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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Mallory Gibs
Character Name
Rogue 5, Sorcerer 2
Class & Level
Spy
Background
Jinx
Race
Neutral Evil
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+4
18
16
+
2
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+1
12
12
+
0
(Race)
CHARISMA
+3
16
15
+
1
(Race)
ARMOR CLASS
15
INITIATIVE
+
2
PROFICIENCY
+
3
3
+
0
PERCEPTION
1414
+
0
SPEED
25 ft
HIT POINTS
Max:
44
44
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
https://cdn.discordapp.com/attachments/617323831773626368/1090090980524441690/IMG_0970.png
Token URL:
-1 -1
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
-1 -1
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
2
* Stealth (Dex)
+
0
Survival (Wis)
+
2
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Spell Atk+6xdx + xx
Rapier+61d8 +3 Piercing 5
Dagger (x2)+61d4 Piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
8
KNOWN
14
DC
Cast Mod
4
Cantrip:
3
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:

Sacrificing all 3 1st lvl spell slots = 8 sorcerer points = 1 3rdlvl,1 2ndlvl = 2 2ndlvl, 1 1st lvl = 1 4th lvl, 1 1st, = 1 5th lvl, +1 SP


Spells


Cantrip Infestation: (30ft Action) - You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 2d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.


Cantrip Thunderclap: (Self+Action) - You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 2d6 thunder damage.

Cantrip Fire Bolt: (120ft+Action) - You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

Cantrip Shape Water: (30ft+Action) - You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
-You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
-You cause the water to form into simple shapes and animate at your direction.
-You change the water’s color or opacity. The water must be changed in the same way throughout.

-You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

1st Protection from Good and Evil: (Touch+Action)(free) - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

- The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

1st Magic Missile: (120ft+Action) - You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

1st Chromatic Orb: (90ft+Action) - You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

-At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. (7d8 at 5th lvl) (Use along with Steady Aim) (If atk misses, USE FAVORED BY THE GODS (+2d4))

1st Silent Image: (60ft+Action) - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
- You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
- Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Sacrificing all 3 1st lvl spell slots = 8 sorcerer points = 1 3rdlvl,1 2ndlvl = 2 2ndlvl, 1 1st lvl = 1 4th lvl, 1 1st, = 1 5th lvl, [+1] SP


[b]Spells[/b]


[b]Cantrip Infestation:[/b] (30ft Action) - You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes [2d6] poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a [d4] for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.


[b]Cantrip Thunderclap:[/b] (Self+Action) - You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes [2d6] thunder damage.

[b]Cantrip Fire Bolt:[/b] (120ft+Action) - You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes [2d10] fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

[b]Cantrip Shape Water:[/b] (30ft+Action) - You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
-You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
-You cause the water to form into simple shapes and animate at your direction.
-You change the water’s color or opacity. The water must be changed in the same way throughout.
-You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

[b]1st Protection from Good and Evil:[/b] (Touch+Action)(free) - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

- The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

[b]1st Magic Missile:[/b] (120ft+Action) - You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [1d4+1] force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

[b]1st Chromatic Orb:[/b] (90ft+Action) - You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes [3d8] damage of the type you chose.
-At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [1d8] for each slot level above 1st. ([7d8] at 5th lvl) (Use along with Steady Aim) (If atk misses, USE FAVORED BY THE GODS (+2d4))

[b]1st Silent Image:[/b] (60ft+Action) - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
- You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
- Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
SPELLCASTING
[+instructions]

Jinx: (racial)


Nimble: You can move through the space of any creature that is of a size larger than yours.

Unalluring: You have advantage on saving throws against being charmed.

Unremarkable: Your grayscale appearance and your small size allow you to blend in with the shadows. You have advantage on all Dexterity (Stealth) checks while in darkness or dim light. Additionally, you can take the Hide action as a bonus action.



Rouge


Expertise: 2x proficiency for two skills, or one skill and thieves' tools.

Sneak Attack: Once per turn add 1d6 damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level. (4d6)

Thieves' Cant: a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.

Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Steady Aim: At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Swashbuckler:


Fancy Footwork: When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity: You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. (+cha to initiative)



Sorcerer:


Spellcasting

Sorcerous Origin

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.



Devine Soul:


Favored by the Gods: 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.

[b]Jinx:[/b] (racial)


[b]Nimble:[/b] You can move through the space of any creature that is of a size larger than yours.

[b]Unalluring:[/b] You have advantage on saving throws against being charmed.

[b]Unremarkable:[/b] Your grayscale appearance and your small size allow you to blend in with the shadows. You have advantage on all Dexterity (Stealth) checks while in darkness or dim light. Additionally, you can take the Hide action as a bonus action.



[b]Rouge[/b]


[b]Expertise:[/b] 2x proficiency for two skills, or one skill and thieves' tools.

[b]Sneak Attack:[/b] Once per turn add [1d6] damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level. [b]([4d6])[/b]

[b]Thieves' Cant:[/b] a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.

[b]Cunning Action:[/b] You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

[b]Steady Aim:[/b] At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

[b]Uncanny Dodge:[/b] Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

[b]Swashbuckler:[/b]


[b]Fancy Footwork:[/b] When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

[b]Rakish Audacity:[/b] You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. (+cha to initiative)



[b]Sorcerer:[/b]


[b]Spellcasting[/b]

[b]Sorcerous Origin[/b]

[b]Font of Magic:[/b] 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.

[b]-Flexible Casting[/b] 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.
[b]-Creating Spell Slots:[/b] 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.



[b]Devine Soul:[/b]


[b]Favored by the Gods:[/b] Starting at 1st level, divine power guards your destiny. [b]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.[/b]
Once you use this feature, you can't use it again until you finish a short or long rest.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Rapier
2 Daggers
Padded Leather Armor
Thieves' Tools
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: light armor, simple weapons, hand crossbows, rapiers, shortswords, thieves' tools
Languages: Common, Dwarven, Thieves Can’t,
PROFICIENCIES & LANGUAGES
It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me.
PERSONALITY TRAITS
Anonymity. It's my deeds that should be remembered, not their instrument.
IDEALS
Everything I do is in the service of a powerful master, one I must keep a secret from everyone.
BONDS
I know the ends always justify the means and am quick to make sacrifices to attain my goals.
FLAWS
 
DESCRIPTION & EXTRA INFO
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