Sorcerer [Wild Magic] (3) / Warlock [The
Archfey] (2) Feylost Adan
CLASS & LEVEL BACKGROUND PLAYER NAME
Adan Fairy/Charisma Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
11 +1 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
Hit Point Maximum 30
-1 Strength
DEXTERITY
+1 Dexterity
+1 ●
+4 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
13 +2 Wisdom
●
+6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 +1 Acrobatics (Dex) SUCCESSES
3x(1d6+1)
13 +2 Animal Handling (Wis) 2x(1d8+1) FAILURES
●
+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1
0 ●
+6 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
10 ●
+5 Insight (Wis)
Dagger +4 1d4+1 piercing
Backpack
WISDOM
+3 Intimidation (Cha)
0 Investigation (Int)
Bedroll
+2 Medicine (Wis) Clothes, traveler’s
+2 0 Nature (Int)
Component
+2 Perception (Wis) Number of
14
+3 Performance (Cha)
Attacks: 1 pouch
CHARISMA
+3 Persuasion (Cha)
0 Religion (Int)
Mess kit
+3 +1 Sleight of Hand (Dex) Rations (1 day)
16
+1 Stealth (Dex) x10
+5 Survival (Wis)
Rope, hempen
●
SKILLS ATTACKS & SPELLCASTING
Tinderbox
12 PASSIVE WISDOM (PERCEPTION)
CP Torch x10
SP
Viol
Tool Proficiencies: Bagpipes
Waterskin
EP
Weapon Proficiencies:
Crossbow, light; Dagger; Dart;
Quarterstaff; Simple; Sling GP
9
Armor Proficiencies: Light PP
Language Proficiencies:
Common; Sylvan
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
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necessario uma mão uma pluma
AGE HEIGHT WEIGHT
Adan
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Charisma, Sorcerer, Warlock Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Druidcraft
Eldritch Blast
Friends
Mage Hand
Message
Minor Illusion
Prestidigitation
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 6 7
EPAR
SPELL NAME
ED
PR
Armor of Agathys
Charm Person
4
Faerie Fire
Hellish Rebuke
SPELLS KNOWN
Hex
Mage Armor (at will)
Sleep
2 2
Enlarge/Reduce
Hold Person
Kinetic Jaunt
5
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Flexible Casting. You can convert sorcery points into spell slots (level - point cost: 1st - 2, 2nd - 3, 3rd - 5,
4th - 6, 5th - 7). You can also convert spell slots into sorcery points equal to the slot's level.
-----------Other Traits------------
Creature Type. You are a Fey.
Eldritch Invocation: Armor of Shadows. Cast mage armor on yourself at will.
Eldritch Invocation: Maddening Hex (Requires: 5th level, hex spell or a warlock feature that curses). As a
bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock
feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage
to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic
damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able
to see the cursed target, and it must be within 30 feet of you.
Fairy Magic. Fairies are magical by nature. You know the druidcraft cantrip. Starting at 3rd level, you can
cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with
this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again
until you finish a long rest. You can also cast either of those spells using any spell slots you have of the
appropriate level.
Fey Mark. You were transformed in some small way by your stay in the Feywild and gained a fey mark.
Fey Presence. Starting at 1st level, your patron bestows upon you the ability to project the beguiling and
fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from
you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their
saving throw are all charmed or frightened by you (your choice) until the end of your next [Link] you
use this feature, you can't use it again until you finish a short or long rest.
Feywild Connection. Your mannerisms and knowledge of fey customs are recognised by natives of the
Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to
your aid if you are lost or need help in the Feywild.
Flight. Your wings aren't just for show. You have a flying speed that is equal to your walking speed. You
can't use this flying speed if you're wearing medium or heavy armor.
Quickened Spell. Spend 2 sorcery pts. to convert a casting of a spell with 1 action casting time to 1
bonus-action.
Sorcery Points. You have 3 sorcery points (use 3 times/long rest).
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. Anytime 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.
Twinned Spell. Spend X sorcery pts. (min 1) to target two creatures with a single target spell, where X is
the spell level.
Wild Magic Surge. Starting when you choose this origin at 1st level, your spellcasting can unleash surges
of untamed [Link] 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.
Page 1
Druidcraft Friends Mage Hand
Charisma Cantrip Transmutation DC 14 Spell Mod Sorcerer Cantrip Enchantment DC 14 Spell Mod +6 Sorcerer Cantrip Conjuration DC 14 Spell Mod +6
+6
1 Act. 30 ft V,S Inst 1 Act. self S,M Conc, 1 min 1 Act. 30 ft V,S 1 min
A small amount of makeup applied to the face as this
spell is cast
Whispering to the spirits of nature, you create For the duration, you have advantage on all A spectral, floating hand appears at a point
one of the following effects within range: • You Charisma checks directed at one creature of you choose within range. The hand lasts for
create a tiny, harmless sensory effect that your choice that isn't hostile toward you. the duration or until you dismiss it as an
predicts what the weather will be at your When the spell ends, the creature realizes that action. The hand vanishes if it is ever more
location for the next 24 hours. The effect you used magic to influence its mood and than 30 feet away from you or if you cast this
might manifest as a golden orb for clear skies, becomes hostile toward you. A creature prone spell again. You can use your action to control
a cloud for rain, falling snowflakes for snow, to violence might attack you. Another creature the hand. You can use the hand to manipulate
and so on. This effect persists for 1 round. • might seek retribution in other ways (at the an object, open an unlocked door or container,
You instantly make a flower blossom, a seed DM's discretion), depending on the nature of stow or retrieve an item from an open
pod open, or a leaf bud bloom. • You create an your interaction with it. container, or pour the contents out of a vial.
