Character Name
Ulal Caranath
Background: Merchant
Class: Sorcerer
Species: Dwarf
Subclass: Clockwork Sorcery
Alignment: Neutral Good
Languages: Common, Dwarvish, Elvish
Ulal Caranath
5
Level
124
Age
4′ 2″
Height
163 lb.
Weight
Blue/Grey
Eyes
Red/Orange
Hair
Light
Skin
Proficiency Bonus
+3
Ability Scores
Strength
8
−1 modifier
Dexterity
13
+1 modifier
Constitution
15
+2 modifier
Intelligence
12
+1 modifier
Wisdom
10
+0 modifier
Charisma
19
+4 modifier
+1
Initiative
11
Armor Class
30
Speed (ft)
Hit Points
Maximum
37
Hit Dice
5d6
Weapon & Spell Attacks
Dagger
Finesse, Light, Thrown, Nick, Range (20/60)
+4
1d4+1
Quarterstaff
Simple, Versatile, Topple
+2
1d4+1
Shocking Grasp
V/S · Melee spell attack
+8
2d8 Lightning
Sorcerous Burst
V/S · Range 120 ft · Exploding 8s
+8
2d8 (varies)
Spellcasting · Font of Magic
+8
Spell Attack
15
Save DC
5
Sorcery Points
Spell Slots
4
1st
3
2nd
2
3rd
Clockwork Spells
3rd
Aid, Alarm, Lesser Restoration, Protection from Evil and Good
5th
Dispel Magic, Protection from Energy
Passive Perception
10
Passive Insight
10
Saving Throws
Strength−1
Dexterity+1
Constitution+5
Intelligence+1
Wisdom+0
Charisma+7
Skills
Acrobatics (Dex)+1
Animal Handling (Wis)+3
Arcana (Int)+4
Athletics (Str)−1
Deception (Cha)+4
History (Int)+1
Insight (Wis)+0
Intimidation (Cha)+7
Investigation (Int)+1
Medicine (Wis)+0
Nature (Int)+1
Perception (Wis)+0
Performance (Cha)+4
Persuasion (Cha)+7
Religion (Int)+1
Sleight of Hand (Dex)+1
Stealth (Dex)+1
Survival (Wis)+0
Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: Navigator's Tools
Languages: Common, Dwarvish, Elvish
◆ ◇ ◆ ◇ ◆
Personality & Backstory
Personality Traits
Family are merchants. Cunning mind.
Ideals
Just in it for the money.
Bonds
Specializes in rare goods.
Flaws
Reputation for inflated prices.
◆ ◇ ◆ ◇ ◆
Class Features — Sorcerer (Clockwork Sorcery) 5
Innate Sorcery
As a Bonus Action, unleash raw magic for 1 minute. Spell save DC increases by 1, and you have Advantage on the attack rolls of Sorcerer spells you cast.
Font of Magic
Slots → Points: Expend a slot to gain Sorcery Points equal to the slot's level (no action).
Points → Slots: As a Bonus Action, convert Sorcery Points into a spell slot (max level 5).
Metamagic: Empowered Spell (1 SP)
When you roll damage for a spell, spend 1 Sorcery Point to reroll up to 4 damage dice (CHA mod). Must use new rolls. Can combine with other Metamagic.
Metamagic: Seeking Spell (1 SP)
If you miss with a spell attack roll, spend 1 Sorcery Point to reroll the d20. Must use new roll. Can combine with other Metamagic.
Restore Balance
When a creature within 60 ft is about to roll a d20 with Advantage or Disadvantage, use your Reaction to prevent the roll from being affected by either. Usable 4 times per Long Rest (CHA mod).
Sorcerous Restoration
When you finish a Short Rest, regain up to 2 Sorcery Points (half Sorcerer level, round down).
Dwarf Species Traits
Darkvision
You have Darkvision with a range of 120 ft.
Dwarven Resilience
Resistance to Poison damage. Advantage on saving throws to avoid or end the Poisoned condition.
Stonecunning
As a Bonus Action, gain Tremorsense 60 ft for 10 minutes (must be on or touching stone). Usable 3 times per Long Rest.
