| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +2 | Strength | |
| +1 | Dexterity | |
| +3 | Constitution | |
| +0 | Intelligence | |
| +1 | Wisdom | |
| +5 | Charisma |
| +1 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +2 | Athletics | STR | |
| +5 | Deception | CHA | |
| +0 | History | INT | |
| +1 | Insight | WIS | |
| +5 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +1 | Medicine | WIS | |
| +0 | Nature | INT | |
| +3 | Perception | WIS | |
| +3 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Spear | +2 | STR | 1d6+2 | Piercing | |
| Thrown (20/60), Versatile (1d8), Sap | |||||
| Dagger | +2 | STR | 1d4+2 | Piercing | |
| Finesse, Light, Thrown (20/60), Nick | |||||
Spear
Dagger (x2)
Crystal (focus)
Crowbar
Dark common wear
Backpack
Caltrops
Crowbar
2 flasks of Oil
Rope
Tinderbox
10 Torches
Waterskin
Common, Elvish, Thieves' Cant
Simple weapons, Longsword, Shortsword, Longbow, Shortbow
Thieves' tools
Cards
Mellow
Absent-Minded
Calm
Steal from the rich
My Journey Book
Awkward
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Cost: 1 Sorcery Point
When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
Cost: 3 Sorcery Points
When you cast a damaging spell, you may treat the damage roll of a spell as if you rolled maximum damage. You lose 5 hit points.
Cost: 4 Sorcery Points
When you cast a damaging spell, instead of rolling normal damage, you may treat it as a critical hit that rolled maximum damage. You lose 5 hit points and gain 1 point of exhaustion.
Cost: 2 Sorcery Points
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
You have Advantage on saving throws you make to avoid or end the Charmed condition.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trance-like meditation, during which you retain consciousness.
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
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.
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