Alduin

Quick Info
Class: Sorcerer, Level 3 Subclass: Storming Soul
Race: Gold Metallic Dragowrought Alignment: Neutral Good
Background: Sage Game: Peril of the Fire Druid


Combat

Quick Combat Info
Armor Class (AC): 14/11 Initiative Bonus: +0
Max HP: 20 Speed: 30ft
Attacks
Name Range Attack Roll Resources Expended Damage Notes
Firebolt Ranged, 120ft 1d20+6 N/A 1d10 Fire Damage N/A
Chaos Bolt Ranged, 120ft 1d20+6 1st Level Spell Slot 1d6 + 2d8 Damage Look at spell
Chaos Bolt, Level 2 Ranged, 120ft 1d20+6 2nd Level Spell Slot 2d6 + 2d8 Damage Look at spell
Witchbolt Ranged, 30ft 1d20+6 1st Level Spell Slot 2d12 Lightning Damage You can use your action on subsequent turns to deal 2d12 Lightning Damage to the target until the spell ends.
Witchbolt, Level 2 Ranged, 30ft 1d20+6 2nd Level Spell Slot 4d12 Lightning Damage You can use your action on subsequent turns to deal 2d12 Lightning Damage to the target until the spell ends.
Jolt of Pain Ranged, 30ft 1d20+6 2nd Level Spell Slot 5d8 Lightning Damage Target can't take Reactions until next turn, has disadvantage and -4 on Concentration saves this causes.
Dagger Melee, Thrown 20/60ft 1d20+3 N/A 1d4+1 Piercing Damage After attacking with a light hammer, handaxe or dagger, you can attack again with the dagger, however you only deal 1d4 Piercing damage.
Light Hammer Melee, Thrown 20/60ft 1d20+2 N/A 1d4 Bludgeoning Damage After attacking with a light hammer, handaxe or dagger, you can attack again with the light hammer.
Handaxe Melee, Thrown 20/60ft 1d20+2 N/A 1d6 Slashing Damage After attacking with a light hammer, handaxe or dagger, you can attack again with the handaxe.
Other
Name Range Saving Throw Resources Expended Damage Notes
Mind Sliver 60ft DC14 Intelligence N/A 1d6 Psychic Damage, none if successful Save On failed save, target subtracts 1d4 from next save they make before end of your next turn.
Storms' Lightning Bolt 100ft Long, 5ft Wide Line DC15 Dexterity, half damage on success. 1 of 3 Uses 8d6 Lightning Damage Ignites flammable objects not being worn or carried.
Shooting Star 120ft, 5ft Square N/A N/A 1d10 Radiant Damage Start of your next turn targets in the area take the damage.
Caustic Brew Line, 30x5ft DC14 Dexterity, coated in acid on fail. 1st Level Spell Slot 2d4 Acid Damage at the start of a coated creatures turn. Lasts for 1 minute, creatures can use action to scrape acid off.
Caustic Brew, Level 2 Line, 30x5ft DC14 Dexterity, coated in acid on fail. 2nd Level Spell Slot 4d4 Acid Damage at the start of a coated creatures turn. Lasts for 1 minute, creatures can use action to scrape acid off.
Thunderwave 15ft Cube from self DC14 Constitution Save. 2nd Level Spell Slot 2d8 Thunder damage and pushed 10ft, half damage on Save. N/A
Thunderwave 15ft Cube from self DC14 Constitution Save. 2nd Level Spell Slot 3d8 Thunder damage and pushed 10ft, half damage on Save. N/A
Shatter 60ft, 10ft Radius Sphere DC14 Constitution Save. 2nd Level Spell Slot 3d8 Thunder damage and pushed 10ft, half damage on Save. Creatures made of inorganic material have disadvantage on the Save.
Fire Breath 15ft Cone DC11 Dexterity, half damage on success. 1 of 2 Uses 1d10 Fire Damage. N/A

