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ATK DAMAGE TYPE / WEIGHT + 0 ++ 7 9 0 DRAGON ANCESTOR DRACONIC RESILIENCE ELEMENTAL AFFINITY DRAGON WINGS DRACONIC PRESENCE AC WEIGHT RESOURCE CURRENT / Logo and Ampersand TM & 0 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v.5, created by /tg/

ATK DAMAGE TYPE / WEIGHT + 0 ++ 7 9 0 WILD MAGIC WILD MAGIC SURGE TIDES OF CHAOS BEND LUCK CONTROLLED CHAOS ELL BOMBARDMENT AC WEIGHT RESOURCE CURRENT / Logo and Ampersand TM & 0 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v.5, created by /tg/

AND WILD MAGIC When you reach th level, and again at th, th, th, and 9th level, you can increase one ability score of your choice by, or you can increase two ability scores of your choice by. As normal, you can t increase an ability score above 0 using this feature. SORCEROUS RESTORATION At 0th level, you regain expended sorcery points whenever you finish a short rest. FEATURES ELLCASTING 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. See chapter 0 for the general rules of spellcasting and chapter for the sorcerer CANTRIPS At st level, you know four cantrips of your choice from the sorcerer You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. ELL SLOTS The Sorcerer table shows how many spell slots you have to cast your spells of st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the st-level spell burning hands and have a st-level and a nd-level spell slot available, you can cast burning hands using either slot. ELLS KNOWN OF ST AND HIGHER You know two st-level spells of your choice from the sorcerer The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach rd level in this class, you can learn one new spell of st or nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. ELLCASTING ABILITY is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your whenever a spell refers to your spellcasting ability. In addition, you use your modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = + your proficiency bonus + your modifier Spell attack modifier = your proficiency bonus + your modifier ELLCASTING FOCUS You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells. Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at st level and again at th, th, and th level. At nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. SORCERY POINTS You have sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. 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 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. CREATING ELL SLOTS ELL SLOT SORCERY POINT COST st nd rd 5 th 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. (cont.) At rd 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 0th and 7th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. CAREFUL ELL When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell s full force. To do so, you spend sorcery point and choose a number of those creatures up to your modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. DISTANT ELL When you cast a spell that has a range of 5 feet or greater, you can spend sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend sorcery point to make the range of the spell 0 feet. EMPOWERED ELL When you roll damage for a spell, you can spend sorcery point to reroll a number of the damage dice up to your modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. EXTENDED ELL When you cast a spell that has a duration of minute or longer, you can spend sorcery point to double its duration, to a maximum duration of hours. HEIGHTENED ELL When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. QUICKENED ELL When you cast a spell that has a casting time of action, you can spend sorcery points to change the casting time to bonus action for this casting. SUBTLE ELL When you cast a spell, you can spend sorcery point to cast it without any somatic or verbal components. TWINNED ELL 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 ( sorcery point if the spell is a cantrip). DRAGON ANCESTOR At st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. DRACONIC ANCESTRY Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold You can speak, read, and write Draconic. Additionally, whenever you make a check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. DRACONIC RESILIENCE As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At st level, your hit point maximum increases by and increases by again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren t wearing armor, your AC equals + your modifier. ELEMENTAL AFFINITY Starting at th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your modifier to that damage. At the same time, you can spend sorcery point to gain resistance to that damage type for hour. (cont.) DRAGON WINGS At th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. DRACONIC PRESENCE Beginning at th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 0 feet. For minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for hours. WILD MAGIC WILD MAGIC SURGE Starting when you choose this origin at st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of st level or higher, the DM can have you roll a d0. If you roll a, roll on the Wild Magic Surge table to create a random magical effect. TIDES OF CHAOSE Starting at st 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 st level or higher. You then regain the use of this feature. BEND LUCK Starting at th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend sorcery points to roll d 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. CONTROLLED CHAOS At th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. ELL BOMBARDMENT Beginning at th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

ATK DAMAGE TYPE / WEIGHT + 0 ++ 7 9 0 *STORM SORCERY *WIND EAKER *TEMPESTUOUS MAGIC *HEART OF THE STORM *STORM GUIDE *STORM S FURY *WIND SOUL AC WEIGHT RESOURCE CURRENT / Logo and Ampersand TM & 0 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v.5, created by /tg/

STORM SORCERY (SCAG *) When you reach th level, and again at th, th, th, and 9th level, you can increase one ability score of your choice by, or you can increase two ability scores of your choice by. As normal, you can t increase an ability score above 0 using this feature. SORCEROUS RESTORATION At 0th level, you regain expended sorcery points whenever you finish a short rest. FEATURES ELLCASTING 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. See chapter 0 for the general rules of spellcasting and chapter for the sorcerer CANTRIPS At st level, you know four cantrips of your choice from the sorcerer You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. ELL SLOTS The Sorcerer table shows how many spell slots you have to cast your spells of st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the st-level spell burning hands and have a st-level and a nd-level spell slot available, you can cast burning hands using either slot. ELLS KNOWN OF ST AND HIGHER You know two st-level spells of your choice from the sorcerer The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach rd level in this class, you can learn one new spell of st or nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. ELLCASTING ABILITY is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your whenever a spell refers to your spellcasting ability. In addition, you use your modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = + your proficiency bonus + your modifier Spell attack modifier = your proficiency bonus + your modifier ELLCASTING FOCUS You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells. Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at st level and again at th, th, and th level. At nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. SORCERY POINTS You have sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. 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 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. CREATING ELL SLOTS ELL SLOT SORCERY POINT COST st nd rd 5 th 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. (cont.) At rd 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 0th and 7th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. CAREFUL ELL When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell s full force. To do so, you spend sorcery point and choose a number of those creatures up to your modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. DISTANT ELL When you cast a spell that has a range of 5 feet or greater, you can spend sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend sorcery point to make the range of the spell 0 feet. EMPOWERED ELL When you roll damage for a spell, you can spend sorcery point to reroll a number of the damage dice up to your modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. EXTENDED ELL When you cast a spell that has a duration of minute or longer, you can spend sorcery point to double its duration, to a maximum duration of hours. HEIGHTENED ELL When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. QUICKENED ELL When you cast a spell that has a casting time of action, you can spend sorcery points to change the casting time to bonus action for this casting. SUBTLE ELL When you cast a spell, you can spend sorcery point to cast it without any somatic or verbal components. TWINNED ELL 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 ( sorcery point if the spell is a cantrip). *STORM SORCERY *TEMPESTUOUS MAGIC Starting at st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of st level or higher. Doing so allows you to fly up to 0 feet without provoking opportunity attacks. *HEART OF THE STORM At th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 0 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. *STORM GUIDE At th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 0-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 00-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. *STORM S FURY Starting at th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 0 feet away from you. *WIND SOUL At th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 0 feet. As an action, you can reduce your flying speed to 0 feet for hour and choose a number of creatures within 0 feet of you equal to +your modifier. The chosen creatures gain a magical flying speed of 0 feet for hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.