Tiefling ( Winged Bloodline ) |
Ability Score Increases |
: |
+ 2 CHA, + 1 INT |
Size |
: |
Medium |
Speed |
: |
Your base walking speed is 30 feet |
Darkvision |
: |
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. |
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. |
You can't discern color in darkness, only shades of gray. |
Hellish Resistance |
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You have resistance to fire damage. |
Winged |
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You have bat-like wings sprouting from your shoulders. |
You have a flying speed of 30 feet while you aren’t wearing heavy armor. |
Languages |
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Common, Infernal |
Sorcerer 14 |
Hit Dice |
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1d6 / Lv. |
Armor Proficiencies |
: |
None |
Weapon Proficiencies |
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Daggers, darts, slings, quarterstaffs, light crossbows |
Tool Proficiencies |
: |
None |
Saving Throw Proficiencies |
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Constitution, Charisma |
Skills |
: |
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion |
Spellcasting |
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6 Cantrips Known, 14 Spells Known, 4 / 3 / 3 / 3 / 2 / 2 / 1 / 1 / - |
Sorcery Points |
: |
You have 14 sorcery points. |
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 |
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You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. |
You learn other ways to use your sorcery points as you reach higher levels. |
└ Creating Spell Slots |
: |
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. |
The Creating Spell Slots table shows the cost of creating a spell slot of a given level. |
You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest. |
Metamagic 1:Transmuted Spell |
: |
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. |
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Metamagic 2:Twined Spell |
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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). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level. |
Metamagic 3:Quicked Spell |
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When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. |
Divine Magic |
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Favored by the Gods |
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Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest. |
Empowered Healing |
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Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn. |
Otherworldly Wings |
You can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. |
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Waterdhavian Noble (Background) |
Skill Proficiencies |
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History, Persuasion |
Tool Proficiencies |
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One type of gaming set or one musical instrument |
Languages |
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One of your choice |
Flames of Phlegethos |
・Increase your Intelligence or Charisma score by 1, to a maximum of 20. |
・When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. |
・Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. |
The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. |
While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. |
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Fey Touched |
・Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. |
・You learn the misty step spell and one 1st-level spell of your choice. |
The 1st-level spell must be from the divination or enchantment school of magic. |
You can cast each of these spells without expending a spell slot. |
Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. |
You can also cast these spells using spell slots you have of the appropriate level. |
The spells’ spellcasting ability is the ability increased by this feat. |
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Telekinetic |
・Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. |
・You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. |
If you already know this spell, its range increases by 30 feet when you cast it. |
Its spellcasting ability is the ability increased by this feat. |
・As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. |
When you do so, the target must succeed on a Strength saving throw ( DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat ) |
or be moved 5 feet toward you or away from you. |
A creature can willingly fail this save. |
|
Sorcerer |
0Lv. |
Acid Splash |
Action |
60ft. |
DEX Save ( DC 18 ) |
3d6 Damage ( Acid ) |
Instantaneous |
Firebolt |
Action |
120ft. |
+ 10 Spell Attack |
3d10 Damage ( Fire ) |
Instantaneous |
Guidance |
Action |
Touch |
― |
+ 1d4 one ability check |
Concentration, up to 1Min. |
Light |
Action |
Touch |
― |
Sheds bright light in a 20-foot radius and dim light for an additional 20ft. |
1Hour |
Mage Hand |
Action |
30ft. |
― |
|
1Min. |
Prestidigitation |
Action |
10ft. |
― |
Various |
1Hour |
Shape Water |
Action |
30ft. |
― |
Various |
Instantaneous |
1Lv. |
Detect Evil and Good ※2 |
Action |
Self |
― |
Detect specific types creatures within 30ft. |
Concentration, up to 10Min. |
Healing Word |
Bonus Action |
60ft. |
― |
Restore 1d4 + CHA Mod. HP |
Instantaneous |
Shield |
Reaction |
Self |
― |
+ 5 Bonus to AC |
1Round |
2Lv. |
Aid |
Action |
30ft. |
― |
Max. HP and current HP increase by 5 ( up to 3 creatures ) |
8Hours |
Misty Step ※2 |
Bonus Action |
Self |
― |
Teleport up to 30 feet to an unoccupied space that you can see |
Instantaneous |
3Lv. |
Counterspell |
Reaction |
60ft. |
― |
Interrupt a creature in the process of casting a spell |
Instantaneous |
Haste |
Action |
30ft. |
― |
|
Concentration, up to 1Min. |
Life Transference ※1 |
Action |
30ft. |
― |
You take 4d8 Damage ( Necrotic ) and one creature restore HP equal to twice the damage |
Instantaneous |
4Lv. |
Dimension Door |
Action |
500ft. |
― |
|
Instantaneous |
Sickening Radiance |
Action |
120ft. |
― |
|
Concentration, up to 10Min. |
5Lv. |
Synaptic Static |
Action |
120ft. |
― |
|
Instantaneous |
Wall of Stone |
Action |
120ft. |
― |
|
Concentration, up to 1Min. |
6Lv. |
Disintegrate |
Action |
120ft. |
― |
|
Instantaneous |
Hero's Feast |
Action |
120ft. |
― |
|
Concentration, up to 1Min. |
7Lv. |
Draconic Transformation |
Bonus Action |
Self |
― |
|
Concentration, up to 1Min. |
8Lv. |
Power Word Stun |
Action |
60ft. |
CON Save ( DC 23 ) |
|
Instantaneous |
Sun Burst |
Action |
150ft. |
CON Save ( DC 23 ) |
12d6 Damage ( Radiant ) |
Instantaneous |
9Lv. |
Psychic Scream |
Action |
90ft. |
INT Save ( DC 23 ) |
14d6 Damage ( Psychic ) |
Instantaneous |