CORE BIO SPELLS
Arkan CHARACTER NAME
Shadow Sorcerer 8
CLASS & LEVEL
Haunted One
BACKGROUND
Human
RACE
True Neutral
ALIGNMENT
--
EXPERIENCE POINTS
STRENGTH
-1
8
DEXTERITY
3
17
CONSTITUTION
3
16
INTELLIGENCE
-1
9
WISDOM
2
14
CHARISMA
5
20
INSPIRATION
3
PROFICIENCY BONUS
0
Strength
4
Dexterity
7
Constitution
0
Intelligence
3
Wisdom
9
Charisma
SAVING THROWS
3
Acrobatics (Dex)
2
Animal Handling (Wis)
-1
Arcana (Int)
-1
Athletics (Str)
8
Deception (Cha)
-1
History (Int)
5
Insight (Wis)
5
Intimidation (Cha)
-1
Investigation (Int)
2
Medicine (Wis)
-1
Nature (Int)
5
Perception (Wis)
5
Performance (Cha)
8
Persuasion (Cha)
2
Religion (Int)
3
Sleight of Hand (Dex)
3
Stealth (Dex)
2
Survival (Wis)
SKILLS
15
PASSIVE WISDOM (PERCEPTION)
TOOL PRO ATTRIBUTE
TOOL PROFICIENCIES & CUSTOM SKILLS
TYPE PROFICIENCY
OTHER PROFICIENCIES & LANGUAGES
ARMOR CLASS
3.17
SPEED
Hit Point Maximum
CURRENT HIT POINTS
TEMPORARY HIT POINTS
Total
SUCCESSES
FAILURES
EXHAUSTION LEVEL
NAME ATK DAMAGE/TYPE
ATTACKS & SPELLCASTING
CP
SP
EP
GP
PP
* ITEM NAME
TOTAL WEIGHT IMMOBILE HEAVILY ENCUMBERED ENCUMBERED OVER CARRYING CAPACITY
EQUIPMENT
I don't talk about the thing that torments me. I'd rather not burden others with my curse.
PERSONALITY TRAITS
I'll stop the spirits that haunt me or die trying.
IDEALS
I keep my thoughts and discoveries in a journal. My journal is my legacy.
BONDS
I am a purveyor of doom and gloom who lives in a world without hope.
FLAWS
Total
Total
Total
Total
War Caster Racial: Human (Variant)
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: - You have advantage on Constitution saving throws to maintain your concentration. - You can perform the somatic components of spells even when you have objects in your hand(s). - When a creature provokes an opportunity attack, you can use your reaction to cast a spell at them. The spell must have a casting time of 1 action and target only that creature.
Heart of Darkness Background: Haunted One
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Eyes of the Dark Class: Sorcerer/Shadow Magic
Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell. You can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through it.
Strength of the Grave Class: Sorcerer/Shadow Magic
When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Font of Magic Class: Sorcerer
You have 2 sorcery points, and you gain one additional point every time you level up. You regain all spent sorcery points when you finish a long rest. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can transform sorcery points into one spell slot as a bonus action. The created spell slots vanish at the end of along rest. You can create spell slots no higher in level than 5th. 1st lvl costs two, 2nd costs three, 3rd costs five, 4th costs six, 5th costs seven.
Metamagic Class: Sorcerer
Quickened Spell 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. 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).
Hound of Ill Omen Class: Sorcerer/Shadow Magic
Bonus action. Spend 3 points to summon a hound to target one creature you can see within 120 feet of you. The hound uses the Dire Wolf's statistics, with the following changes: - The hound is size Medium and it counts as a Monstrosity. - It has a number of temporary HP equal to half your level. - It can move through other creatures and objects as difficult terrain. It takes 5 force damage if it ends its turn inside an object. - At the start of its turn, it knows its target's location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an empty space within 30 feet of the target. Roll initiative for it. It can only move toward its target and use its action to attack the target. It can make opportunity attacks but only against its target. While the hound is within 5 feet of its target the target has disadvantage on saves against any spell you cast. The hound vanishes if it or its target is reduced to 0 HP, or after 5 mins.
FEATURES & TRAITS
CHARACTER NAME
AGE
SIZE
HEIGHT
WEIGHT
EYES
SKIN
HAIR
CHARACTER APPEARANCE
CHARACTER BACKSTORY
ALLIES & ORGANIZATIONS
ADDITIONAL FEATURES & TRAITS
TREASURE
CHARACTER NAME
SPELLCASTING ABILITY
16 SPELL SAVE DC
8 SPELL ATTACK BONUS
0
CANTRIPS
R C V S M
R C V S M
R C V S M
R C V S M
R C V S M
SLOTS TOTAL SLOTS REMAINING
1
4
R C V S M
R C V S M
2
3
R C V S M
R C V S M
R C V S M
R C V S M
3
3
R C V S M
R C V S M
4
2
R C V S M
R C V S M
5
0
6
0
7
0
8
0
9
0