Feats
Lucky — 3 Luck Points
Advantage: Spend 1 Luck Point to give yourself Advantage on a d20 Test.
Disadvantage: Spend 1 Luck Point to impose Disadvantage on an attack roll against you.
Luck Points reset on a Long Rest.
◆ ◇ ◆ ◇ ◆
Equipment & Inventory
Weapons
  • Dagger (2)
  • Quarterstaff
  • Spear
✦ Magic Items
  • Wand of the War Mage, +1 (Attuned ✦)
  • Spell Scroll of Fireball
Wand of the War Mage, +1: +1 to spell attack rolls; ignore Half Cover on spell attacks.
Gear & Supplies
  • Caltrops (20)
  • Crowbar
  • Crystal (arcane focus)
  • Navigator's Tools
  • Oil (2)
  • Rations (10 days)
  • Rope (50 ft.)
  • Tinderbox
  • Torch (10)
  • Traveler's Clothes
  • Waterskin
Coin Purse
  • 41 Gold Pieces
  • 12 Silver Pieces
◆ ◇ ◆ ◇ ◆
Cantrips & Known Spells
Lvl Name Cast Time Range Description
Cantrips
CLight1 ActionTouchTouch object; it sheds bright light 20 ft and dim colored light 20 ft beyond.
CMinor Illusion1 Action30 ftCreate a sound or 5-foot image; creatures can examine it to reveal the illusion.
CPrestidigitation1 Action10 ftCreate a minor magical effect: sensory trick, fire, clean, mark, flavor, or tiny object.
CShocking Grasp1 ActionTouchMelee spell attack; on a hit, target takes 1d8 Lightning and can't make Opportunity Attacks until your next turn.
CSorcerous Burst1 Action120 ftRanged spell attack; on a hit, deal 1d8 chosen damage type, with exploding 8s up to your CHA mod.
1st Level
1Alarm1 Min30 ftWard a door, window, or 20-ft cube; intrusion triggers an audible bell or mental alert.
1Charm Person1 Action30 ftOne Humanoid makes a Wisdom save or is Charmed and Friendly until harmed or the spell ends.
1Magic Missile1 Action120 ftThree force darts; each automatically hits a visible creature for 1d4 + 1 Force.
1Protection from Evil and Good1 ActionTouchListed creature types have Disadvantage to attack target; can't charm, frighten, or possess it (Conc, 10 min).
1Shield1 ReactionSelfUntil your next turn, +5 AC including against the trigger; immune to Magic Missile.
1Sleep1 Action60 ftCreatures in a 5-ft sphere make a Wisdom save or become Incapacitated, then possibly Unconscious.
2nd Level
2Aid1 Action30 ftUp to three creatures gain +5 to current and maximum Hit Points for 8 hours.
2Blindness/Deafness1 Action120 ftOne creature makes a Constitution save or is Blinded or Deafened for the duration.
2Enhance Ability1 ActionTouchTouch a creature; it gains Advantage on checks with one chosen ability (Conc, 1 hr).
2Lesser Restoration1 BonusTouchEnd one condition: Blinded, Deafened, Paralyzed, or Poisoned.
2Mirror Image1 ActionSelfThree illusory duplicates protect you; attacks may hit a duplicate until all are destroyed.
3rd Level
3Counterspell1 Reaction60 ftA creature casting a spell makes a Constitution save or the spell fails with no effect.
3Dispel Magic1 Action120 ftEnd one spell on target: level 3 or lower ends automatically; higher levels require an ability check.
3Fireball1 Action150 ft20-ft sphere; Dexterity save, 8d6 Fire on fail, half on success.
3Protection from Energy1 ActionTouchTouch a willing creature; it gains Resistance to one of: Acid, Cold, Fire, Lightning, or Thunder (Conc, 1 hr).

◆ Clockwork spell (always prepared, doesn't count against spells known)  ·  Spell Attack +8 includes +1 Wand of War Mage  ·  Conc = Concentration

Ulal Caranath  ·  Dwarf Sorcerer (Clockwork Sorcery)  ·  Level 5  ·  Merchant