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Elnorin Lunarrest

Acolyte
Background
Sorcerer
Class
Wood Elf (Tairnadal)
Species
Clockwork Sorcery 
Subclass
3
Level
Xp

Armour
Class

11
Shield

Hit Points

Current
Temp
21
Max

Hit Dice

Spent
3d6
Max

Death
Saves

Successes
Failures

Exhaustion

Proficiency Bonus

2

Strength

+0
10
 Saving Throw
 Athletics

Dexterity

+1
12
 Saving Throw
 Acrobatics Sleight of Hand Stealth

Constitution

+2
14
+4Saving Throw

Heroic Inspiration

Intelligence

+0
10
 Saving Throw
+2Arcana History Investigation Nature+2Religion

Wisdom

+1
12
 Saving Throw
 Animal Handling+3Insight Medicine+3Perception Survival

Charisma

+3
16
+5Saving Throw
 Deception Intimidation Performance+5Persuasion

Equipment Training & Proficiencies

Armor Training

Light
Medium
Heavy
Shields

Weapons

Simple weapons

Tools

Calligrapher's supplies

Languages

Common, Elvish

Initiative

+1

Speed

35 ft.

Size & Type

Medium Humanoid

Passive Perception

13

Weapons & Damage Cantrips

NameAtk / DCDamage & TypeNotes
Shocking Grasp+51d8 Lightningtarget loses Opportunity attacks
Dagger (x4)+31d4+1 PiercingFinesse, Light, Thrown (range 20/60)
Spear+21d6 PiercingVersatile (1d8), Thrown (range 20/60)
 

Resources

Innate Sorcery charge[Long Rest]
Sorcery Points[Long Rest]

Class Features


Innate Sorcery.(1min, Cost: 1 innate sorcery charge)  You unleash magic for 1min. During this time, you have the following effects:
  1. +1 to Spell save DC of sorcerer spells
  2. Advantage on Attack rolls of sorcerer spells
Font of magic.  You have sorcery points that fuel special meta magic abilities. Additionally you can do the following:
  1. As a Free Action, you can spend 1 spell slot to gain sorcery points equal to the level of the slot
  2. As a Bonus Action, you can spend sorcery points to create spell slots using the following conversion
    • 1st level slot: 2 sorcery points
    • 2nd level slot: 3 sorcery points
Metamagic. You can alter your spells being cast using the following metamagic options. Unless stated otherwise, only one metamagic option can be used on a single spell cast
Metamagic: Distant Spell.(Cost: 1 sorcery point) Doubles the range of a spell. A spell with the range of Touch turns into a range of 30ft
Metamagic: Empowered Spell.(Cost: 1 sorcery point) Can reroll up to 3 damage dice of a spell. Must use the new roll. Can be used even if a different metamagic option is used in the casting of this spell
Restore balance.(Reaction) When a creature you can see within 60ft of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by that Advantage/Disadvantage and make them roll straight.

Species Traits


Elven Lineage (Wood Elf). Your speed increases to 35ft. You know the Druidcraft cantrip.
Fey Ancestry. You have Advantage on Saving throws you make to avoid or end the Charmed condition.
Keen Senses. You have proficiency in Perception skill.
Trance. You don't need sleep. Magic can't put you to sleep. You can finish a Long Rest in 4hrs if you spend that time in a trance like meditative state.

Feats


Magic Initiate - Cleric. You gain 2 cantrips from the Cleric list. You also gain a level 1 spell from the same list, which you can cast once without a spell slot. After casting this way, you need to spend spell slots to cast it again until you finish a Long Rest.

Charisma

Spellcasting Ability
Spellcasting Modifier+3
Spell Save DC13
Spell Attack Bonus+5
Number of Prepared Spells: 6

Spell Slots

Level 1
Level 2

Spells


PrepLevel  NameCasting TimeRangeDurationConcentration, Ritual & Material consumedNotes
0
Guidance
ActionTouch1 minute
C R M
V,S
0
Light
ActionTouch1 hour
C R M
V
0
Prestidigitation
Action10 ft1 hour
C R M
V,S
0
Shocking Grasp
ActionTouchInstantaneous
C R M
V,S | 1d8 Lightning
0
Sorcerous Burst
Action120 ftInstantaneous
C R M
V,S
0
Thaumaturgy
Action30 ft1 minute
C R M
V
AP1
Alarm
1 minute or Ritual30 ft8 hours
C R M
V,S
AP1
Healing Wordfree x1
Bonus60 ftInstantaneous
C R M
V | 2d4+3 Healing
AP1
Protection from Evil and Good
ActionTouch10 minutes
C R M
V,S
1
Burning Hands
ActionSelfInstantaneous
C R M
V,S
1
Detect Magic
Action or RitualSelf10 minutes
C R M
V,S
1
Mage Armor
ActionTouch8 hours
C R M
V,S
1
Shield
ReactionSelf1 round
C R M
V,S
1
Witch Bolt
Action60 ft1 minute
C R M
V,S
AP2
Aid
Action30 ft8 hours
C R M
V,S
AP2
Lesser Restoration
BonusTouchInstantaneous
C R M
V,S
2
Shatter
Action60 ftInstantaneous
C R M
V,S
 
C R M
 
C R M
 
C R M

Notes


 
 
 
 
 
 
 
 
 
 

Appearance


Elves live a long time and are driven by respect for tradition and the past. Tairnadal, the wood elves, have dedicated themselves to the arts of war. They have distinct religious traditions of revering their famous ancestors.

Backstory & Personality


Acolyte. You have spent several years in a temple or monastery, in service of a god. Why are you still not in that place? How did you gain your sorcerous powers?

Manifestation of Order. The cosmic forces of the Order have suffused you with magic. The power arises from Mechanus, a plane of existence shaped entirely by clockwork efficiency. When you cast sorcerer spells, you manifest this connection in some way, maybe spectral cogwheels hover behind you or the ticking of gears/ring, of clock can be heard by you and those affected by your spells.

Equipment


Backpack, Bedroll, Book (prayers), Holy symbol, Parchment (10 sheets), Robe, Caltrops, Crowbar, Tinderbox, Rope, Waterskin
Oil flasks = 2
Rations (days) = 5
Torches = 5
Arcane focus - Crystal
 
 
 
 
 
 
 
 
 
 

Magic Item Attunement

 
 
 

Coins & Treasure


CP
SP
EP
GP
PP