| Full Name |
Lorian Darkleaf |
| Race |
Half Elf |
| Classes/Levels |
Sorcerer/1 | Hp: 8/8 | AC: 12| STR: +1|DEX+2|CON+2 |
| Gender |
|INT:0|WIS-1|CHA:+3 |
| Size |
Passive Perception:9 |
| Strength |
12 |
| Dexterity |
15 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
8 |
| Charisma |
17 |
About Lorian Darkleaf
Lorian Darkleaf
Neutral Good Male Half-Elf Sorcerer
Initiative +2
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Hit Points: 8/8 (1d6+2)
Condition: Normal
Armor Class: 12
Saving Throw Proficiencies: Con+4 Cha+5
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Speed 30 feet
Melee Dagger (+4) dmg 1d4+4
Ranged Light Crossbow (+4) dmg 1d8+4
Special Attacks
Cantrip (4)
Firebolt: Range Spell Attack 1d10dmg on Hit, scales at 5th, 11th, 17th level
Light: Create a light source on object no larger than 10 feet. Light space 20 feet.
Ray of Frost: Range Spell Attack 1d8dmg on Hit, target speed is reduced to 10 feet until the start of next turn. Scales at 5th, 11th, 17th level
Shocking Grasp: Melee Spell Attack (Advantage on Metal Armor) 1d8 dmg on Hit can’t take reactions until the start of next turn, scales at 5th, 11th, 17th level
1st Level Spells (two spells known/ 2 spell slots for 1st level)
Magic Missile: Cast 3 darts of force for 1d4+1.
Witch Bolt: Ranged Spell Attack on hit 1d12 dmg, if held it automatically hits again next turn.
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Str 12/+1, Dex 15/+2, Con 14/+2, Int 10, Wis 8/-1 Cha 17/+3
(15,14,13,12,10,8 Standard Array, Racial=+2CH/+1/+1 to any other ability)
Proficiency Bonus: +2
Skill Proficiencies: Intimidation+5, Persuasion+5, Deception +5, Stealth +4, Acrobatics +4, Sleight of Hand +4
Passive Perception 9,
Languages: Common, Elvish, Dwarven
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Class Features
Spell Casting: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Lorian Spell DC: 13 Spell Attack: +5
Sorcerous Origin: Wild Magic
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
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Background Features: Criminal
Skill Proficiencies: Deception, Stealth
Languages: See Above
Feature (Criminal Contact): You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailorswho can deliver messages for you.
Tools: Thieves Tools
Trait: Lorian always has a plan for what to do when things go wrong.
Ideal: Honor. Lorian will not steal from others in the trade.
Bond: Lorian’s father died because of mistake he made while in the desert of Nex. That will never happen again.
Flaw: Lorian is optimistic and driven, often to the point of danger; he tends to become obsessed with goals, to the detriment of everything else in his life.
Race Features:
Dark Vision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
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Equipment
Weapons
Daggers (2)
Light Crossbow
20 Arrows
Armor
None
Robes
Other Gear
Common clothing with belt pouch
Explorer's pack
Component Pouch
Gaming Set: Dragon Chess set
Thieves tools
Crowbar
Funds
15 gp