5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
cursed longsword +1 | +8 | 1D8+5 slashing | 5 ft |
C:
booming blade
fire bolt
true strike
sword burst
chill touch
lv1:
booming blade
fire bolt
true strike
sword burst
chill touch
lv1:
Racial
Darkvision 60ft
Breath Weapon: You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 15 A creature takes 3d6 lightning damage on a failed save, and half as much damage on a successful one. The damage increase to. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your ancestry.
Class
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Wild Magic SurgeStarting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
Tides of ChaosStarting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Sorcery Points.4
Twinned Spell. 1pt per level
spell change 1pt
war caster
[b]Darkvision[/b] 60ft
[b]Breath Weapon:[/b] You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 15 A creature takes [3d6] lightning damage on a failed save, and half as much damage on a successful one. The damage increase to. After using your breath weapon, you cannot use it again until you complete a short or long rest.
[b]Damage Resistance.[/b] You have resistance to the damage type associated with your ancestry.
[b]Class[/b]
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a [+2] bonus to damage rolls with that weapon.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to [1d10] + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a [d20] immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Sorcery Points.4
Twinned Spell. 1pt per level
spell change 1pt
war caster
fullplate
dragon scale shield
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Their contribution stands as a beacon of hope for all adventurers!