Stats

Ability Scores
Strength: 0 (10) Dexterity: +1 (13) Constitution: +1 (12)
Intelligence: +4 (18) Wisdom: +1 (12) Charisma: +2 (15)
Saving Throws
Ability Score Proficiency Total Bonus
Strength (0) No +1
Dexterity (+1) No +0
Constitution (+1) Yes (+2) +1
Intelligence (+4) No +3
Wisdom (+1) No +2
Charisma (+2) Yes (+2) +6
Skills
Skill Ability Score Proficiency Total Bonus
Acrobatics Dexterity (0) No +0
Animal Handling Wisdom (+1) No +1
Arcana Intelligence (+4) Yes (+2) +6
Athletics Strength (0) No +0
Deception Charisma (+2) No +2
History Intelligence (+4) Yes (+2) +6
Insight Wisdom (+1) Yes (+2) +3
Intimidation Charisma (+2) No +2
Investigation Intelligence (+4) No +4
Medicine Wisdom (+1) No +1
Nature Intelligence (+4) Yes (+2) +6
Perception Intelligence (+4) No +4
Performance Charisma (+2) No +2
Persuasion Charisma (+2) Yes (+2) +4
Religion Intelligence (+4) No +4
Sleight of Hand Dexterity (+1) No +1
Stealth Dexterity (+1) No +1
Survival Wisdom (+1) No +1

Proficiencies

Languages. Common, Elemental, Primal, Draikyaan, Dwarvish
Weapons. Daggers, Darts, Light Hammers, Slings, Quarterstaffs, and Light Crossbows

Features

Sorcerer Features

Font of Magic. You have a number of Sorcery Points equal to your level (3), and regain Sorcery Points up to your maximum at the end of a long rest. As a bonus action you can convert sorcery points to spell slots (2 Points = Level 1 Slot, 3 Points = Level 2 Slot), you can also convert spell slots into sorcery points (Level 1 Slot = 1 Point, Level 2 Slot = 2 Points).

Metamagic. Can use these to transmute spells, one per spell.

Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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.

Storming Soul Features

Tempestuous Magic. On your turn you can use a Bonus Action immediately before or after you cast a 1st level spell to fly 10ft without provoking opportunity attacks.

Metallic Dragonwrought Features

Breath Weapon. As an action on your turn you exhale a 15ft cone of fire. Each creature in the area must make a DC 11 Dexterity Saving Throw. Roll 1d10, creatures who fail the save take Fire Damage equal to the roll, those who succeed take half as much damage. You can use this ability twice per long rest.

Draconic Resistance. You have Resistance to Fire Damage, meaning, whenever you take Fire Damage, you take half damage, rounded down.

Sage Feature

Researcher. When you attempt to recall information and do not that information, you most likely know where you can learn it. Also you probably get preferential treatment as a professional courtesy.

Spells

4 Level 1 Spell Slots
2 Level 2 Spell Slots

Cantrips

Control Flames
Level: Cantrip Casting Time: 1 Action Transmutation
Range: 60ft Duration: Instant Components: S

You choose nonmagical flame that you can see within 60ft and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

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


Firebolt
Level: Cantrip Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant Components: VS

Choose a target within 120ft of you and make a Ranged Spell attack (roll 1d20+6). 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.


Mind Sliver
Level: Cantrip Casting Time: 1 Action Enchantment
Range: 60ft Duration: Instant Components: V

Choose a creature within 60ft of you, they make a DC 14 Intelligence Saving Throw. On a failed Save, they take 1d6 Psychic damage and subtract 1d4 from the next saving throw they make before the end of your next turn. They suffer no effect on a successful Save.


Shooting Star
Level: Cantrip Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Round Components: VS

Choose a point within 120ft, it glows with radiant light. At the start of your next turn, each creature within 5ft of that point takes 1d10 Radiant Damage.

Level 1

Caustic Brew
Level: 1 Casting Time: 1 Action Evocation
Range: 30ft Line Duration: 1 Minute (Concentration) Components: VSM (a bit of rotten food)

You shoot a 30ft line of acid that's 5ft wide. Each creature in the line makes a DC14 Dexterity Saving Throw or is covered in acid. A creature covered in acid takes 2d4 Acid Damage at the start of its turn. A creature can use an action to remove the acid from itself or another creature.


Chaos Bolt
Level: 1 Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant Components: VS

Choose a creature within 120ft and make a Ranged Spell attack against them (1d20+6). On a hit, roll 1d6 and 2d8. The target takes damage equal to the roll. The type of damage is determined by the roll, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, choose a creature within 30ft of the original target, repeat this spell targeting that creature. A creature can be targeted only once by each casting of this spell.


