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dd5:najila:charsheet

Character Sheet

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[ Experience ] [ Notes ]

Statistics

Class(es) & Level(s) Sorcerer 9, Cleric 3
Experience 106,626 Proficiency Bonus +4
Name Value Total Bonus Prof Misc
Strength 10 +1 +0 +1
Dexterity 12 +2 +1 +1
Constitution 14 +7 +2 +4 +1
Intelligence 10 +1 +0 +1
Wisdom 17 +4 +3 +1
Charisma 20 +10 +5 +4 +1
Armor Class 21 Hit Points 88
Hit Dice 9d6, 3d8 Spent: None
Size Medium Speed 30'

Proficiencies

Type List Source
Saves Charisma, Constitution Class (Sorc)
Skills Arcana, Religion Class (Sorc)
Skills Insight, Persuasion Background
Tools Jeweler's Tools Background
Armors Heavy Life Domain
Armors Light, Medium, Shields Class (Cleric)
Weapons Daggers, Darts, Slings, Quarterstaff, Light Crossbow Class (Sorc)
Languages Common, Infernal Race
Languages Draconic Class (Sorc)
Languages Dwarvish Background

Actions

Type Name Notes
Standard Attack: Unarmed +0 to hit, 1 bludgeoning damage
Standard Attack: Master Control Rod +0 to hit, 1d6+1 bludgeoning damage
Standard Attack: Crossbow +5 to hit, 1d8+1 piercing damage, 80'/320'
Standard Attack: Dagger +4 to hit, 1d4+0 piercing damage, 20'/ 60'
Move Ground 30'

General Action chart found here.

Features

Type Name Source Notes
Sense Darkvision Race: Tiefling 60', cannot discern colors in darkness
Resistence Hellish Resistance Race: Tiefling You have resistance to fire damage
Cantrip Infernal Legacy Race: Tiefling You know the Thaumaturgy cantrip
Spell Infernal Legacy Race: Tiefling At 3rd level, cast Hellish Rebuke 1/day as a 2nd level spell
Spell Infernal Legacy Race: Tiefling At 5th level, cast Darkness 1/day.
Background Guild Membership Guild Artisan Place to eat, meet da peeps, political power, 5gp/mo dues
Class Draconic Ancestor Sorc 1 Gold Dragon, fire, LG
Class Draconic Resilience Sorc 1 Add +1 to hit point max every level
Class Draconic Resilience Sorc 1 Gain (AC 13 + Dex Modifier) natural armor
Class Sorc/Cleric Sorc 1 Regain spell slots at the end of lost rest
Class Elemental Affinity Sorc 6 Add CHA bonus to fire spells. Spend 1 sorc point to resist one elemental type for one hour
Class Life Domain Cleric 1 Domain spells are always prepared, don't count against max, can use them even
Class Disciple of Life Cleric 1 Add (2 + spell's level) in extra hit points to all healing spells cast
Class Preparing Spells Cleric 1 You can prepare (WIS mod + cleric level) (min 1) spells per day. Domain spells do NOT count against this max.
Class Channel Divinity Cleric 2 Use an effect once per short rest, DC is cleric DC.
Class CD: Turn Undead Cleric 2 Undead w/in 30' radius make a WIS save; they must be able to see/hear. On a fail, must spend actions moving away from you and can't get w/in 30' of you. No reactions. Dash or Dodge actions only. Lasts 1 min or until it takes damage. p59
Class CD: Preserve Life Cleric 2 Heal 5x Cleric Level split b/w anyone w/in 30'. Individually, cannot heal more than 50% of any given target's total health. p60
Feat War Caster Sorc 4 Advantage on Concentration checks. Can perform somatic components of spells w/shield or weapon in one or both hands. Can cast 1 action spell as reaction when target provokes an attack of opportunity that targets only a single creature. p170
Feat Elemental Adept (fire) Sorc 8 Ignore a target's (fire) resistance. When rolling (fire) damage, treat all 1s as 2s. p166
Boon Tyr Story For clearing Tyr's temple across the river, Tyr gave us a permanent boon of +1 AC, +1 All Saves

