Urchid Sorcerer

Modified Ability Scores (Optional Human) Dragon (Gold) Dragon, Urchid
STR 10 [+0]; CON 14 [+2]; DEX 18 [+4]; INT 12 [+1]; WIS 15 [+2]; CHA 20 [+5]
Hit Points (9+7x6) = 51
AC : 13+4 = 17
Saving Throws: Strength +0, Constitution +5, Dexterity +4, Intelligence +1, Wisdom +2, Charisma +8

Sorcerer Levels Proficiency Bonus Features Cantrips Known 1st Level 2nd Level 3rd Level 4th Level Sorcery Points
1st +2 Spellcasting, Sorcerous Origin 3 2
2nd +2 Font of Magic 3 3 2
3rd +2 Metamagic 3 4 2 3
4th +2 Feat/Ability 5 4 3 4
5th +3 - 5 4 3 2 5
6th +3 Sorcerous Origin feature 5 4 3 3 - 6
7th +3 - 5 4 3 3 1 7

P r o f i c ie n c i e s
Skill Proficiencies: Stealth +7, Sleight of Hand +7. Arcana +4, Persuasion +8, Deception +8
Tool Proficiencies: Disguise kit, thieves’ tools
Saving Throws : Constitution, Charisma
Equipment: A small knife, a map o f the city you grew up in, a pet mouse, a token to remember your parents by, a set o f common clothes, and a belt pouch containing 10 gp

F e a t u r e : C i t y Se c r e t s
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

E l e m e n t a l A d e pt (Fire)
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one o f the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage o f the chosen type. In addition, when you roll damage for a spell you cast that deals damage o f 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.

Q u i c k e n e d S p e l l
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.

T w i n n e d Sp e l l
When you cast a spell that targets only one creature and doesn’t have a range o f 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).

D r a c o n i c R e s i l i e n c e
As magic flows through your body, it causes physical traits o f your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts o f your skin are covered by a thin sheen of dragon-like scales. When you aren’t w earing armor, your AC equals 13 + your Dexterity modifier.

E l e m e n t a l A f f i n i t y
Starting at 6th level, when you cast a spell that deals damage o f the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

S o r c e r e r S p e l l s
C a n t r i p s (0 L e v e l ) - (5 known)
Fire Bolt [Evocation] (V,S) (casting time: 1 action)
Light [Evocation] (V,M) (casting time: 1 action)
Mage Hand [Conjuration] (V,S) (casting time: 1 action)
True Strike

1 s t L e v e l - 5 p r e p a r e d - (4 slots, 1 Known)
Shield [Abjuration] (V,S) (casting time: 1 reaction)

2 n d L e v e l - 2 p r e p a r e d - (3 slots, 2 Known)
Mirror Image [Illusion] (V,S) (casting time: 1 action) (duration: 1 minute)

3 r d L e v e l - 3 p r e p a r e d - (3 slots 3 Known)
Counterspell [Abjuration] (S) (casting time: 1 reaction)
Fireball [Evocation] (V,S,M) (casting time: 1 action)
Haste [transmutation] (V,S,M; Concentration, 1 minute) (casting time: 1 action)

4 t h L e v e l - 3 p r e p a r e d - (1 slot, 2 Known)
Polymorph [transmutation] (V,S,M; Concentration, 1 hour) (casting time: 1 action)

C o u n t e r s p e l l
3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet o f you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process o f casting a spell. If the creature is casting a spell o f 3rd level or lower, its spell fails and has no effect. If it is casting a spell o f 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level o f the spell slot you used.

H a s t e
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving o f licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each o f its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or takeactions until after its next turn, as a wave o f lethargy sweeps over it.

P o l y m o r p h
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a W isdom saving throw to avoid the
effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics o f the chosen beast. It retains its alignment and personality.
The target assumes the hit points o f its new form. When it reverts to its normal form, the creature returns to the number o f hit points it had before it
transformed. If it reverts as a result o f dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t
reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature o f its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any o f its equipment.

G I A N T - A P E
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40ft., climb 40ft.
STR 23 (+6) DEX 14 (+2) CON 18 (+4) INT 7 (- 2) WIS 12 (+1 ) CHA 7 (-2)
Ski lls Athletics +9, Perception +4 Senses passive Perception 14
Challenge 7 (2,900 XP)
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

Headband of Intellect

Int 19


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