Arran
Arran
INSPIRATION
It's not pompous and boastful if it is true. I
STRENGTH 19 4 30 take great pains to always look my best and
0 3 PROFICIENCY BONUS
follow the latest fashions.
10 PERSONALITY TRAITS
4 5
0
Constitution
Intelligence
CURRENT HIT POINTS
(Good) Creativity: The world is in need of
new ideas and bold action. (Chaotic)
18 -1 Wisdom IDEALS
3 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
I am a loyal servant of my king and country.
2 7 Acrobatics (Dex)
8
14 -1 Animal Handling (…
BONDS
0 Arcana (Int)
0
3 Deception (Cha) NAME ATK DAMAGE/TYPE
pleasures. Also, in fact, the world does
0 History (Int) revolve around me.
Shadow Blad… +7 4d8+4 Psychic
2
10 Insight (Wis)
3 Intimidation (Cha) Shadow Blad… +7 3d8+4 Psychic FLAWS
3 Investigation (Int)
WISDOM Shadow Blade +7 2d8+4 Psychic
-1
-1 Medicine (Wis)
Second Wind
0 Nature (Int) Violet-Flame … 1d8+3 Fire + …
Hound of Ill Omen
-1 Perception (Wis)
8 Booming Blade 1d8 Thunder …
Sorcery Points
3 Performance (Cha)
6 Persuasion (Cha) Rapier +7 1d8+4 Piercing Metamagic: Quickened Spell
CHARISMA
0 Religion (Int) Metamagic: Twinned Spell
3 4
4
Sleight of Hand (D…
Stealth (Dex)
Mind Sliver DC14 2d6 Psychic
Telepathic
1 Rapier Metamagic
EQUIPMENT
NONE 0 0
0 CANTRIPS 3 3 6 0
Booming Blade
7 0
Sword Burst
4 1
Mind Sliver
Polymorph
Shocking Grasp
8 0
5 0
1 4
9 0
Silvery Barbs
Shield
Charm Person
Feather Fall
2 3
Mirror Image
Misty Step
Shadow Blade
Detect Thoughts
Darkness
FEATURES & TRAITS
Second Wind Metamagic: Twinned Spell War Caster
You have a limited well of stamina that you can When you cast a spell that targets only one You have practiced casting spells in the midst
draw on to protect yourself from harm. On your creature and doesn’t have a range of self, you of combat, learning techniques that grant you
turn, you can use a bonus action to regain hit can spend a number of sorcery points equal to the following benefits: You have advantage on
points equal to 1d10 + your fighter level. Once the spell’s level to target a second creature in Constitution saving throws that you make to
you use this feature, you must finish a short or range with the same spell (1 sorcery point if maintain your concentration on a spell when
long rest before you can use it again. the spell is a cantrip). you take damage. You can perform the
somatic components of spells even when you
Hound of Ill Omen Telepathic have weapons or a shield in one or both
At 6th level, you gain the ability to call forth a You awaken the ability to mentally connect hands. When a hostile creature's movement
howling creature of darkness to harass your with others, granting you the following benefits: provokes an opportunity attack from you, you
foes. As a bonus action, you can spend 3 Increase your Intelligence, Wisdom, or can use your reaction to cast a spell at the
sorcery points to summon a hound of ill omen Charisma score by 1, to a maximum of 20. You creature, rather than making an opportunity
to target one creature you can see within 120 can speak telepathically to any creature you attack. The spell must have a casting time of 1
feet of you. The hound uses the dire wolf's can see within 60 feet of you. Your telepathic action and must target only that creature.
statistics, with the following changes: The utterances are in a language you know, and
hound is size Medium, not Large, and it counts the creature understands you only if it knows Fighting Style: Blindfighting
as a monstrosity, not a beast. It appears with a that language. Your communication doesn't You have blindsight with a range of 10 feet.
number of temporary hit points equal to half give the creature the ability to respond to you Within that range, you can effectively see
your sorcerer level. It can move through other telepathically. You can cast the Detect anything that isn’t behind total cover, even if
creatures and objects as if they were difficult Thoughts spell, requiring no spell slot or you’re blinded or in darkness. Moreover, you
terrain. The hound takes 5 force damage if it components, and you must finish a long rest can see an invisible creature within that range,
ends its turn inside an object. At the start of its before you can cast it this way again. Your unless the creature successfully hides from
turn, the hound automatically knows its target's spellcasting ability for the spell is the ability you.