Assets & Equipment

Platinum Gold Silver Copper Up-to-date
953 19,084 0 11 Game 47 END

Mundane

Type Name Weight# Cost Notes
Armor Chainmail +2 27.5 ? Chainmail +1, half usual weight @ 27.5lbs, upgraded +1 by Gurm
Armor Shield 6 10 gp AC +2
Clothes Traveler's 4 2gp Background
Weapon Light xbow, bolts x20 5 25gp Class, 1d8 piercing, ammunition range (80', 320'), loading, 2-handed
Weapon Daggers x2 2 4gp Class, 1d4 piercing, finesse, light, thrown (20'/60')
Tools Jewelers Tools 2 25gp Background
Gear Guild Letter 0 - Background
Gear Arcane Focus 1 10gp Class, mounted in necklace worn at the neck
Gear Holy Symbol 0 5gp Purchased, “Emblem”, worn on left bracer
Gear Dungeoneer's Pack 50.5 12gp Class, Backpack, crowbar, hammer, 10 pitons, 10 days of rations, waterskin, 50' hempen rope. Exchanged: 10 torches + tinderbox (6sp value) for Blanket (5sp)
Gear Blanket 3 5sp Exchanged
Gear Bedroll 7 1gp Purchased
Gear Mess Kit 1 2sp Purchased
Gear Shovel 5 2gp Purchased
Gear Miner's Pick 10 2gp Purchased

Magical

Name Attuned? Weight# Cost Notes
Master Control Rod Y 0 ? +1 Mace (1d6+1) and lots of other magical properties
Pearl of Power Y 1 50gp + ? Lets user regain 1 spell slot per day up to level 3. Recharges every day at dawn.
Eyes of Charming Y ? ? 3 charges to cast Charm Person, WIS save DC 13
Hat of Disguise Y ? ? Disguise self at will
Helm of Underwater Action - ? ? Allows you to breathe and act normally in water.
Glass Bead of Power - ? ? Lets user regain up to 6 levels worth of spell slots of up to 4th level spells. No Recharge.
Attunement Slot (of 5) Item
1 Master Control Rod Star Stone
2 Pearl of Power
3 Hat of Disguise
4 Eyes of Charming (Glasses)
5 -

3 (base) + 1 every 5th level

CW Potions x10 1 free action if readied, 2d4+2
GCW Potions x0 1 free if readied, 4d4+4
SCW Potions x0 1 free if readied, 8d4+8
Weight Description
Gear On Person 49.5 lbs Chainmail (27.5), Holy Symbol (0), Backpack (5), Daggers x2 (2), Shield (6), Clothes (3), waterskin (5), necklace (1), master control rod (0)
Gear not Carried crowbar (5), bedroll (7), blanket (3), hammer (3), 4 pitons (1), mess kit (1), Arcane Focus (1, the master control rod is my focus)

Encumbrance: 96.5 (unencumbered: 50 = STR*5 lbs; max: 150 = STR*15 lbs)

Spellcasting Ability

Sorc Spell Save DC 17 = 8 + Proficiency bonus (4) + CHA Modifier (5)
Sorc Spell Attack Mod 11 = Proficiency bonus (4) + CHA Modifier (5) + Master Control Rod (2)
Cleric Spell Save DC 15 = 8 + Proficiency bonus (4) + WIS Modifier (3)
Cleric Spell Attack Mod 9 = Proficiency bonus (4) + WIS Modifier (3) + Master Control Rod (2)

Cantrips

Name School Casting Time Range Cmpnts Duration Notes
Thaumaturgy Trans 1 action 30' V Up to 1 min RACIAL FEATURE. You manifest a minor wonder. Can have up to 3 effects going at once. Dismiss an effect as an action.
Create Bonfire Conj 1 action 60' V,S Conc, 1min Fills 5' square, Dex save, deals 1d8 damage on folks passing thru
Fire Bolt Evoc 1 action 120' V,S Instant Ranged spell attack. On a hit, deals 1d10 fire damage. Flammable objects hit ignite. 5th level 2d10, 11th level 3d10, 17th level 4d10
Light Evoc 1 action Touch V,M 1 hr Touch an object and it glows, 20' radius. Hostiles make a Dex saving throw.
Mage Hand Conj 1 action 30' V,S 1 min Use object, stow/retrieve items, pour a vial, etc. Lifts no more than 10 lbs.
Shocking Grasp Evoc 1 action Touch V,S 1 round Make melee spell attack, does 1d8 lightning damage, target cannot make reactions until the start of their next turn
Guidance Div 1 action Touch V,S Concentration, up to 1 min Target adds +1d4 to any ability check. Can roll the die before or after the ability check.
Resistance Abj 1 action Touch V,S,M Concentration, up to 1 min Target adds +1d4 to any save. Can roll the die before or after the saving throw.
Sacred Flame Evoc 1 action 60' V,S Instant Succeed on Dex saving throw or take 1d8 radiant damage. No benefit from cover for this saving throw.

