Sigh Onic

Adventure Date: July 2, 2022
Last Updated: February 19, 2023

Campaign: 	The Lost Mine - Chapter 6
class:		Aberrant Mind Sorcerer		species:	half-elf		
level:		3				alignment:	neutral
xp:		0				deity:		Fuzzy-Wuzzy
Background: 	Cloistered Scholar 		Home Region: 	Baldur’s Gate

size: medium	 age:	25	gender:	male	height:	5'10"	
eyes: dark hazel hair:	brown	skin:	coppery	weight:	160 lbs
- coppery skin, wenge wood brown hair and dark hazel eyes, with strong elvish features
				
Languages:	Common, Draconic, Elven, Giant, Undercommon

			hp =			HD: 
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STR:	 8	-1	HP: 	21	Healing HD:	3d6	 inspiration = 
DEX:	12	+1	AC:	12				
CON:	14	+2	= 0   + 0      + 1   + 1   	+ 0 
INT:	10	+0	  armor + shield + dex + magic 	+ misc
WIS:	16	+3	AC other: 15 (mage armor spell)
CHA:	16	+3	AC other: 17 (shield spell)
			AC other: 20 (mage armor + shield spell)
							Initiative:	+1.12
			Speed:	30 ft			Proficiency:	+2

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SAVES		Total	= base	+prof	+magic	+misc
STR:		-1	= -1	+0
DEX:		+1	= +1	+0	
CON:		+4	= +2	+2	
INT:		+0	= +0	+0	
WIS:		+3	= +3	+0	
CHA:		+5	= +3	+2	

- You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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Attack			Attack		Damage		Type		Range	Notes
------------		------		------		----		-----	-----
dagger			+3		1d4+1		piercing	20/60	finesse, light, thrown
dart			+3		1d4+1		piercing	20/60	finesse, thrown
light crossbow		+3		1d8+1		piercing	80/320	ammunition, loading, two-handed


Spellcasting		Attack		Damage		Type		Range	Notes
------------		------		------		----		-----	-----
chill touch		+5		1d8		necrotic	120	1 action
fire bolt		+5		1d10		fire		120	1 action
mind sliver		DC 13		1d6		psychic		60	1 action, INT save
ray of frost		+5		1d8		cold		60	1 action
chaos bolt		+5		2d8+1d6		random		120	1 action, see Xanathar p152
dissonant whisper	DC 13		3d6 + MV	psychic		60	1 action, WIS save
magic misile		auto		1d4+1 (x3)	force		120	1 action, 3 missiles
shatter			DC 13 CON	3d8 (save 1/2)	thunder		60	1 action, 10 ft sphere,
										crystal/stone/metal= dis on save

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TOTAL	SKILLS: 	Ability	Mod	Prof	Misc	
+1	acrobatics	DEX	+1			
+3	animal handling	WIS	+3			
+2	*arcana		INT	+0	+2		
-1	athletics	STR	-1			
+3	deception	CHA	+3			
+2	*history	INT	+0	+2		
+5	*insight	WIS	+3	+2		
+3	intimidation	CHA	+3			
+0	investigation	INT	+0			
+3	medicine	WIS	+3			
+0	nature		INT	+0				
+5	*perception	WIS	+3	+2				
+3	performance	CHA	+3			
+5	*persuasion	CHA	+3	+2			
+0	religion	INT	+0				
+1	sleight of hand	DEX	+1			
+3	*stealth	DEX	+1	+2			
+3	survival	WIS	+3			
	tool-

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SPECIAL ABILITIES / FEATS
Armor: 		none
Weapons:	daggers, darts, slings, quarterstaffs, light crossbows
Tools:		none

HALF-ELF
Darkvision. 
- Thanks to your elf blood, 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.
Fey Ancestry. 
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility. 
- You gain proficiency in two skills of your choice. (perception, stealth)
Languages. 
- You can speak, read, and write Common, Elvish, and one extra language (draconic)


CLOISTERED SCHOLAR
Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion (arcana)
Languages: Two of your choice (giant, undercommon)


