5th Edition Character Sheet
son of gilfrid
paladain 2
Skills
True Strike
fire bolt
sword burst
True Strike
fire bolt
sword burst
darkvision- 60 ft.
Wings. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor, or armor you are not proficient in.
Dragon Ancestry. Choose one type of dragon.(blue) Your scales, spell element, and damage resistances are determined by your Draconic Ancestry (lightning).
Spell Conversion. You can choose to convert your spell damage type lightning
class:(sorcerer)
Tides of Chaos-adv on attack save or check.
darkvision- 60 ft.
Wings. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor, or armor you are not proficient in.
Dragon Ancestry. Choose one type of dragon.(blue) Your scales, spell element, and damage resistances are determined by your Draconic Ancestry (lightning).
Spell Conversion. You can choose to convert your spell damage type lightning
class:(sorcerer)
Tides of Chaos-adv on attack save or check.
meta magic:
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).
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.
Magical Guidance (Optional)
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the [d20], and you must use the new roll, potentially turning the failure into a success.
Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll [1d4] and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
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