instantaneous, harmless sensory effect, such You can move the hand up to 30 feet each time
as falling leaves, a puff of wind, the sound of a you use it. The hand can't attack, activate
small animal, or the faint odor of skunk. The magic items, or carry more than 10 pounds.
effect must fit in a 5-foot cube. • You instantly
light or snuff out a candle, a torch, or a small
campfire.
Message Minor Illusion Eldritch Blast
Sorcerer Cantrip Transmutation DC 14 Spell Mod +6 Sorcerer Cantrip Illusion DC 14 Spell Mod +6 Warlock Cantrip Evocation DC 14 Spell Mod +6
1 Act. 120 ft V,S,M 1 Rnd 1 Act. 30 ft S,M 1 min 1 Act. 120 ft V,S Inst
A short piece of copper wire A bit of fleece
You point your finger toward a creature You create a sound or an image of an object A beam of crackling energy streak toward a
within range and whisper a message. The within range that lasts for the duration. The creature within range. Make a ranged spell
target (and only the target) hears the message illusion also ends if you dismiss it as an action attack against the target. On a hit, the target
and can reply in a whisper that only you can or cast this spell again. If you create a sound, takes 1d10 force damage. The spell creates
hear. You can cast this spell through solid its volume can range from a whisper to a more than one beam when you reach higher
objects if you are familiar with the target and scream. It can be your voice, someone else's levels: two beams at 5th level, three beams at
know it is beyond the barrier. Magical silence, voice, a lion's roar, a beating of drums, or any 11th level, and four beams at 17th level. You
1 foot of stone, 1 inch of common metal, a thin other sound you choose. The sound continues can direct the beams at the same target or at
sheet of lead, or 3 feet of wood blocks the spell. unabated throughout the duration, or you can different ones. Make a separate attack roll for
The spell doesn't have to follow a straight line make discrete sounds at different times before each beam.
and can travel freely around corners or the spell ends. If you create an image of an
through openings. object—such as a chair, muddy footprints, or a
small chest—it must be no larger than a 5-foot
cube. The image can't create sound, light,
smell, or any other sensory effect. Physical
interaction with the image reveals it to be an
illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is
Prestidigitation Faerie Fire Charm Person
Warlock Cantrip Transmutation DC 14 Spell Mod Charisma Level 1 Evocation DC 14 Spell Mod +6 Sorcerer Level 1 Enchantment DC 14 Spell Mod +6
+6
1 Act. 10 ft V,S Up to 1 hr 1 Act. 60 ft V Conc, 1 min 1 Act. 30 ft V,S 1 hr
This spell is a minor magical trick that novice Each object in a 20-foot cube within range is You attempt to charm a humanoid you can see
spellcasters use for practice. You create one of outlined in blue, green, or violet light (your within range. It must make a Wisdom saving
the following magical effects within range: • choice). Any creature in the area when the throw, and does so with advantage if you or
You create an instantaneous, harmless spell is cast is also outlined in light if it fails a your companions are fighting it. If it fails the
sensory effect, such as a shower of sparks, a Dexterity saving throw. For the duration, saving throw, it is charmed by you until the
puff of wind, faint musical notes, or an odd objects and affected creatures shed dim light spell ends or until you or your companions do
odor. • You instantaneously light or snuff out a in a 10-foot radius. Any attack roll against an anything harmful to it. The charmed creature
candle, a torch, or a small campfire. • You affected creature or object has advantage if the regards you as a friendly acquaintance. When
instantaneously clean or soil an object no attacker can see it, and the affected creature or the spell ends, the creature knows it was
larger than 1 cubic foot. • You chill, warm, or object can't benefit from being invisible. charmed by you. At Higher Levels. When you
flavor up to 1 cubic foot of nonliving material cast this spell using a spell slot of 2nd level or
for 1 hour. • You make a color, a small mark, or higher, you can target one additional creature
a symbol appear on an object or a surface for 1 for each slot level above 1st. The creatures
hour. • You create a nonmagical trinket or an must be within 30 feet of each other when you
illusory image that can fit in your hand and target them.
that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss
Page 1 (reverse)
Minor Illusion (reverse)
an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.
Prestidigitation (reverse)
such an effect as an action.
