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Thrud

3 Level (0/2700 XP for level-up) Acolyte Background Half-Orc Race / Species / Heritage NG Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+3 Class 1

STR
13
+1
DEX
13
+1
CON
16
+3
INT
7
-2
WIS
13
+1
CHA
14
+2
23
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
3 / 3
Sorcerer Points
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+1 Dexterity
+5 Constitution
-2 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
-2 Arcana INT
+1 Athletics STR
+4 Deception CHA
-2 History INT
+3 Insight WIS
+4 Intimidation CHA
-2 Investigation INT
skills
+1 Medicine WIS
-2 Nature INT
+1 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +3 DEX 1d8+1 pierceing
 Ammunition, range (80/320), loading, two-handed
daggers +3 STR Pierce
 Finesse, light, thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +4 1 action 30 1 minute VS
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Mending +4 1 minute touch instant VSM TBD
 Notes:This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
Firebolt +4 1 action 120 instant 1d10 VS
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Toll the Dead +4 1 action 60 instant 1d8/12 VS
 Notes:You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +4 1 Action Touch 1 Action 1d8+2 VS
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Guiding Bolt +4 1 action 120 1 round 4d6 VS
 Notes:A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Shield +4 1 reaction self 1 round VS
 Notes:An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
Inflict Wounds +4 1 action touch instant 3d10 VS
 Notes:Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +4 1 Action Touch 1 Action 1d8+2 + VS
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Guiding Bolt +4 1 action 120 1 round 4d6 + VS
 Notes:A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Inflict Wounds +4 1 action touch instant 3d10 + VS
 Notes:Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Prayer of Healing +4 10 minutes 30ft instant 2d8+2 V
 Notes:Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Dark Vision
Relentless Endurance
Savage attack
Divine Soul
Favored by the gods

Features & Traits
Light Crossbow + 20 bolts
Arcane Focus
2 Daggers
Holy Symbol
Prayer Book
5 Sticks of incense
Vestments & Common clothing

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common
Orc
Elvish
Dwarvish
Daggers
Darts
Slings
Light crossbows
Quarterstaff

Languages & Proficiencies
I idolize "The One" abd constantly refer to his examples and deeds

Personality Traits
Deep Aspiration to match "The One's" teachings and actions

Ideals
Everything I do is for the common people

Bonds
Once I pick a goal I obsess over how to achieve that goal

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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