Mulush
Orc Sorcerer | Acolyte Background
Level 1
Character Overview
Basic Statistics
Armor Class: 12
Hit Points: 8 (1d6 + 2 Constitution modifier)
Speed: 30 ft.
Saving Throws Proficiency: Constitution and Charisma
Proficiency Bonus: +2
Initiative: +2
Passive Perception: 11
Passive Investigation: 9
Passive Insight: 13
Languages: Common, Goblin, Orc
Darkvision: 120 ft.
Ability Scores
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 8 (-1)
Wisdom: 13 (+1)
Charisma: 17 (+3)
Skills & Proficiencies
Acrobatics (Dex): +2
Animal Handling (Wis): +1
Arcana (Int): +1
Athletics (Str): -1
Deception (Cha): +3
History (Int): -1
Insight (Wis): +3
Intimidation (Cha): +3
Investigation (Int): -1
Medicine (Wis): +1
Nature (Int): -1
Perception (Wis): +1
Performance (Cha): +3
Persuasion (Cha): +5
Religion (Int): +1
Sleight of Hand (Dex): +2
Stealth (Dex): +2
Survival (Wis): +1
Inventory
Weapons:
Dagger: +4 to hit, 1d4+2 piercing damage (Finesse, Light, Thrown, Range 20/60)
Spear: +1 to hit, 1d6-1 piercing damage (Simple, Thrown, Versatile, Range 20/60)
Equipment & Gear
Gear: Backpack, crystal (arcane focus), oil (2 flasks), rations (10), rope (50 ft), tinderbox, torch (10), waterskin, caltrops (20), crowbar
Gold Pieces: 78
Core Class Features
Spellcasting
Spell Save DC: 13
Spell Attack Bonus: +5
Spellcasting Ability: Charisma
Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
Species Trait
Adrenaline Rush
You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
Darkvision
You have Darkvision with a range of 120 feet.
Relentless Endurance
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.
Spells
Cantrips (4 known)
Mage Hand: Telekinetic manipulation at 30 ft range
Minor Illusion: Create sound or image for 1 minute
Sorcerous Burst: 1d8 acid damage, 120 ft range
Acid Splash: DEX save or 1d6 acid damage to 1-2 targets within 5 ft
Guidance: +1d4 to one ability check
Light: Bright light in a 20 ft radius for 1 hour
Level 1 Spells (2 known, 2 slots)
Shield: +5 AC until start of next turn (Reaction)
Chromatic Orb: 3d8 damage of chosen type, 90 ft range
Fogcloud: You create a 20-foot-radius Sphere of fog centered on a point within range
Magic Missile: You create three glowing darts of magical force. (1d4 + 1 Force damage)
Level 2
Metamagic
Quickened Spell (Cost: 2 Sorcery Points)
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Twinned Spell (Cost: 1 Sorcery Point)
When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.
Spells
Fogcloud
Magic Missile
Level 3
Mulush Subclass Draconic Sorcery (roll 3 on a 1d4)
Draconic Resilience: Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Draconic Spells: Alter Self, Chromatic Orb, Command, Dragon’s Breath
New Spells: Misty Step, Detect Thought, Dragon’s Breath (all level 2nd)