Fast Character
Martie Bluegrau
CLASS & LEVEL
Sorcerer 7 (Divine Soul)
EXPERIENCE POINTS
23,920
RACE/ANCESTRY/HERITAGE
Human
BACKGROUND
Hermit
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
STR
-1
8
DEX
+1
12
CON
+2
14
INT
+0
10
WIS
+2
14
CHA
+3
16
+3
PROFICIENCY
BONUS
-1 Strength Saves 
+1 Dexterity Saves 
+5 Constitution Saves *
+0 Intelligence Saves 
+2 Wisdom Saves 
+6 Charisma Saves *
* Prof. bonus added
+1  Acrobatics (Dex)
+2  Animal Handling (Wis)
+0  Arcana (Int)
-1  Athletics (Str)
+6  Deception (Cha) *
+0  History (Int)
+5  Insight (Wis) *
+6  Intimidation (Cha) *
+0  Investigation (Int)
+5  Medicine (Wis) *
+0  Nature (Int)
+2  Perception (Wis)
+3  Performance (Cha)
+3  Persuasion (Cha)
+3  Religion (Int) *
+1  Sleight of Hand (Dex)
+1  Stealth (Dex)
+2  Survival (Wis)

* Prof. bonus added
12
ARMOR
CLASS
(AC)
11
Armor Worn: none
INITIATIVE
+1
SPEED
30 ft.
HIT POINTS
44
HIT DICE
7d6
DEATH SAVES:   Success  O O O   Fail  O O O
WEAPON & UNARMED ATTACKS

Basic Attack. One target per Attack action.

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 1d6-1 bludgeoning damage. (If used two-handed in melee, does 1d8-1 damage.)

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)

MAGIC, FEATS & SPECIAL ATTACKS

Chill Touch Cantrip. Ranged Spell Attack: +6 to hit, target one creature within 120 ft. range. Hit: 2d8 necrotic damage and can't regain HP until the start of your next turn. If target is undead, it also suffers disadvantage on attack rolls until the end of your next turn.

ALIGNMENT

Chaotic Neutral. I follow my shifting whims with little concern about rules or later consequences.

Hermit Background [PHB p. 134]

• Feature: Discovery (great secret).

• Traits: Joined a communal group. Family at odds with rivals.

• Ideal: Secret lies in harmony of all.

• Bond: In hiding from enemies.

• Flaw: Follows rigid dogma.


PROFICIENCIES & LANGUAGE

Armor: none

Weapons: dagger, dart, light crossbow, quarterstaff, sling

Tools: herbalism kit

Saving Throws: Constitution, Charisma

Skills: Deception, Insight, Intimidation, Medicine, Religion

Languages: Common, Dwarvish, Elvish, Goblin

RACE

Human Traits [PHB p. 29]

• Creature Type: Humanoid

• Age: 25 years old

• Medium Size (6' 2", 200 lbs.)

CLASS

Sorcerer Class Features [PHB p. 99, XGtE p. 50]

• Divine Magic (picks spells from Sorcerer and Cleric lists)

• Favored By The Gods (one betw. rests, add 2d4 to missed save)

• Font Of Magic (use up to 7 sorcery points betw. long rests)

• Flexible Casting (use 2 sorcery points for one 1st level spell slot, 3 pts. for 2nd level slot, 5 pts. 3rd level, 6 pts. 4th level)

• Empowered Healing (for 1 sorcery point, ally within 5 feet rerolls healing dice)

SORCERY

Metamagic [PHB p. 101]

• Heighten Spell (for 3 sorcery points, target saves vs. spell with disadv.)

• Quicken Spell (for 2 sorcery points, cast as bonus action instead of action)

SPELLS

Spellcasting [PHB p. 201]

Spell Attack Modifier +6
Spell Save DC 14

Cantrips Known: Blade Ward, Chill Touch, Mage Hand, Minor Illusion, Prestidigitation


Prepared Spells

1st Level (4 slots): Bane, Mage Armor

2nd Level (3 slots): Lesser Restoration, Enhance Ability

3rd Level (3 slots): Remove Curse, Fly

4th Level (1 slot): Divination, Dominate Beast

EQUIPMENT & TREASURE
Carried Gear [PHB, p. 143]: two (2) daggers, quarterstaff, herbalism kit (clippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a scroll case stuffed full of personal notes, a winter blanket. (This load is about 12 lbs.; add 1 lb. per 50 coins carried.)

Lifting & Carrying: 120 lbs. max. carrying capacity; 240 lbs. pushing or dragging (speed -5 ft.); 240 lbs. max. lift.

Coins & Gems: 631 gold pieces (gp); 15 silver pieces (sp); 79 copper pieces (cp); 4 gems (worth 50 gp each)