stat sheet.
Jan. 29th, 2018 04:08 pmNAME: Aeryn Terra.
AGE: Roughly 100 years old (or 20 human years).
CLASS: Sorcerer (Dragonborn, Silver).
RACE: High Elf (Noble).
LANGUAGES: Common, Elvish, Celestial, Dwarvish, Draconic, Halfing (only when wearing the Wooden Band of the Hin).
RACIAL TRAITS:
CLASS TRAITS:
STATS::
SPELLS:
AGE: Roughly 100 years old (or 20 human years).
CLASS: Sorcerer (Dragonborn, Silver).
RACE: High Elf (Noble).
LANGUAGES: Common, Elvish, Celestial, Dwarvish, Draconic, Halfing (only when wearing the Wooden Band of the Hin).
RACIAL TRAITS:
Darkvision: You can see in darkness (shades of gray) up to 60 ft.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance: You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
CLASS TRAITS:
Font of Magic: You have 6 sorcery points that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.
Metamagic: Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll up to +3 of the dice. You must use the new rolls and you can use this option even if you've already used another Metamagic option.
Metamagic: Distant Spell
When you cast a spell that has a range of 5 ft. or greater, you can spend 1 sorcery point to double the range of the spell (or make the range 30 ft. for a spell with a range of touch).
Elemental Affinity: When you cast a spell that deals damage of the type associated with your draconic ancestry (cold), you can add +3 to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
STATS::
STR: 8 (-1, -1)
DEX: 16 (+3, +3)
CON: 10 (0, +3)
INT: 14 (+2, +2)
WIS: 12 (+1, +1)
CHA: 17 (+3, +6)
PROF: Arcana, History, Insight, Perception, Persuasion.
SPELLS:
C: Frostbite (CON 14, 2d6 Cold), Mage Hand, Message, Minor Illusion, Prestidigitation, Ray of Frost (+6 to Hit, 2d8 Cold), Chromatic Burst (1d10 Cold, Lighting, or Fire when attuned to Chromatic Amulet).
1st: Burning Hands (DEX 14, 3d6 Fire), Detect Magic, Disguise Self, Magic Missiles (1d4+1, 3 Missiles).
2nd: Invisibility, Snilloc's Snowball Swarm (DEX 14, 3d6 Cold).
3rd: Lightning Bolt (DEX 14, 8d6 Lightning).
4th: Ice Storm (DEX 14, 2d8 bludgeoning damage, 4d6 Cold)