SORCERER: Origin = Aberrant Mind (Tasha pg. 66)
- Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion 
	  (Insight, Persuasion)
- Telepathic Speech (1st-level Aberrant Mind feature)
	- form a telepathic connection between your mind and the mind of another. 
	- As a bonus action, choose one creature you can see within 30 feet of you. 
	- You and the chosen creature can speak telepathically with each other while the two of you
	  are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). 
	- To understand each other, you each must speak mentally in a language the other knows.
	- The telepathic connection lasts for a number of minutes equal to your sorcerer level. 
	- It ends early if you are incapacitated or die or if you use this ability to form 
	  a connection with a different creature
- Font of Magic
	- sorcery points = 2
	- Creating Spell Slots: bonus action, lose created slots after long rest
	  cost = level 1=2, level 2=3, level 3=5, level 4=6, level 5=7
	- Convert Spell Slot to Sorcery Points: bonus action, expend one spell slot
	  and gain a number of sorcery points equal to the slot's level.
- Metamagic
	- Empowered Spell
	  - When you roll damage for a spell, you can spend 1 sorcery point to reroll 
	    a number of the damage dice up to your Charisma modifier (minimum of one). 
	  - You must use the new rolls.
	  - You can use Empowered Spell even if you have already used a different 
	    Metamagic option during the casting of the spell.
	- Twinned Spell
	  - When you cast a spell that targets only one creature and doesn't have a 
	    range of self, you can spend a number of sorcery points equal to the 
	    spell's level to target a second creature in range with the same spell 
	    (1 sorcery point if the spell is a cantrip).
	  - To be eligible, a spell must be incapable of targeting more than one 
	    creature at the spell's current level. For example, magic missile and 
	    scorching ray aren't eligible, but ray of frost and chromatic orb are.


=============================================================================
SPELLS  spell casting ability	= CHA
	spell save DC		= 8 + CHA + Prof = 8+3+2	= 13
	spell attack bonus	= CHA + Prof = 3+2		= +5
	spells known		= 4 + psionic spells
	psionic spells at level 1 = arms of Hadar, dissonant whispers, mind sliver
	psionic spells at level 3 = calm emotions, detect thoughts
	Sorcery Points = 3

0: cantrips = 4
- blade ward, chill touch, firebolt, mind sliver, ray of frost

1: slots = 4	remaining = 0
- chaos bolt, detect Magic, dissonant whisper, identify, magic Missile

2: slots = 2	remaining = 0
- detect thoughts, misty step, shatter

3: slots = 0  	remaining = 0
4: slots = 0  
5: slots = 0  
6: slots = 0  
7: slots = 0  
8: slots = 0  
9: slots = 0

Whenever you gain a sorcerer level, you can replace one spell you gained from 
this feature with another spell of the same level. 
The new spell must be a divination or an enchantment spell from the sorcerer, 
warlock, or wizard spell list.

Additionally, when you gain a level in this class, you can choose one of the 
sorcerer spells you know and replace it with another spell from the sorcerer 
spell list, which also must be of a level for which you have spell slots.


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GEAR	Total WT= 12 + 55 = 64 lbs
	load: STR x 15 = 120 lbs	push/drag/lift: STR x 30 = 240 lbs

DM HOUSE RULE: Potions can be drunk as a bonus action
DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0)

WT	Item
---	---------------------
0	scholar's robes of your cloister
2	dagger x2 (4 gp)
0	darts x10
5	light crosbow
1	case
1	light crossbow bolts = x20

0 	arcane focus
3	Glass Staff = +1 AC
		- regains 1d6+4 charges at dawn, charges = 10
		- cast: mage armor (action, 1 charge), shield (reaction, 2 charges)
0	Scroll: fireball

5	- backpack
7		- bedroll
1		- mess kit
20		- rations (days) = x10
1		- waterskin
1		- tinderbox
10		- torches = x10
10		- 50 ft hempen rope
0		- writing kit (small pouch with a quill, ink, folded parchment, 
	  	  and a small penknife)
0		- borrowed book on the subject of your current study

1	pouch 
1	- coins 

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TREASURE		store credit = 55 gp
pp = 	 	
gp = 	 109.5		
sp = 	 	
cp = 	  			


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES: