5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Quarterstaff | +3 | 1d6+1 Bludgeoning (1d8+1 if two handed) | 5 | |
Dagger | +3 | 1d4+1 | 5-60 (Disadvantage if thrown more than 20 ft.) | |
Tortle Claw | +3 | 1d6+1 Slashing | 5 |
Ray of Frost
Shape Water
Mending
Mage hand
1st LevelIce Knife
Magic Missle
Silent Image
2nd LevelEnhanced Ability
Ray of Frost
Shape Water
Mending
Mage hand
1st Level
Ice Knife
Magic Missle
Silent Image
2nd Level
Enhanced Ability
Racial Bonuses (Tortle)
Size:
You are Medium.
Claws:
You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath:
You can hold your breath for up to 1 hour.
Natural Armor:
Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.
Nature's Intuition:
Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Shell Defense:
You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Background (Fisher)
Harvest the Water:You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
Fishing Tale:You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions.
Class
Spellcasting Focus: Arcane Focus
Sorcery Points: You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. 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. Cost: 2 points, 1st. 3 points, 2nd. 5 points, 3rd. 6 points, 4th. 7 points, 5th. 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.
Meta Magic: Distant SpellWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point 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.
Meta Magic: Extended SpellWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Storm Sorcery
Wind SpeakerThe arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Tempestuous MagicStarting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
[b]Size:[/b]
You are Medium.
[b]Claws:[/b]
You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals [1d6] + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
[b]Hold Breath:[/b]
You can hold your breath for up to 1 hour.
[b]Natural Armor:[/b]
Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.
[b]Nature's Intuition:[/b]
Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
[b]Shell Defense:[/b]
You can withdraw into your shell as an action. Until you emerge, you gain a [+4] bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
[b]Background (Fisher)[/b]
[b]Harvest the Water:[/b]
You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
[b]Fishing Tale:[/b]
You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions.
[b]Class[/b]
[b]Spellcasting Focus:[/b] Arcane Focus
[b]Sorcery Points:[/b] You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
[b]Flexible Casting:[/b] You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. 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. Cost: 2 points, 1st. 3 points, 2nd. 5 points, 3rd. 6 points, 4th. 7 points, 5th. 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.
[b]Meta Magic: Distant Spell[/b]
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point 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.
[b]Meta Magic: Extended Spell[/b]
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
[b]Storm Sorcery[/b]
[b]Wind Speaker[/b]
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
[b]Tempestuous Magic[/b]
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Languages: Common, Elvish
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