· 6 years ago · Jun 06, 2019, 07:52 AM
1Kat
2Half-Elf Sorcerer 3 (Far Traveler)
3
4Armor Class 12
5Hit Points 19/19
6Intiative +2
7Speed 30 ft.
8
9Abilities Str 8, Dex 15, Con 15, Int 8, Wis 8, Cha 17
10
11Saving Throws Constitution +4, Charisma +5
12Deception +0, Insight +0, Perception +0, Persuasion +0
13Senses passive Perception 11
14
15Equipment Shortsword
16
17Attacks
18Shortsword: 4 to hit, 1d6+2 damage
19
20Racial Traits
21Ability Score Increase. Two different ability scores of your choice increase by 1. Source: Player's Handbook, p. 39
22Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Source: Player's Handbook, p. 39
23Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Source: Player's Handbook, p. 39
24Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice. Source: Player's Handbook, p. 39
25Variant: Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You must finish a long rest before casting these spells again using this trait. Charisma is your spellcasting ability for these spells. A half-elf of dark elf ancestry can select this feature in place of Skill Versatility. Source: Sword Coast Adventurer's Guide, p. 116
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27Sorcerer Features
28Starting Sorcerer. As a 1st-level Sorcerer, you begin play with 6+your Constitution modifier hit points. You are proficient with the following items, in addition to any proficiencies provided by your race or background. • Armor: none • Weapons: daggers, darts, slings, quarterstaffs, light crossbows • Tools: none • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion You begin play with the following equipment, in addition to any equipment provided by your background. • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a dungeoneer's pack or (b) an explorer's pack • Two daggers Alternatively, you may start with 3d4x10 gp and choose your own equipment. Source: Player's Handbook, p. 99
29Spellcasting. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips: At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level. Spell Slots: The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the sorcerer spell list. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability: Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Source: Player's Handbook, p. 101
30Sorcerous Origin. Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Source: Player's Handbook, p. 101
31Sorcerous Origin: Divine Soul. Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with a natural magnetism, is seen as a threat ny some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. Source: Xanathar's Guide to Everything, p. 50
32Divine Magic (Divine Soul). Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn;t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. Affinity—Spell: Good—cure wounds Evil—inflict wounds Law—bless Chaos—bane Neutrality—protection from evil and good Source: Xanathar's Guide to Everything, p. 50
33Favored by the Gods (Divine Soul). 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. Source: Xanathar's Guide to Everything, p. 50
34Font 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 a number of sorcery points equal to your sorcerer level. You can never have more sorcery points than your sorcerer 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. Spell slots you create using sorcery poinys are lost at the end of a long rest. Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. It costs 2 sorcery points to create a 1st level spell slot, 3 to create a 2nd level slot, 5 for a 3rd level slot, 6 for a 4th level slot, or 7 for a 5th level slot. 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. Source: Player's Handbook, p. 101
35Metamagic. 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. Source: Player's Handbook, p. 101
36Metamagic: 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. Source: Player's Handbook, p. 102
37Metamagic: 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 spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. Source: Player's Handbook, p. 102
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39Background Traits
40Description. Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born. You aren't one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share. Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
41Why Are You Here?. A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll 1d6 or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location. 1. Emissary 2. Exile 3. Fugitive 4. Pilgrim 5. Sightseer 6. Wanderer
42Where Are You From?. The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background. Evermeet: The fabled elven is lands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland. Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society. Halruaa: Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic. Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic. Kara-Tur: The continent of Kara-Tur, far to the east of Faen1n, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin. The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over. Mulhorand: From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is a lien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn. Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home. Sossal: Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white. Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important. Zakhara: As the saying goes among those in Faerûn who know of the place, "To get to Zakhara, go south. Then go south some more." Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have. You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities. The Underdark: Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place but you might also have grown up there after being captured and brought below when you were a child. If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation.
43Starting Proficiencies. Your background grants you the following proficiencies. Skills: Insight, Perception Languages: any one of your choice Tools: any one musical instrument or gaming set of your choice, likely something native to your homeland
44All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. Source: Sword Coast Adventurer's Guide, p. 148
45Equipment. One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp.
46Personality Trait. Choose or randomly determine 1. I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own. 2. I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. 3. I have a strong code of honor or sense of propriety that others don't comprehend. 4. I express affection or contempt in ways that are unfamiliar to others. 5. I honor my deities through practices that are foreign to this land . 6. I begin or end my day with small traditional rituals that are unfamiliar to those around me.
47Ideal. Choose or randomly determine 1. Open: I have much to learn from the kindly folk I meet along my way. (Good) 2. Reserved: As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) 3. Adventure: I'm far from home, and everything is strange and wonderful! (Chaotic) 4. Cunning: Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil) 5. Inquisitive: Everything is new, but I have a thirst to learn. (Neutral) 6. Suspicious: I must be careful, for I have no way of telling friend from foe here. (Any)
48Bond. Choose or randomly determine 1. So long as I have this token from my homeland, I can face any adversity in this strange land. 2. The gods of my people are a comfort to me so far from home. 3. I hold no greater cause than my service to my people. 4. My freedom is my most precious possession. I'll never let anyone take it from me again. 5. I'm fascinated by the beauty and wonder of this new land. 6. Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.
49Flaw. Choose or randomly determine 1. I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land. 2. I pretend not to understand the local language in order to avoid interactions I would rather not have. 3. I have a weakness for the new intoxicants and other pleasures of this land. 4. I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me. 5. I consider the adherents of other gods to be deluded innocents at best, or ignorant foo ls at worst. 6. I have a weakness for the exotic beauty of the people of these lands.