+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+4 | Dexterity | |
+4 | Constitution | |
+2 | Intelligence | |
+2 | Wisdom | |
+7 | Charisma |
+4 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+1 | Athletics | STR | |
+4 | Deception | CHA | |
+5 | History | INT | |
+2 | Insight | WIS | |
+4 | Intimidation | CHA | |
+2 | Investigation | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+5 | Perception | WIS | |
+4 | Performance | CHA | |
+10 | Persuasion | CHA | |
+2 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +7 | DEX |
Dark Vision- you can see in dim light for 60 ft and in dark can see as if in dim light. Can’t discern colour in darkness only shades of gray.
Fey Ancestry- Advantage on saving throws against being charmed. Magic can’t put you to sleep.
Trance- Meditate for 4 hours instead of sleep for 8
Favoured by the Gods- If you fail a saving throw or miss with an attack roll, you can roll 2D4 and add it to the total. Once you use this you can’t use it again until after a long rest
Divine Magic- When your spellcasting feature lets you learn a sorcerer cantrip or spell of 1st lvl or higher you can choose the new spell from the cleric or sorcerer spell list, you have to obey all other restrictions and it becomes a sorcerer spell for you. In addition you get the spell cure wounds if good.
Cantrip- You know one cantrip of your choice from the wizard spell list, intelligence is the ability for it.
Font of magic- 2 sorcery points to start 1 more each level. Regain on long rest. Can use sorcery points to create spell slots 1st lvl spell slot costs 2 sorcery points, 2nd costs 3, 3rd costs 5, 4th costs 6 and 5th costs 7.
Magical Guidence- When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Empowered Healing- starting at 6th level whenever you or an ally within 5ft of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once provided you aren’t incapacitated. Once per turn
Meta magic- quickened spell: when you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change casting time to 1 bonus action for this casting 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 spells lvl to target a second creature in range with the same spell 1 sorcery point if it’s a cantrip. A spell must be incapable of targeting more then one target at current level.
A set of fine clothes, a signet ring, a scroll of pedigree, 2 daggers, pretty blue dress 1g, perfume midnight fog5g, spelled elephant, sparkling blue dress 10g +1 persuasion, amulet of visions
Common and Elven (elf) Sylvan(noble) orc(high elf)
Longsword, short sword, short bow, long bow, daggers, darts, slings, quarter staff, light cross bow, gaming set
The statblocks of your Weapons, armor and other important/magical equipment
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.
Statblocks for your Trinkets, businesses, building, castles, empires.