location. If the target was hidden, it is no increased by this feat. If you have spell slots of
longer hidden from the hound. The hound 2nd level or higher, you can cast this spell with Durable
appears in an unoccupied space of your them. Hardy and resilient, you gain the following
choice within 30 feet of the target. Roll initiative benefits: Increase your Constitution score by 1,
for the hound. On its turn, it can move only Eyes of the Dark to a maximum of 20. When you roll a Hit Die to
toward its target by the most direct route, and it From 1st level, you have darkvision with a regain hit points, the minimum number of hit
can use its action only to attack its target. The range of 120 feet. When you reach 3rd level in points you regain from the roll equals twice
hound can make opportunity attacks, but only this class, you learn the darkness spell, which your Constitution modifier (minimum of 2).
against its target. Additionally, while the hound doesn't count against your number of sorcerer
is within 5 feet of the target, the target has spells known. In addition, you can cast it by Metamagic
disadvantage on saving throws against any spending 2 sorcery points or by expending a At 3rd level, you gain the ability to twist your
spell you cast. The hound disappears if it is spell slot. If you cast it with sorcery points, you spells to suit your needs. You gain two of the
reduced to 0 hit points, if its target is reduced can see through the darkness created by the following Metamagic options of your choice.
to 0 hit points, or after 5 minutes spell. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a
Sorcery Points Strength of the Grave spell when you cast it, unless otherwise noted.
At 2nd level, you tap into a deep wellspring of Starting at 1st level, your existence in a twilight
magic within yourself. This wellspring is state between life and death makes you Flexible Casting
represented by sorcery points, which allow you difficult to defeat. When damage reduces you You can use your sorcery points to gain
to create a variety of magical effects. You have to 0 hit points, you can make a Charisma additional spell slots, or sacrifice spell slots to
2 sorcery points, and you gain more as you saving throw (DC 5 + the damage taken). On a gain additional sorcery points. You learn other
reach higher levels, as shown in the Sorcery success, you instead drop to 1 hit point. You ways to use your sorcery points as you reach
Points column of the Sorcerer table. You can can't use this feature if you are reduced to 0 hit higher levels. Creating Spell Slots. You can
never have more sorcery points than shown on points by radiant damage or by a critical hit. transform unexpended sorcery points into one
the table for your level. You regain all spent After the saving throw succeeds, you can't use spell slot as a bonus action on your turn. The
sorcery points when you finish a long rest. this feature again until you finish a long rest. Creating Spell Slots table shows the cost of
creating a spell slot of a given level. You can
Metamagic: Quickened Spell create spell slots no higher in level than 5th. A
When you cast a spell that has a casting time 1st level Spell Slot cost 2 Sorcery Points A 2nd
of 1 action, you can spend 2 sorcery points to level Spell Slot cost 3 Sorcery Points A 3rd
change the casting time to 1 bonus action for level Spell Slot cost 5 Sorcery Points A 4th
this casting. level Spell Slot cost 6 Sorcery Points A 5th
level Spell Slot cost 7 Sorcery Points
Converting a Spell Slot to Sorcery Points. As a
bonus action on your turn, you can expend one
spell slot and gain a number of sorcery points
equal to the slot’s level.
Court Functionary
Your knowledge of how bureaucracies function
lets you gain access to the records and inner
workings of any noble court or government you
encounter. You know who the movers and
shakers are, whom to go to for the favors you
seek, and what the current intrigues of interest
in the group are.
SPELLS
Violet-Flame Blade Sword Burst Silvery Barbs
Evocation cantrip Conjuration cantrip Enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 reaction, which you take
Range: Self (5-foot radius) Range: Self (5-foot radius) when a creature you can see within 60 feet of
Target: 2 creatures within range Target: All creatures within range yourself succeeds on an attack roll, an ability
Components: S M Components: V check, or a saving throw
Duration: Instantaneous Duration: Instantaneous Range: 60 feet
Description: Description: Target: One enemy creature and one friendly
You brandish the weapon used in the spell’s You create a momentary circle of spectral creature within range
casting and make a melee attack with it blades that sweep around you. All other Components: V
against one creature within 5 feet of you. On a creatures within 5 feet of you must succeed on Duration: Instantaneous
hit, the target suffers the weapon attack’s a Dexterity saving throw or take 1d6 force Description:
normal effects, and you can cause violet fire to damage. You magically distract the triggering creature
leap from the target to a different creature of At Higher Levels: This spell's damage and turn its momentary uncertainty into
your choice that you can see within 5 feet of it. increases by 1d6 when you reach 5th level encouragement for another creature. The
The second creature takes fire damage equal (2d6), 11th level (3d6), and 17th level (4d6). triggering creature must reroll the d20 and use
to your spellcasting ability modifier. the lower roll. You can then choose a different
At Higher Levels: At 5th level, the melee Mind Sliver creature you can see within range (you can
attack deals an extra 1d8 fire damage to the Evocation cantrip choose yourself). The chosen creature has
target on a hit, and the fire damage to the Casting Time: 1 action advantage on the next attack roll, ability check,
second creature increases to 1d8 + your Range: 60 feet or saving throw it makes within 1 minute. A
spellcasting ability modifier. Both damage rolls Target: A creature within range creature can be empowered by only one use of
increase by 1d8 at 11th level (2d8 and 2d8) Components: V this spell at a time.
