Vaul the Chaotic [b]Gender[/b]:Male [b]Race[/b]:Dragonborn [b]Background[/b]:Acolyte [b]Class[/b]:Sorcerer [b]Level[/b]:1 [b]Alignment[/b]: Chaotic Good [b]Size[/b]: Medium [b]Height[/b]: 6' 11" [b]Weight[/b]: 330 lb [b]Skin[/b]: Silver [b]Eyes[/b]: Metallic Grey [b]Hair[/b]: None [b]Maximum Hit Points[/b]: 9 [b]Speed[/b]: 30 feet [b]Abilities[/b]: Strength 16 (+3) Dexterity 13 (+1) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 11 (+0) Charisma 18 (+4) Inspiration: (None) Armor Class: 14 = 10 + 1 + 3 Proficiency bonus: +2 Initiative modifier:+ 1 = + 1 [dexterity] Attack (handheld / thrown): + 5 = + 3 (Str) + 2 (Prof) Attack (missile / finesse): + 3 = + 1 (Dex) + 2 (Prof) Strength save: + 3 = + 3 (Str) Dexterity save: + 1 = + 1 (Dex) Constitution save: + 4 = + 2 (Con) + 2 (Prof) Intelligence save: + 0 Wisdom save: + 0 Charisma save: + 6 = + 4 [charisma] + 2 [proficiency] Insight (passive): 12 (17 with advantage) Investigation (passive): 10 (15 with advantage) Perception (passive): 10 (15 with advantage) Carry: 240 lb maximum For groups using the optional encumberance rules: If carrying more than 80 lb, encumbered -- -10 on speed If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity Languages: Common, Draconic, Elvish, and Primordial Unarmed strike [+5 to hit; 1+3 bludgeoning] 2 Daggers [+5 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+5 to hit; 1d6+3 bludgeoning, 4 lb, versatile (1d8)] Crossbow, light [+3 to hit; 1d8+1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] [b]Feats[/b]: [b]Skills[/b]: Acrobatics Dex 1 = +1 Animal Handling Wis 0 = +0 Arcana Int 2 = +0 +2 Athletics Str 3 = +3 Deception Cha 4 = +4 History Int 0 = +0 Insight Wis 2 = +0 +2 Intimidation Cha 6 = +4 +2 Investigation Int 0 = +0 Medicine Wis 0 = +0 Nature Int 0 = +0 Perception Wis 0 = +0 Performance Cha 4 = +4 Persuasion Cha 4 = +4 Religion Int 2 = +0 +2 Sleight of Hand Dex 1 = +1 Stealth Dex 1 = +1 Survival Wis 0 = +0 [b]Spells[/b]: At sorcerer level 1, Vaul knows 4 Sorcerer Cantrips. Mark Vaul 's Sorcerer Cantrip(s) here: Acid Splash Blade Ward Chill Touch Dancing Lights Fire Bolt Friends Light Mage Hand Mending Message Minor Illusion Poison Spray Prestidigitation Ray of Frost Shocking Grasp True Strike At sorcerer level 1, Vaul knows 2 sorcerer spells. Mark Vaul 's First Level Sorcerer Spells here: Burning Hands Charm Person Chromatic Orb Color Spray Comprehend Languages Detect Magic Disguise Self Expeditious Retreat False Life Feather Fall Fog Cloud Jump Mage Armor Magic Missile Ray of Sickness Shield Silent Image Sleep Thunderwave Witch Bolt At sorcerer level 1, Vaul knows 0 sorcerer metamagics. Check Vaul 's chosen metamagics here. Careful Spell Distant Spell Empowered Spell Extended Spell Heightened Spell Quickened Spell Subtle Spell Twinned Spell Check any games with which Vaul is proficient: Dragon Chess: Proficient. [b]Dragonborn[/b]: + 2 strength and +1 charisma (already included) The breath weapon does 2d6 damage at level 1, 3d6 at level 6, 4d6 at level 11, and 5d6 at level 16, save for half damage. A short rest is required to recharge. [b]Silver Dragonborn (subrace)[/b]: Hairless body is covered with silver scales. Breath weapon is a 15 foot cone of cold, constitution saves. Silver dragonborn are resistant to cold. [b]Acolyte[/b]: You can perform the ceremonies of your faith. You can expect hospitality from the faithful. Proficient in insight and religion. Two languages of your choice (already included). [b]Sorcerer[/b]: The DC to resist your spells is 8 + proficiency bonus + your charisma modifier. Level 2: Sorcerery points equal to sorcerer level. Regained after each long rest. Allow flexible casting and metamagic. Level 20: Restore 4 sorcery points after each short rest. [b]Draconic Heritage Sorcerer[/b]: Speak and read draconic, double proficiency bonus on charisma checks talking wtih dragons [b]Damage Type[/b]: Cold Draconic Resilience: One extra hit point per sorcerer level, base AC is 13 plus dexterity bonus Level 6: Add your charisma bonus to damage done by your spells when it is of the type associated with your dragon heritage Level 14: Grow wings and fly Level 18: Draconic presence Class HP rolled Level 1: Sorcerer 6 Hit Dice For Healing Regain half with each long rest. Use as needed during long or short rests. Death Saving Throws: Successes: Failures: [b]Equipment[/b]: Crossbow bolts (quiver of 20) x 1 Backpack Censer and incense Crowbar Hammer Pitons (bag of 4) x 10 Rations (1 day) x 10 Rope (50', hempen) x 1 Tinderbox Torches x 10 Vestments Waterskins x 1 Holy symbol (silver) Spell component pouch 12 lb 2 lb 5 lb 1 lb 5 lb 3 lb 3 lb 20 lb 10 lb 1 lb 10 lb 3 lb 5 lb 1 lb 2 lb _____ 83 lb Total Vaul 's Personality Traits: Vaul has enjoyed the many pleasantries and high societies of his elite temple, rough living grates on me. Vaul 's Ideal(s): I at times try to help those in need, no matter what the personal cost is, I try to change the world for the gods are always changing and fluctuating. Vaul 's Bond(s): Everything I do is for the common people, and I do it in the name of my Deity and for change and good in the world. Vaul 's Flaw(s): I become obsessed with my goals, almost vengeful doing whatever it takes to complete the goal in the name of my Deity. More about Vaul : Although I am no Cleric I use the raw Draconic power of my ancestors to draw power from, not the divine energies rather the raw magic of my being, I believe in a lost God named Io the Dragon who created the Universe.