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Eldri-Jis Faerbor

6 Level (0/23000 XP for level-up) Outlander Background Au’Ra - Draak'ar Race / Species / Heritage Lawful Neutral Alignment
Sorcerer
Level 6
Hit Dice: 6/6
1d6+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
8
-1
CHA
16
+3
38
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
6 /
Sorcery Points
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+3 Dexterity
+5 Constitution
+1 Intelligence
-1 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
+3 Deception CHA
+1 History INT
-1 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
+1 Nature INT
-1 Perception WIS
+3 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Level 1
Sorcerous Origin
Draconic Bloodline

Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
(Red - Fire)

Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
---------
Level 2
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 have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. 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 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.

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.
---------
Level 3
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. 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.

Scelti:
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.

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.
---------
Level 4
ASI:
Elemental Adept:
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
(FIRE)
----------
Level 6

Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Spells:

Cantrips: Fire Bolt , Mind Sliver , Control Flames , Light , Shocking Grasp
1st Level: Burning Hands , Chromatic Orb , Silvery Barbs , Shield
2nd Level: Scorching Ray
3rd Level: Fireball , Haste

Features & Traits
traveler’s clothes
Light crossbow (20)
Arcane Focus
Explorer's Pack
Daggers (2)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Proficiencies:
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Athletic, Survival , Arcana, Persuasion

Languages & Proficiencies


™ & © 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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