Racial Spells

These can be cast once per day.

Level Name School Casting Time Range Cmpnts Duration Notes
1st Hellish Rebuke Evoc 1 reaction 60' V,S Instant Creature that damaged you takes 2d10 fire damage on a failed DEX save, or 1/2 as much on a successful one (use Sorc DC)
2nd Darkness Evoc 1 action 60' V,M Conc, 10 min Darkness spreads in 15' sphere from a point centered anywhere w/in range. Darkvision nullified. Non-magical light can't illuminate it. Can be cast on an object. Dispells light magical light created by spells 2nd level or lower.

Channel Divinity

Any one of these can be used once per short rest.

Name Casting Time Range Cmpnts Duration Notes
Turn Undead 1 action Self/30' radius V,S 1 min AoE Centered on You, moves with you. Undead w/in 30' radius make a WIS save; they must be able to see/hear. On a fail, must spend actions moving away from you and can't get w/in 30' of you. No reactions. Dash or Dodge actions only. Lasts 1 min or until it takes damage. p59
Preserve Life 1 action Self/30' radius - Instant AoE Centered on You. Heal 5 x (Cleric Level) split b/w anyone w/in 30'. Individually, cannot heal more than 50% of any given target's total health. p60

Spells

Level Name School Casting Time Range Cmpnts Duration Notes
1st Shield Divin 1 reaction self V,S 1 rnd Gain +5 AC, lasts until start of your next turn, magic missile does no damage. Applies to triggering attack as well.
1st Magic Missile Evoc 1 action ​ 120' ​ V,S Instant ​ 3 missiles, each missile hits a creature of choice, each missile deals 1d4+1. Add 1 missile for each higher level slot.
2nd Mirror Image Illus 1 action self V,S 1 min 3 Dups of you appear in your square. When attacked, roll a d20 to determine if the attack goes to you or a dup.
2nd Scorching Ray Evoc 1 action 120' V,S Instant Ranged spell attack per ray. Hurl 3 rays at one or more targets, 2d6 fire dmg per ray. +1 ray per level.
3rd Fireball Evoc 1 action 150' V,S,M Instant Each creature in a 20' sphere makes a DEX save. On a fail, the creature takes 8d6 fire damage, or 1/2 on a success.
3rd Haste Trans 1 action 30' V,S,M Conc, 1 min Target: 1 creature w/in range. Gains +2 AC, advantage on Dex saves, and 1 additional action on its turn. Actions: Weapon Attack, Dash, Disengage, Hide, Use Object.
3rd Blink Trans 1 action Self V,S 1 min At end of turn, roll d20. On 11+, you vanish until the start of your next turn. Move to a square w/in 10' of where you vanished from.
3rd Counterspell Abj 1 reaction 60' S Instant Auto-counter spells of same level or lower than the slot it was cast in. For higher level, roll spellcasting ability (no proficiency, just CHA bonus) check vs DC 10 + the spell’s level.
4th Banishment Abj 1 action 60' V,S,M Conc 1 min Banish 1 target (+1 per higher level) to a different plane. CHA Save. If an extra-planar being, if concentration expires due to length, they remain banished for good. In all other circumstances, target returns to current plane.
1st Bless Ench 1 action 30' V,S,M Conc, up to 1 min DOMAIN: 3 creatures w/in range gain 1d4 on the next saving throw or attack roll (+1 creature for each spell slot above 1st)
1st Cure Wounds Evoc 1 action Touch V,S Instant DOMAIN: Heal 1d8 hps + spellcasting ability mod + (2 + spell's level) hit points (+1d8 per spell slot above 1st)
2nd Lesser Restoration Abj 1 action Touch V,S Instant DOMAIN: End one disease or condition (blinded, deafened, paralyzed, poisoned)
2nd Spiritual Weapon Evoc 1 bonus action 60' V,S 1 min DOMAIN: bonus action to cast, then bonus action to move it 20' on your turn, make melee spell atttack, and deals 1d8+WISMod dmg on a hit, +1d8 for every TWO levels higher
Standard Cleric Loadout (1st) Guiding Bolt Healing Word Shield of Faith
Standard Cleric Loadout (2nd) Silence Aid Find Traps
Total Expended
Sorcery Points 9 0
Level Slots
Hellish Rebuke (as 2nd) 1 per day
Darkness (2nd) 1 per day
1st 4
2nd 3
3rd 3
4th 3
5th 2
6th 1

