Dragonborn Sorcerer 5
Dragonborn Sorcerer 5
Dragonborn Sorcerer 5
Sorcerer 5
Character Name
Background (Outlander)
You grew up in the wilds, a fiercely
proud member of a noble clan. The clan
outweighs everything else in your life,
even the stated law of the land.
Wanderer. You have an excellent
memory for maps and geography, and you
can always recall the general layout of
terrain, settlements, and other features
around you. In addition, you can find food
and fresh water for yourself and up to five
other people each day, provided that the
land offers berries, small game, water,
and so forth.
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and youd do
the same again.
Ideal. To dishonor yourself is to
dishonor the clan.
Bond. Your clan is the most important
thing in your life, even when they are
far from you.
Flaw. It is natures way that the strong
survive and the weak perish.
Dragonborn Traits
Draconic Ancestry (Silver). You have
a cold breath weapon and resistance to
cold damage.
Breath Weapon (Recharges after You
Finish a Short or Long Rest). You can
use your action to exhale cold energy in
a 15-foot cone. Each creature in the area
must make a DC Constitution saving
throw (DC = 8 + your Con modifier + your
proficiency bonus) taking full damage on
a failed save, and half as much damage
on a successful one.
Actions
Attack. You can attack once when you
take this action, using the following:
Quarterstaff. Melee Weapon Attack: +3
to hit, reach 5 ft., one target.
Hit: 1d8 bludgeoning damage.
Dagger. Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft. or range
20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.
Dart. Ranged Weapon Attack: +5 to hit,
range 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.
Cold Breath. 15-foot cone; each
creature in the area must make a
DC 13 Constitution saving throw,
taking 2d6 cold damage on a failed
save, and half as much damage on a
successful one.
Spellcasting. Sorcerer feature
Bonus Actions
Flexible Casting. Sorcerer feature
Options
Metamagic. Sorcerer feature
Sorcerer Features
Spells Known:
Sorcery
Point Cost
2
3
5
Sorcerer Features
(contd)
Metamagic. You have the following
Metamagic options. You can use only one
Metamagic option on a spell when you
cast it, unless otherwise noted.
Distant Spell: When you cast a spell
that has a range of 5 feet or greater, you
can spend 1 sorcery points to double the
range of the spell.
When you cast a spell that has a range
of touch, you can spend 1 sorcery point to
make the range of the spell 30 feet.
Empowered Spell: When you roll
damage for a spell, you can spend 1
sorcery point to reroll a number of
the damage dice up to your Charisma
modifier (minimum of one). You must use
the new rolls.
You can use Empowered Spell even
if you have already used a different
Metamagic option during the casting
of the spell.
Equipment
Quarterstaff (serves as an arcane focus),
dart (20), daggers (2), explorers pack,
hunting trap, manacles, bag of caltrops
(2), drum crafted from a bears skull,
component pouch including a 50 gp
diamond, potion of healing (2), vial of
acid, travelers clothes, belt pouch.