and 17th level (3d8 and 3d8). Duration: 1 round
Description: Shield
Booming Blade You drive a disorienting spike of psychic Abjuration 1
Evocation cantrip energy into the mind of one creature you can Casting Time: 1 reaction, which you take
Casting Time: 1 action see within range. The target must succeed on when you are hit by an attack or targeted by
Range: Self (5-foot radius) an Intelligence saving throw or take 1d6 the magic missile spell
Target: 1 creature within range psychic damage and subtract 1d4 from the Range: Self
Components: S M next saving throw it makes before the end of Target: Self
Duration: 1 round your next turn. Components: V S
Description: At Higher Levels: This spell’s damage Duration: 1 round
You brandish the weapon used in the spell’s increases by 1d6 when you reach certain Description:
casting and make a melee attack with it levels: 5th level (2d6), 11th level (3d6), and An invisible barrier of magical force appears
against one creature within 5 feet of you. On a 17th level (4d6). and protects you. Until the start of your next
hit, the target suffers the weapon attack’s turn, you have a +5 bonus to AC, including
normal effects and then becomes sheathed in Shocking Grasp against the triggering attack, and you take no
booming energy until the start of your next Evocation cantrip damage from magic missile.
turn. If the target willingly moves 5 feet or more Casting Time: 1 action
before then, the target takes 1d8 thunder Range: Touch
damage, and the spell ends. Target: A creature you try to touch
At Higher Levels: At 5th level, the melee Components: V S
attack deals an extra 1d8 thunder damage to Duration: Instantaneous
the target on a hit, and the damage the target Description:
takes for moving increases to 2d8. Both Lightning springs from your hand to deliver a
damage rolls increase by 1d8 at 11th level shock to a creature you try to touch. Make a
(2d8 and 3d8) and again at 17th level (3d8 and melee spell attack against the target. You have
4d8). advantage on the attack roll if the target is
wearing armor made of metal. On a hit, the
target takes 1d8 lightning damage, and it can’t
take reactions until the start of its next turn.
Charm Person Mirror Image Shadow Blade
Enchantment 1 Illusion 2 Illusion 2
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Self Range: Self
Target: A humanoid you can see within range Target: Self Target:
Components: V S Components: V S Components: V S M
Duration: 1 hour Duration: 1 minute Duration: ConcentrationUp to 1 minute
Description: Description: Description:
You attempt to charm a humanoid you can see Three illusory duplicates of yourself appear in You weave together threads of shadow to
within range. It must make a Wisdom saving your space. Until the spell ends, the duplicates create a sword of solidified gloom in your
throw, and does so with advantage if you or move with you and mimic your actions, shifting hand. This magic sword lasts until the spell
your companions are fighting it. If it fails the position so it’s impossible to track which image ends. It counts as a simple melee weapon with
saving throw, it is charmed by you until the is real. You can use your action to dismiss the which you are proficient. It deals 2d8 psychic
spell ends or until you or your companions do illusory duplicates. Each time a creature damage on a hit and has the finesse, light, and
anything harmful to it. The charmed creature targets you with an attack during the spell’s thrown properties (range 20/60). In addition,
regards you as a friendly acquaintance. When duration, roll a d20 to determine whether the when you use the sword to attack a target that
the spell ends, the creature knows it was attack instead targets one of your duplicates. If is in dim light or darkness, you make the attack
charmed by you. you have three duplicates, you must roll a 6 or roll with advantage. If you drop the weapon or
At Higher Levels: When you cast this spell higher to change the attack’s target to a throw it, it dissipates at the end of the turn.
using a spell slot of 2nd level or higher, you duplicate. With two duplicates, you must roll an Thereafter, while the spell persists, you can
can target one additional creature for each slot 8 or higher. With one duplicate, you must roll use a bonus action to cause the sword to
level above 1st. The creatures must be within an 11 or higher. A duplicate’s AC equals 10 + reappear in your hand.
30 feet of each other when you target them. your Dexterity modifier. If an attack hits a At Higher Levels: When you cast this spell
duplicate, the duplicate is destroyed. A using a 3rd- or 4th-level spell slot, the damage
Feather Fall duplicate can be destroyed only by an attack increases to 3d8. When you cast it using a 5th-
Transmutation 1 that hits it. It ignores all other damage and or 6th-level spell slot, the damage increases to
Casting Time: 1 reaction, which you take effects. The spell ends when all three 4d8. When you cast it using a spell slot of 7th
when you or a creature within 60 feet of you duplicates are destroyed. A creature is level or higher, the damage increases to 5d8.
falls unaffected by this spell if it can’t see, if it relies
Range: 60 feet on senses other than sight, such as blindsight,
Target: Up to five falling creatures within range or if it can perceive illusions as false, as with
Components: V M truesight.
