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N'im Buz

3 Level (0/2700 XP for level-up) Guild Artisan-Luft Background Kobold Race / Species / Heritage Neutral Good Alignment
Storm Sorcerer
Level 3
Hit Dice: 3/3
1d6+5 Class 1

STR
12
+1
DEX
17
+3
CON
20
+5
INT
13
+1
WIS
13
+1
CHA
20
+5
29
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30ft walk/run
Speed (walk/run/fly)
3 / 3
Sorcery Points
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+7 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+5 Deception CHA
+1 History INT
+3 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +5 DEX 1d8+3+3 piercing
 Ammunition (range 80/320), loading, two-handed
Dagger +5 DEX 1d4+3+3 piercing
 Finesse, light, thrown (range 20/60)
Dagger +5 DEX 1d4+3+3 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Tempestuous Magic:
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Features & Traits
Jeweler's Tools, Light Crossbow, Explorer's pack, Two daggers, 15gp, Letter of introduction from Jeweler's Guild

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Charisma
Spellcasting
Proficient: Persuasion, Airborne Vehicles, Insight, Arcana
Draconic, Common, Dwarvish, Primordial

Languages & Proficiencies
Innocent, New to the World and most things out there

Personality Traits
Wants to be accepted for who he is and the power he wields

Ideals
Exiled from his tribe all he wants now is to find a new family that'll accept him for who he is

Bonds
Very trusting of new people, Has an attraction to shiny things

Flaws
Kobold: Darkvision 60ft
Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see.
Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Notes


™ & © 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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