Sorcery Progression

Spell Slots
Class & Level Sorc Pts Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Sorc 1 0 4 2 2 - - - - - - - -
Sorc 2 2 4 3 3 - - - - - - - -
Sorc 3 3 4 4 4 2 - - - - - - -
Sorc 4 4 5 5 4 3 - - - - - - -
Sorc 5 5 5 6 4 3 2 - - - - - -
Sorc 6 6 5 7 4 3 3 - - - - - -
Sorc 7 7 5 8 4 3 3 1 - - - - -
Sorc 8 8 5 9 4 3 3 2 - - - - -
Sorc 9 9 5 10 4 3 3 3 1 - - - -
Sorc 10 10 6 11 4 3 3 3 2 - - - -
Sorc 11 11 6 12 4 3 3 3 2 1 - - -
Sorc 12 12 6 12 4 3 3 3 2 1 - - -
Sorc 13 13 6 13 4 3 3 3 2 1 1 - -
Sorc 14 14 6 13 4 3 3 3 2 1 1 - -
Sorc 15 15 6 14 4 3 3 3 2 1 1 1 -
Sorc 16 16 6 14 4 3 3 3 2 1 1 1 -
Sorc 17 17 6 15 4 3 3 3 2 1 1 1 1
Sorc 18 18 6 15 4 3 3 3 3 1 1 1 1
Sorc 19 19 6 15 4 3 3 3 3 2 1 1 1
Sorc 20 20 6 15 4 3 3 3 3 2 2 1 1

Character Build

  • Background: Guild Artisan
    • Personality Trait #1: Anything worth doing is worth doing right. I'm a perfectionist.
    • Personality Trait #2: I don't part with my money easily and will haggle extensively to get the best deal possible.
    • Ideal: My talents were given to me so that I could use them to benefit the world (Good).
    • Bond: I owe my guild a great debt for forging me into the person I am today.
    • Flaw: I am quick to assume that someone is trying to cheat me.
  • Race & Subrace: Tiefling

Level Progression

XP(k) CLev Prof Sorc Pts AttBonus Class & Level HPs Class Features
0 1 +2 0 - Sorcerer 1 6+2+1 Spellcasting, Sorcerous Origin, Racial Legacy p43
.3 2 +2 2 +1 WIS Cleric 1 5+2+1 Divine Domain
.9 3 +2 2 - Sorcerer 2 4+2+1 Font of Magic, Racial Legacy p43
2.7 4 +2 3 +1 DEX Sorcerer 3 4+2+1 Metamagic x2
6.5 5 +3 4 - Sorcerer 4 4+2+1 Feat (War Caster), Racial Legacy p43
14 6 +3 5 +1 CHA Sorcerer 5 4+2+1
23 7 +3 6 - Sorcerer 6 4+2+1 Elemental Affinity
34 8 +3 7 +1 CHA Sorcerer 7 4+2+1
48 9 +4 8 - Sorcerer 8 4+2+1 Feat (Elemental Adept), +1 CHA, +1 WIS
64 10 +4 8 +1 WIS Cleric 2 5+2+1 Channel Divinity x 2
85 11 +4 8 - Cleric 3 5+2+1 Domain Spells
100 12 +4 9 +1 WIS Sorcerer 9 4+2+1
120 13 +5 10 - Sorcerer 10 4+2+1 Metamagic
140 14 +5 11 +1 Xxx Sorcerer 11 4+2+1
165 15 +5 12 - Sorcerer 12 4+2+1 Feat()
195 16 +5 13 +1 Xxx Sorcerer 13 4+2+1
225 17 +6 14 - Sorcerer 14 4+2+1 Dragon Wings
265 18 +6 15 +1 Xxx Sorcerer 15 4+2+1
305 19 +6 16 - Sorcerer 16 4+2+1 Feat()
355 20 +6 17 +1 Xxx Sorcerer 17 4+2+1 Metamagic

Experience

dd5/najila/charsheet.txt · Last modified: 2017/04/16 02:32 by tara