Page 2
Sleep Armor of Agathys Hellish Rebuke
Sorcerer Level 1 Enchantment DC 14 Spell Mod +6 Warlock Level 1 Abjuration DC 14 Spell Mod +6 Warlock Level 1 Evocation DC 14 Spell Mod +6
1 Act. 90 ft V,S,M 1 min 1 Act. Self V,S,M 1 hr 1 reAct. 60 ft V,S Inst
A pinch of fine sand, rose petals, or a cricket A cup of water
This spell sends creatures into a magical A protective magical force surrounds you, You point your finger, and the creature that
slumber. Roll 5d8; the total is how many hit manifesting as a spectral frost that covers you damaged you is momentarily surrounded by
points of creatures this spell can affect. and your gear. You gain 5 temporary hit points hellish flames. The creature must make a
Creatures within 20 feet of a point you choose for the duration. If a creature hits you with a Dexterity saving throw. It takes 2d10 fire
within range are affected in ascending order of melee attack while you have these hit points, damage on a failed save, or half as much
their current hit points (ignoring unconscious the creature takes 5 cold damage. At Higher damage on a successful one. At Higher Levels.
creatures). Starting with the creature that has Levels. When you cast this spell using a spell When you cast this spell using a spell slot of
the lowest current hit points, each creature slot of 2nd level or higher, both the temporary 2nd level or higher, the damage increase by
affected by this spell falls unconscious until hit points and the cold damage increase by 5 1d10 for each slot level above 1st.
the spell ends, the sleeper takes damage, or for each slot level above 1st.
someone uses an action to shake or slap the
sleeper awake. Subtract each creature's hit
points from the total before moving on to the
creature with the next lowest hit points. A
creature's hit points must be equal to or less
than the remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a
Hex Mage Armor Enlarge/Reduce
Warlock Level 1 Enchantment DC 14 Spell Mod +6 Warlock Level 1 Abjuration DC 14 Spell Mod +6 Charisma Level 2 Transmutation DC 14 Spell Mod
+6
1 B.A. 90 ft V,S,M Conc, 1 hr 1 Act. Touch V,S,M 8 hrs 1 Act. 30 ft V,S,M Conc, 1 min
The petrified eye of a newt A piece of cured leather A pinch of powdered iron
You place a curse on a creature that you can You touch a willing creature who isn't wearing You cause a creature or an object you can see
see within range. Until the spell ends, you deal armor, and a protective magical force within range to grow larger or smaller for the
an extra 1d6 necrotic damage to the target surrounds it until the spell ends. The target's duration. Choose either a creature or an object
whenever you hit it with an attack. Also, base AC becomes 13 + its Dexterity modifier. that is neither worn nor carried. If the target is
choose one ability when you cast the spell. The The spell ends if the target dons armor or if unwilling, it can make a Constitution saving
target has disadvantage on ability checks you dismiss the spell as an action. throw. On a success, the spell has no effect. If
made with the chosen ability. If the target the target is a creature, everything it is
drops to 0 hit points before this spell ends, you wearing and carrying changes size with it.
can use a bonus action on a turn of yours to Any item dropped by an affected creature
curse a new creature. A remove curse cast on returns to normal size at once. Enlarge. The
the target ends this spell early. At Higher target's size doubles in all dimensions, and its
Levels: When you cast this spell using a spell weight is multiplied by eight. This growth
slot of 3rd or 4th level, you can maintain your increases its size by one category — from
concentration on the spell for up to 8 hours. Medium to Large, for example. If there isn't
When you use a spell slot of 5th level or enough room for the target to double its size,
higher, you can maintain your concentration the creature or object attains the maximum
on the spell for up to 24 hours. possible size in the space available. Until the
spell ends, the target also has advantage on
Strength checks and Strength saving throws.
Hold Person Kinetic Jaunt
Sorcerer Level 2 Enchantment DC 14 Spell Mod +6 Sorcerer Level 2 Transmutation DC 14 Spell Mod +6
1 Act. 60 ft V,S,M Conc, 1 min 1 B.A. self S Conc, 1 min
A small, straight piece of iron
Choose a humanoid that you can see within You magically empower your movement with
range. The target must succeed on a Wisdom dance-like steps, giving yourself the following
saving throw or be paralyzed for the duration. benefits for the duration. Your walking speed
At the end of each of its turns, the target can increases by 10 feet. You don't provoke
make another Wisdom saving throw. On a opportunity attacks. You can move through
success, the spell ends on the target. At Higher the space of another creature, and it doesn't
Levels. When you cast this spell using a spell count as difficult terrain. If you end your turn
slot of 3rd level or higher, you can target one in another creature's space, you are shunted to
additional humanoid for each slot level above the last unoccupied space you occupied, and
2nd. The humanoids must be within 30 feet of you take 1d8 force damage.
each other when you target them.
Page 2 (reverse)
Sleep (reverse)
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.
Enlarge/Reduce (reverse)
The target's weapons also grow to match its
new size. While these weapons are enlarged,
the target's attacks with them deal 1d4 extra
damage. Reduce. The target's size is halved in
all dimensions, and its weight is reduced to
one-eighth of normal. This reduction
decreases its size by one category—from
Medium to Small, for example. Until the spell
ends, the target also has disadvantage on
Strength checks and Strength saving throws.
The target's weapons also shrink to match its
new size. While these weapons are reduced,
the target's attacks with them deal 1d4 less
damage (this can't reduce the damage below 1).