Duration: 1 minute
Description: Misty Step
Choose up to five falling creatures within Conjuration 2
range. A falling creature’s rate of descent Casting Time: 1 bonus action
slows to 60 feet per round until the spell ends. Range: Self
If the creature lands before the spell ends, it Target: Self
takes no falling damage and can land on its Components: V
feet, and the spell ends for that creature. Duration: Instantaneous
Description:
Briefly surrounded by silvery mist, you teleport
up to 30 feet to an unoccupied space that you
can see.
Detect Thoughts Polymorph
Divination 2 Darkness Transmutation 4
Casting Time: 1 action Evocation 2 Casting Time: 1 action
Range: Self Casting Time: 1 action Range: 60 feet
Target: Self Range: 60 feet Target: A creature that you can see within
Components: V S M Target: A point you choose within range range
Duration: ConcentrationUp to 1 minute Components: V M Components: V S M
Description: Duration: ConcentrationUp to 10 minutes Duration: ConcentrationUp to 1 hour
For the duration, you can read the thoughts of Description: Description:
certain creatures. When you cast the spell and Magical darkness spreads from a point you This spell transforms a creature that you can
as your action on each turn until the spell choose within range to fill a 15-foot-radius see within range into a new form. An unwilling
ends, you can focus your mind on any one sphere for the duration. The darkness spreads creature must make a Wisdom saving throw to
creature that you can see within 30 feet of you. around corners. A creature with darkvision avoid the effect. The spell has no effect on a
If the creature you choose has an Intelligence can’t see through this darkness, and shapechanger or a creature with 0 hit points.
of 3 or lower or doesn’t speak any language, nonmagical light can’t illuminate it. If the point The transformation lasts for the duration, or
the creature is unaffected. You initially learn you choose is on an object you are holding or until the target drops to 0 hit points or dies.
the surface thoughts of the creature—what is one that isn’t being worn or carried, the The new form can be any beast whose
most on its mind in that moment. As an action, darkness emanates from the object and moves challenge rating is equal to or less than the
you can either shift your attention to another with it. Completely covering the source of the target’s (or the target’s level, if it doesn’t have
creature’s thoughts or attempt to probe deeper darkness with an opaque object, such as a a challenge rating). The target’s game
into the same creature’s mind. If you probe bowl or a helm, blocks the darkness. If any of statistics, including mental ability scores, are
deeper, the target must make a Wisdom this spell’s area overlaps with an area of light replaced by the statistics of the chosen beast.
saving throw. If it fails, you gain insight into its created by a spell of 2nd level or lower, the It retains its alignment and personality. The
reasoning (if any), its emotional state, and spell that created the light is dispelled. target assumes the hit points of its new form.
something that looms large in its mind (such as When it reverts to its normal form, the creature
Fly
something it worries over, loves, or hates). If it returns to the number of hit points it had before
Transmutation 3
succeeds, the spell ends. Either way, the it transformed. If it reverts as a result of
Casting Time: 1 action
target knows that you are probing into its mind, dropping to 0 hit points, any excess damage
Range: Touch
and unless you shift your attention to another carries over to its normal form. As long as the
Target: A willing creature
creature’s thoughts, the creature can use its excess damage doesn’t reduce the creature’s
Components: V S M
action on its turn to make an Intelligence check normal form to 0 hit points, it isn’t knocked
Duration: ConcentrationUp to 10 minutes
contested by your Intelligence check; if it unconscious. The creature is limited in the
Description:
succeeds, the spell ends. Questions verbally actions it can perform by the nature of its new
You touch a willing creature. The target gains a
directed at the target creature naturally shape form, and it can’t speak, cast spells, or take
flying speed of 60 feet for the duration. When
the course of its thoughts, so this spell is any other action that requires hands or
the spell ends, the target falls if it is still aloft,
particularly effective as part of an interrogation. speech. The target’s gear melds into the new
unless it can stop the fall.
You can also use this spell to detect the form. The creature can’t activate, use, wield, or
At Higher Levels: When you cast this spell
presence of thinking creatures you can’t see. otherwise benefit from any of its equipment.
using a spell slot of 4th level or higher, you can
When you cast the spell or as your action
target one additional creature for each slot
during the duration, you can search for
level above 3rd.
thoughts within 30 feet of you. The spell can
penetrate barriers, but 2 feet of rock, 2 inches
of any metal other than lead, or a thin sheet of
lead blocks you. You can’t detect a creature
with an Intelligence of 3 or lower or one that
doesn’t speak any language. Once you detect
the presence of a creature in this way, you can
read its thoughts for the rest of the duration as
described above, even if you can’t see it, but it
must still be within range.