Gregor Laurent
Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 14 [+2] 12 [+1] 16 [+3] 16 [+3] 20 [+5]

16, 12(+2), 12, 16, 15(+1), 17(+3)

Half-elf, Hermit, Sorcerer

  • Size: Medium [0’0”, 0 lb]
  • Speed: 30
  • Exp: 6500 [Next at 14,000]
  • HP: 30 (6 + Con Modifier) [+D6 (4) + Con + 1 per Sorcerer Level].
  • Level Proficiency: +3 [Level 5].
  • Saving Throws: Constitution, Charisma.
  • Passive Perception: 16
  • AC: 15 (Draconic Resilience AC 13 + Dex)


  • Weapon Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows.
  • Languages: Common, Elvish, Draconic, Dwarvish
  • Skills: Medicine (Wis), History (Int), Perception (Wis), Religion, (Int), Arcana (Int), Persuasion (Cha)

Traits and Features:

  • Darkvision: See in dim light up to 60ft as if it were bright and in darkness as if it were dim. Can't see colours in darkness, only shades of gray.
  • Fey Ancestry: Advantage on saving throws against being charmed and magic can't put me to sleep.
  • Skill Versatility: Gain proficiency in two skills.
  • Draconic Ancestry: Red Dragon. Damage type: fire. Can speak, read and write Draconic. Whenever a Charisma check is made when interacting with dragons, the proficiency bonus for that check is doubled.
  • Draconic Resilience: At 1st level, max hp is increased by one. Every level thereafter in Sorcerer gives +1 hp. Skin is also covered in a thin sheen of dragon-like scales that gives AC 13 + Dex when not wearing armour.
  • Sorcery Points:
  • Create spell slot using unexpended sorcery points as a bonus action (1st, 2pts; 2nd, 3pts; 3rd, 5pts; 4th, 6pts; 5th, 7pts)
  • Convert spell slots into sorcery points for the equivalent number of the level of spell slot used.
  • Metamagic:
  • Quickened Spell: When a spell has a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.
  • Twinned Spell: When casting a spell that targets only one creature and doesn't have a range of self, spend sorcery points equal to its level to target a 2nd creature within range (cantrips cost 1).


  • +2 to ability score


  • Spell Save DC:16 (8 + prof + Cha)
  • Spell Attack Modifier: +8 (prof + Cha)
  • Sorcery Points: 5


  • Create Bonfire: 1 action, 60ft, V, S, Conc. Up to 1 minute. Create a bonfire that I can see within range. 5 ft cube. Any creature in the space must succeed a Dex saving throw or take 2d8 fire damage. Creatures must also make the saving throw when entering the square for the first time or ending a turn there.
  • Control Flames: 1 action, 60 ft, S, Instantaneous or 1 hour. Choose nonmagical flame within range and fits a 5ft cube. Casting this multiple times causes up to 3 of its non-instantaneous effects to stack. Can dismiss each as an action. Can either:
    • Expand flame 5ft in one direction provided there is fuel.
    • Instantaneously extinguish the flames within the cube.
    • Double or halve the area of bright light and dim light cast by the flame, change its colour, or both. Change lasts for an hour.
    • Cause simple shapes like vague forms of creatures, inanimate objects or locations. Shapes last for an hour.
  • Fire Bolt: 1 action, 120ft, V, S, Instantaneous. Hurl a mote of fire at a creature. On hit, target takes 2d10 fire damage. Flammable objects ignite if not being worn or carried.
  • Green-Flame Blade: 1 action, 5ft, V,M (a weapon), instantaneous. As part of action used to cast spell, make a melee attack against one creature within range. On hit, creature takes normal effects and 1d8 fire damage and a creature within 5ft of it takes fire damage equal to 1d8 + spellcasting modifier (5).
  • Shocking Grasp: 1 action, touch, V, S, Instantaneous. Melee spell attack against target. Advantage if target is wearing metal. On hit, target takes 2d8 lightning damage.

Level 1:

  • Burning Hands: Self (15ft cone), V, S, Instantaneous. Shoot a thin sheet of flames from fingertips. Each creature in 15ft cone makes a Dex save. On a fail, take 3d6 or half on a pass. Increases by 1d6 per slot level.
  • Shield: 1 reaction when hit by attack or magic missile. Self, V, S, 1 round. Until start of next turn +5 bonus AC including against triggered attack. No damage from magic missile either.

Level 2:

  • Agnazzar's Scorcher: 1 action, 30ft, V, S, M (a red dragon's scale), instantaneous. A line of roaring flame 30ft long and 5ft wide emanates from you in a direction you choose. Each creature in the line make a Dex save. On a fail, 3d8 or half as much on a success. Add 1d8 for each slot level above 2nd.
  • Scorching Ray: 1 action, 120ft, V, S, Instantaneous. Create three rays of fire and hurl the at any number of targets. Range spell attack for each, on a hit target takes 2d6. Each spell slot above 2nd adds a ray.

Level 3:

  • Fireball: 1 action, 150ft, V, S, M (a tiny ball of bat guano and sulfur), Instantaneous. Shoot flame from my finger. Each creature in 20ft radius must succeed on a Dex save or take 8d6 fire damage on a failed save or half on a success. Add 1d6 for higher levels.
  • Counterspell: 1 reaction, 60ft, S, Instantaneous. Attempt to interrupt a creature in the process of casting a spell. If spell is 3rd or lower, it is immediately dispelled and has no effect. 4th or higher is an ability check of DC 10 + spell level. Higher spell slots dispel spells of equal level.


  • Two daggers
  • Quarterstaff
  • Arcane focus
  • Explorer's Pack
    • Backpack
    • Bedroll
    • Mess kit
    • Tinderbox
    • 10 torches
    • 10 days of rations
    • Waterskin
    • Disguise kit
    • Supreme Healing Potion 84+8
    • Rainbow Blanket
      • 3 charges. Recharges 1d3 at dawn.

Platinum: 0
Silver: 87
Copper: 53

Ruggedly handsome from his years of seclusion, he is calm and collected when put in tough predicaments. Having done nought but study since he was a boy, he is quite intellectual and prides himself on the knowledge learned from books. However, due to being a recluse he is not the best in casual conversation and is weirded out by physical contact, resorting to screams and similar acts when pushed to his limits. Once in his spare time he did some studies of the giant red obelisk his people guard. He took samples and ingested some of the relic, which caused some minor deformations along with the boon of fire. His father (also the community elder) worries about him being too closed off from the world and has told him a lie about how the ancient relic is breaking. He has instructed him to seek out companions and find a way to repair it before it shatters and unleashes chaos.

Seclusion: I am the caretaker of an ancient ruin/relic
Discovery: My extended hermitage has given be access to a unique and powerful discovery
Trait: I am utterly serene, even in the face of danger
Trait: The leader of my community had something wise to say on every topic, and I am eager to share that wisdom
Ideal: My gifts are meant to be shared with all, not used for my own benefit
Bond: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me
Flaw: I let my need to win arguments overshadow friendships and harmony


Raven Familiar

Strength Dexterity Constitution Intelligence Wisdom Charisma
2 [-4] 14 [+2] 8 [-1] 2 [-4] 12 [+1] 6 [-2]

AC: 12
HP: 1
Speed: 10ft, fly 50ft
Senses: Passive Per: 13
Skills:__ Perception + 3

  • Bite: +4 to hit. Reach 5ft. On hit, 1 piercing damage.


  • Mimicry: Raven makes simple sounds it has heard, like a person whispering, baby crying or animal chittering. A creature that hears the sound can tell they are imitations with a successful DC10 Wis (Insight) check.
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