Abrill brambles | Character Sheet (2018) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Abrill brambles

Sorcerer rouge 7/2 Class & Level
legendary disappointment Background
High Elf Race
Chaotic Good Alignment

Strength 10
+0
Dexterity 15
+2
constitution 15
+2
intelligence 16
+3
wisdom 15
+2
charisma 18
+4
Total Hit Dice 9
Hit Die 1d8+2
3 proficiency bonus
0 Passive perception
0 Strength
5 Dexterity
5 Constitution
6 Intelligence
2 Wisdom
7 Charisma
saving throws
7 Acrobatics
2 Animal Handling
3 Arcana
3 Athletics
7 Deception
3 History
2 Insight
7 Intimidation
3 Investigation
2 Medicine
3 Nature
5 Perception
4 Performance
7 Persuasion
3 Religion
1 Sleight of Hands
7 Stealth
2 Survival
skills
13
AC
75
Hit Points
0
Initiative
30ft
Speed
Common, Sylvan, and Elvish.

Simple weapons, hand crossbows, longswords, rapiers, shortswords

Thieves' tools

Dexterity, intelligence, charisma, constitution.

acrobatics, athletics, deception, intimidation, perception, persuasion, stealth
Proficiencies
Dagger +9 1d20+9 3d6+3 dammage: 3d6+3 Attacks
Level 1 slots: 4
Level 2 slots: 3
Level 3 slots: 3
Level 4 slots: 2

Cantrip (level 0)

Light
Prestidigitation
Mage Hand
Minor Illusion
Thaumaturgy
Booming Blade
Ray of Frost

Level 1

Chromatic orb
Magic missile
Feather Fall

Level 2

Cloud of Daggers
shatter
Invisibility

Level 3

Clairvoyance
counterspell
Tidal Wave

Level 4
Storm Sphere
Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws
Darkvision: 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.

Fey Ancestry: You have advantage on saves against being charmed, and magic can't put you to sleep.

Trance: Elves meditate deeply, remaining semiconscious, for 4 hours a day in place of sleeping. You gain the same benefit that a human does from 8 hours of sleep.

SORCERER ABILITIES ~~~~~~~~~

Wild Magic Surge
At 1st level, 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 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.

Bend Luck
Starting at 6th level, when another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Flexible Casting
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 created spell slots vanish at the end of a long rest. 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.

Slot Level Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

ROUGE ABILITIES ~~~~~~~~~

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.
Features & Traits

Created by

Ironfire_.

Statblock Type

Character Sheet (2018)

Link/Embed