456029-Class Character Sheet Sorcerer V1.1 Fillable

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Tortle Coastal Wanderer

Shelby the Sea Sorcerer


Neutral Good
1 Wild Magic

+2
Tides of Chaos: The sorcerer gains the ability to

19 +2 30' manipulate chaos energy to gain advantage on one


attack roll, ability check, or saving throw. Additionally,
the DM can ask the sorcerer to roll on the Wild Magic
Surge table after casting a 1st-level or higher spell. once
per long rest
8
+1

12
● +3

+1

+2

14
+2
+2
+2

+2
Spear (hook staff) +3 TR rng 20/60, vers (1d8)
◆ +4

Dagger x2 +3
15
TR rng 20/60, pierc (1d4)

Claws +3 1d4+1
+2
Bend Luck: The sorcerer gains the ability to use
sorcery points to roll an extra d4 and add or
+1
subtract the number rolled to an attack roll, ability

8
+1
+1
+1
+3 11 1 check, or saving throw made by someone else.

-1
+1
+1

Controlled Chaos: The sorcerer gains more


+2
control over their Wild Magic Surges. They can

14
+2
choose to roll on the Wild Magic Surge table

● +4
+2
only when they cast a 1st-level or higher spell.

+2 ●
+2
+4

◆ +3 Spell Bombardment: the harmful energy of your spells


intensifies. When you roll damage for a spell and roll the

12
+1
+1 highest number possible on any of the dice, choose one
+1 of those dice, roll it again, and add that roll to the
damage. You can use the feature only once per turn.
+1 +3

typically peaceful and value harmony with the natural world.


-Claws: Tortles have claws that can be used as natural weapons. If you make an
unarmed strike, you can use your claws to deal slashing damage equal to 1d4 + your
Strength modifier.
-Hold Breath: You can hold your breath for up to 1 hour.
C Create Bonfire
-Natural Armor: Due to the tough shell on your back, your AC is 17 + your Dexterity
modifier when you aren't wearing armor. However, you can't use a shield with this C Ray of Frost
calculation.
-Shell Defense: As an action, you can withdraw into your shell, gaining a +4 bonus to 1 Healing Word
AC until the start of your next turn. While in your shell, you are prone, your speed 1 Chaos Bolt
becomes 0, and you have disadvantage on Dexterity saving throws. You can emerge
from the shell as a bonus action on your turn. 1 Magic MIssile

1 Feather Fall

-Tortle
-Aquan: A language of elemental creatures and
beings from the Plane of Water.
-Common

-Armor: None. -Weapons: Daggers, darts, slings, ●


quarterstaffs, light crossbows.
-BG Prof (Coastal Wanderer):

2
-Skill Proficiencies: Athletics, Survival.
-Tool Proficiencies: Navigator's tools
16 6' medium 400 lbs Runes encrusted on shell

Shelby the Sea Sorcerer


Grey green / tan N/A Feet

Laid-Back Explorer: Sheldon approaches life with a relaxed and Born on a battlefield charged with ancient magic, Shelby's egg
easygoing demeanor, finding joy in the simple pleasures of the world. absorbed the residual energies of a colossal elemental clash. As a result,
Mystical Curiosity: Fueled by the magical residue from the ancient the wild magic within him manifested early, causing chaos within his
battlefield, Sheldon is endlessly curious about the mystical forces that family's clutch. Sheldon's early departure from his family was a
shape the world. bittersweet necessity, as his uncontrolled magic threatened those he
loved around him.
Shelby found solace in the calming glow of the ocean during nightly
surf sessions. The spawning tides, infused with the magic of water
elementals, became a sanctuary where he could connect with the
Harmony with Nature: Sheldon believes in the soothing embrace of the sea. The gentle lull of the waves and the
radiant glow of the water held a profound allure for him.
delicate balance between the magical and natural Driven by a desire to understand and control his wild magic, Shelby
realms, striving to maintain harmony in the world. embarked on a journey as a coastal wanderer. He seeks companions
who can appreciate the unpredictability of his magical abilities and the
wonders of the natural and magical realms.
As Shelby roams the world, his laid-back attitude and mystical curiosity
guide him on a path of discovery, where each wave, every shimmering
tide, and the whispers of the ancient battlefield contribute to the
Wanderlust Companions: Having left his family clutch tapestry of his adventurous life.
early due to uncontrollable wild magic, Sheldon
cherishes the companionship of fellow wanderers who
understand his unique circumstances.

Creatures of the Those who


Unpredictable Magic: The wild magic within Sheldon sea and water would cause
can sometimes lead to unintended consequences,
making him hesitant to fully embrace his own abilities.
elementals harm to the
ocean

Proficiency with a net allows you to add your proficiency cotton bucket hat
bonus to the attack roll for any attack you make with it. - Navigator's tools
A Large or smaller creature hit by a net is restrained until it
- weathered map of favourit
is freed. A net has no effect on creatures that are formless, surfing spots with notes on tides
or creatures that are Huge or larger. A creature can use its
action to make a DC 10 Strength check, freeing itself or and good eats
another creature within its reach on a success. Dealing 5
slashing damage to the net (AC 10) also frees the creature - ink and quill
without harming it, ending the effect and destroying the
net.
- explorer's pack
traveler's clothes, with hood
When you use an action, bonus action, or reaction to
attack with a net, you can make only one attack regardless - Small seaside trinket smooth
of the number of attacks you can normally make.
green sea glass with spiral in it
Shield Surfer
Prerequisites: Dexterity 13 or higher You have mastered
- a seashell amulet given by mom
the unique skill of shield surfing and can use it to become - wrist harpoon = light crossbow
extremely mobile on slopes. You gain the following
benefits: (0r fish Net?) non lethal grapling
Increase your Dexterity score by 1, to a maximum of 20.
net range 5/15 no damage =
martial would switch be
You can don or doff a shield as a bonus action or by using
your reaction when a creature makes an attack against acceptable?
you.
- component pouch
You can use a bonus action to jump onto and ride a shield
you are carrying without the need for an ability check.
- 2 daggers
While riding a shield, your speed is 50 feet. Downward
movement, such as riding down a slope or staircase,
doesn't provoke opportunity attacks. Every foot of entirely
horizontal movement, such as riding across a level floor,
costs 1 extra foot, and every foot of upward movement,
such as riding up a slope, costs 2 extra feet. If an effect
moves you against your will while riding a shield, you must
succeed on a DC 10 Dexterity saving throw or fall prone. If
you fall prone, you fall off of the shield. A shield you are
riding confers no benefit to your AC.

While riding a shield, you can use your reaction to reduce


any falling damage you take by an amount equal to 3 times
your character level.

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