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Viola Vell Character Sheet

Viola Vell is a dark elf sorcerer with high dexterity, constitution, intelligence, and charisma. She has proficiency in sleight of hand, arcana, deception, persuasion, and perception. As a sorcerer, she can cast spells and has sorcery points to enhance her spells. She carries standard adventuring gear along with magic items like a wand of magic missile and an amulet of proof against detection and location.

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Duncan Timiney
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0% found this document useful (0 votes)
54 views2 pages

Viola Vell Character Sheet

Viola Vell is a dark elf sorcerer with high dexterity, constitution, intelligence, and charisma. She has proficiency in sleight of hand, arcana, deception, persuasion, and perception. As a sorcerer, she can cast spells and has sorcery points to enhance her spells. She carries standard adventuring gear along with magic items like a wand of magic missile and an amulet of proof against detection and location.

Uploaded by

Duncan Timiney
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© © All Rights Reserved
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Viola Vell, Dark Elf Sorcerer 7

Abilities Proficiencies Spell Slots


st nd rd th
1 2 3 4 5th 6th 7th 8th 9th
Strength 11 +0 4 3 3 1 — — — — —
Constitution 15 +2 Constitution Saves Spell Save DC 15
Spell Attack +7
Dexterity 18 +4 Sleight of hand Cantrips Acid splash, fire bolt, shocking grasp,
Arcana minor illusion, prestidigitation
Intelligence 14 +2 1st level. Shield, mage armour
Wisdom 13 +1 Perception 2nd level. Scorching ray, web
3rd level. Slow, fireball, haste
Charisma 18 +4 Charisma Saves th
4 level. Polymorph
Deception
Persuasion
Rapier, shortsword, hand
crossbow, dagger, dart,
+3 sling, quarterstaff, light 6
crossbow

Disguise kit, forgery kit Sorcery


Proficiency Bonus Points

Regain points when you finish a long rest.

2, 3, 5 or 6 Sorcery Points: Flexible Casting (Bonus Action).


14 45 7d6 Create a 1st, 2nd, 3rd or 4th level spell slot.

1 Sorcery Point: Empowered Spell. Reroll 4 damage dice.


AC HP Hit Dice
2 Sorcery Points: Quickened Spell. Change casting time from 1
action to 1 bonus action.

Height 5’2” Weight 105 lb. 2 Sorcery Points: Bend Luck (Reaction). When another
Alignment: Neutral Good creature you can see makes an attack roll, ability check, or
Age 119 Size Medium Speed 30' saving throw, roll 1d4 and apply the number rolled as a bonus
Deity: Candeleria or penalty to the creature’s roll.
Background: Charlatan
Languages: Common, Elvish Wild Magic Surge. 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.

Racial Traits
⃝Tides of Chaos. You can gain advantage on one attack roll,
Superior Darkvision. You can see in dim light within 120 feet ability check or saving throw. Finish a long rest to use this
of you as though it were bright light, and darkness as if it were feature again. Any time before you regain the use of this
dim light. You can’t discern colour in darkness. feature, the DM can have you roll on the Wild Magic Surge
table immediately after you cast a sorcerer spell of 1st level or
Keen Senses. You have proficiency in Perception higher. You then regain the use of this feature.

Trance. Instead of sleeping you go into a trance for 4 hours a


day.

Sunlight Sensitivity. You have disadvantage on attack rolls and


Wisdom (Perception) checks that reply on sight when you, the
target of your attack, or whatever you are trying to perceive is
in direct sunlight.

Drow Magic. You know the dancing lights and faerie fire
cantrips.
Background and Personality

Charlatan
Feature: False Identity

Trait: I’m a born gambler, who can’t resist taking a risk for potential payoff.

5 Light crossbow (+7; 1d8+4; 80/320) Trait: I pocket anything I see that might have some value.
2 20 bolts
Ideal: Charity. I distribute money I acquire to the people who really need it.
6 Fine Clothes
3 Disguise kit Bond: I fleeced the wrong person and must work to ensure that this individual
- Deck of marked cards never crosses path with me or those I care about.

5 Backpack Flaw: I can’t resist a pretty face.


5 • Crowbar
3 • hammer Magic Items
2 • 10 pitons Wand of Magic Missile. 7 charges. Use an action to cast magic missile. Spell
level is number of charges expended. Regains 1d6+1 charges daily at dawn. If
10 • 10 torches you use last charge, 1-in-20 chance of wand crumbling to dust.
1 • tinderbox
2 • 1 days rations Amulet of Proof against Detection and Location. You are hidden from
divination magic. (Attuned)
5 • Waterskin
10 • 50' hempen rope
3 • Treasure
Consumable Magic Items
4 magic fruit
2 Two daggers (+7; 1d4+4; 20/60) 1 healing potion
7 bedroll 1 anti-toxin
2 Satchel (consumable magic items) Scroll of Catapult
1 Bac Chou’s football. Scroll of Message
- Ball of twine Scroll of Silent Image
- Gnome lollipop
2 Forgery Kit

Treasure
Grom’s bracelet (coral and silver)
3 large gold bracelets (250 gp each)
12 corals (100 gp each)
66 sp
19 gp
150 pp
Weight: 78 lb

Carry Capacity: 165 lb


Push, Drag, Lift: 330 lb

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