

STR
12
+1
DEX
14
+2
CON
12
+1
INT
16
+3
WIS
8
-1
CHA
18
+4
17
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Sorcery Points
2 / 2
Restore Balance
3 / 3
Luck Points
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
-1 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
+6 Deception CHA
+3 History INT
+1 Insight WIS
+4 Intimidation CHA
+5 Investigation INT
skills
-1 Medicine WIS
+3 Nature INT
-1 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
dagger +4 DEX 1d4+2 piercing
 finesse, light, thrown (range 20/60)
Attacks

Spell Book

(Variant) Human:
  • Skills. You gain proficiency in one skill of your choice. (Investigation)
  • Feat: Lucky. You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. You regain your expended luck points when you finish a long rest.
  • Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

  • Guild Merchant:
  • Guild Membership. As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

  • Sorcerer:
  • Font of Magic. 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.
  • Sorcery Points. 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. You can spend 2 sorcery points to create a 1st-level spell slot, or you can spend 3 sorcery points to create a 2nd-level spell slot. Any spell slot you create with this feature vanishes when you finish a long rest.
  • 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 the ability to twist your spells to suit your needs. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
  • 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.
  • Extended Spell. 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.

  • Clockwork Sorcery:
  • Restore Balance. Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Features & Traits
    Combat:
  • a dagger
  • a light crossbow and 20 bolts
  • Gear:
  • a component pouch
  • a dungeoneer's pack
  • a vouchsafe from the guild

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
    Cantrips: x4
  • Minor Illusion, Message, Dancing Lights, Ray of Frost

  • Spells Learned: x4
  • 1st level: Chaos Bolt, Shield
  • 2nd level: Detect Thoughts, Suggestion

  • Clockwork Spells:
  • 1st level: Alarm, Protection from Evil and Good
  • 2nd level: Aid, Lesser Restoration

  • Spell Slots:
  • four first-level
  • two second-level
  • Spellcasting
    Speaks Common and Undercommon.
    Proficient with navigator's tools.
    Not proficient with any armor or shields.
    Proficient with daggers, darts, slings, quarterstaffs, and light crossbows.

    Languages & Proficiencies
    I don't part with my money easily and will haggle tirelessly to get the best deal possible.

    Personality Traits
    Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.

    Ideals
    I pursue wealth to secure someone's love.

    Bonds
    I would kill to acquire a noble title.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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