Ezri Character Sheet WIP

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Ezri Character Sheet WIP

Post by Captain Snyder on Sun Jan 14, 2018 2:14 am

5th Level Sorcerer
"I hadn't meant to burn that."
Fire Genasi

Initiative: X
Speed: X
Proficiency Bonus: +3

Strength: 12 | +1
Dexterity: 12 | +1
Constitution: 16 | +3
Intelligence: 10 | -
Wisdom: 10 | -
Charisma: 15 | +2

Saving Throws
Strength: +1
Dexterity: +1
Constitution: +6 (Proficient)
Intelligence: -
Wisdom: -
Charisma: +5 (Proficient)

Skill Proficiencies

Acrobatics: 1
Animal Handling: -
Arcana: +3 (Proficient)
Athletics: +4 (Proficient)
Deception: +2
History: +3 (Proficient)
Insight: -
Intimidation: +2
Investigation: -
Medicine: -
Nature: -
Perception: -
Performance: +2
Persuasion: +5 (Proficient)
Religion: -
Sleight of Hand: +1
Stealth: +1
Survival: -

Racial Abilities & Features

Fire Genasi:

Darkvision -  60 feet and everything you see in darkness is in a shade of red due to your ties to the Elemental Plane of Fire.
Fire Resistance - You take 1/2 damage from fire
Reach to the Blaze - You know the Produce Flame cantrip. Beginning at 3rd level, you also can also cast Burning Hands at 1st level of power, once per long rest. Constitution is your spellcasting ability for these spells.

Phoenix Sorcery:

Ignite - At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Mantle of Flame - Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
  • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Elemental Adept:

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Meta Magic:
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

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)

To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.

Spellcasting Ability: Charisma | Spell save DC: 13 | Spell Attack Bonus: +5



Lightning Lure:

Create Bondfire:

Casting Time: 1 Action
Range: 60 Feet
Components: V, S.
Duration: Concentration,  one minute

You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren't being worn or carried.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Produce Flame:

Control Flame:

Level 1 Spells:

Burning Hands:

Mage Armor:

Chromatic Orb:


Chaos Bolt:

Level 2 Spells:


Scorching Ray:

Shadow Blade:

Level 3 Spells:


Lightning Bolt:
Captain Snyder

Posts : 78
Join date : 2015-03-09

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