Kairon

A Dungeons & Dragons 5 character by

Origin: Durch einen magischen Unfall beim Erforschen seiner Fähigkeiten ist Kairon in einer unbekannten Dimension gelandet.

Personality Trait: I place no stockin wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.

Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic).

Bond: I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaw: There's no room for caution in a life lived to the fullest.

Character

https://charxchange.com/campaigns/16/forum/309#1867

Race
Tiefling
Level
3
Experience points
1415
Hit Dice
1d6
Alignment
chaotic good
Weapon & Armor Proficiencies
Daggers, darts, slings, quarterstaffs, light crossbows
Size
Medium
Background
Outlander
Tool Proficiency
Flute
Sorcery Points

Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

SPELL SLOT LEVEL | SORCERY POINT COST 1st: 2 2nd: 3 3rd: 5 4th: 6 5th: 7

3
Current
3

Status

Hit points
18
maximum
18
temporary
0
Death Throw Hits
0
Death Throw Fails
0
Armor Class
11
Speed
30
Inspiration
0

Features & Traits

Spellcasting
Sorcerous Origin (Wild Magic)
Wild Magic Surge

Starting when you choose this origin at 1st levei, your spellcasting can unleash surges of untamed magic. lmmediately after you cast a sorcerer spell of 1st levei or higher, the DM can have you roll a d20. If you roll a I, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st levei, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do sO. you must 6nish a long rest before you can use this feature again. Any time before you regain the use of lhis feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of I st levei or higher. You then regain the use of this feature.

Ability Score Increase
Age
Alignment
Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance

You have resistance to fire damage. 1/2 Schaden durch Feuer

Infernal Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages

http://www.rilmani.org/timaresh/Language You can speak, read, and write Common and Infernal. Background freie Wahl: Draconic

Wanderer

Vou have an excellent memory for maps and geography, and you can always recall the generallayout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourse]f and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Metamagic: Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

1
Metamagic: Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

1

Skills

Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival

Attacks

Unarmed
1
Damage
str+1
Damage Type
bludgeoning
light crossbow

https://www.dndbeyond.com/equipment/crossbow-light

3
Damage
1d8
Damage Type
piercing

Spell Slots

1st
4
1st ready
2
2nd
2
2nd ready
1

Cantrips

Light

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Casting Time
1 action
Range
touch
Components
V,M (a firefly or phosporescent moss)
Duration
1 hour
Ready
0

Mending

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.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Casting Time
1 minute
Range
touch
Components
V,S,M (2 lodestones)
Duration
Instantaneous
Ready
0

Ray of Frost

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Casting Time
1 action
Range
60ft
Components
V,S
Duration
Instantaneous
Ready
0

Shocking Grasp

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have 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.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Casting Time
1 action
Range
Touch
Components
V,S
Duration
Instantaneous
Ready
0

Thaumaturgy

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Casting Time
1 action
Range
30ft
Components
V
Duration
1 Minute
Ready
0

1st Level

Magic Missile

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Casting Time
1 action
Range
120ft
Components
V,S
Duration
Instantaneous

Shield

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.

Casting Time
1 reaction
Range
Self
Components
V,S
Duration
1 round

Identify

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Casting Time
1 Minute
Range
Touch
Components
V, S, M *
Duration
Instantaneous

2nd level

Warp Sense

This is a level 2 wizard spell that lasts 1 round per level. Range: touch. Components: V, S Details: The recipient can concentrate and see portals in a 30 ft. radius. He or she can then roll Arcana to see if they can sense where the portal leads and what the key is. The DM determines the CR according to the specific nature and key of the portal. The recipient can analyse one portal per round.

Casting Time
?
Range
30 ft
Components
V, S
Duration
1 round per level

Scorching Ray

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Casting Time
1 action
Range
120 ft
Components
V, S
Duration
Instantaneous

Gear

Wallet

Copper
Silver : 90
Gold : 11
light crossbow
bolts : 35
arcane focus

explorer's pack

Waterskin (1)

4 Rationen passen in einen Waterskin

: 3
Ration : 9
Torches : 10
tinderbox
50feet of hempen rope
hunting trap
Jagdtrophäe
travelers clothes
Gürteltasche
Deine Mudda
Talisman (Klaue) von Hobgoblin
Heiltrank Marke "Larvenbräu"

heilt instantan 2d8+4 Schaden

Lapislazuli (ca. 500 GP Nominalwert)
kleiner Stab, grau