Mage Armor
Level: 1 Casting Time: 1 Action Abjuration
Range: Touch Duration: 8 Hours Components: VSM (a piece of cured leather)

You touch a willing creature who isn't wearing armor, that creatures AC becomes 13 + its Dexterity Modifier until the spell ends. The spell ends early if the target puts on armor or you dismiss the spell as an action.


Summon Fire Mephit
Level: 1 Casting Time: 1 Minute Conjuration
Range: 30ft Duration: Instant Components: VSM (a red or orange gem worth 30GP which is consumed by the spell)

After the casting of the spell, a Fire Mephit appears in a point you choose within range. It is neutral towards you but not under your control.


Iron Spine
Level: 2 Casting Time: 1 Action Transmutation
Range: 60ft Duration: 1 Minute (Concentration) Components: VM (a small iron ingot)

You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.


Thunderwave
Level: 1 Casting Time: 1 Action Evocation
Range: 15ft Cube Duration: Instant Components: VS

All creatures within 15ft of you must make a DC14 Constitution Saving Throw. Roll 2d8, all creatures how fail take that much damage and are pushed 10ft away from you, all those who succeed take have as much damage and aren't pushed. Unsecured objects in the area are also pushed 10ft away from you, and you make a loud boom, audible out to 300ft.


Witch Bolt
Level: 1 Casting Time: 1 Action Evocation
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a twig from a tree that has been struck by lightning)

Choose a creature within 30ft, make a Ranged Spell Attack (1d20+6), if you hit you deal 2d12 Lightning Damage. For the rest of the spells duration the target cannot move and you can use your action to deal 2d12 Lightning Damage to the target automatically. If the target is more then 30ft away from you, you use your action to do something else, or has full cover against you, the spell ends.


Level 2

Caustic Brew, Level 2
Level: 2 Casting Time: 1 Action Evocation
Range: 30ft Line Duration: 1 Minute (Concentration) Components: VSM (a bit of rotten food)

You shoot a 30ft line of acid that's 5ft wide. Each creature in the line makes a DC14 Dexterity Saving Throw or is covered in acid. A creature covered in acid takes 4d4 Acid Damage at the start of its turn. A creature can use an action to remove the acid from itself or another creature.


Chaos Bolt, Level 2
Level: 2 Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant Components: VS

Choose a creature within 120ft and make a Ranged Spell attack against them (1d20+6). On a hit, roll 2d6 and 2d8. The target takes damage equal to the roll. The type of damage is determined by the roll, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, choose a creature within 30ft of the original target, repeat this spell targeting that creature. A creature can be targeted only once by each casting of this spell.


Jolt of Pain
Level: 2 Casting Time: 1 Action Evocation
Range: 30ft Duration: Instant Components: VS

Choose a creature within 30ft, make a Ranged Spell Attack (1d20+6), if you hit, the target takes 5d8 Lightning Damage. Additionally, the target cannot take Reactions until the end of your next turn. If the target was Concentrating on a spell, they have disadvantage on their Concentration save, and the DC is increased by 4.


Shatter
Level: 2 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant Components: VSM (a chip of mica)

Choose a point within 60ft, all creatures within 10ft of that point make a DC14 Constitution Saving Throw. Roll 3d8, all creatures who fail take that much Thunder damage, all creatures who succeed take half as much damage. Creatures made of inorganic material have disadvantage (roll 2d20 and take the lowest) on the Save.


Thunderwave, Level 2
Level: 2 Casting Time: 1 Action Evocation
Range: 15ft Cube Duration: Instant Components: VS

All creatures within 15ft of you must make a DC14 Constitution Saving Throw. Roll 3d8, all creatures how fail take that much damage and are pushed 10ft away from you, all those who succeed take have as much damage and aren't pushed. Unsecured objects in the area are also pushed 10ft away from you, and you make a loud boom, audible out to 300ft.


Witch Bolt, Level 2
Level: 2 Casting Time: 1 Action Evocation
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a twig from a tree that has been struck by lightning)

Choose a creature within 30ft, make a Ranged Spell Attack (1d20+6), if you hit you deal 4d12 Lightning Damage. For the rest of the spells duration the target cannot move and you can use your action to deal 2d12 Lightning Damage to the target automatically. If the target is more than 30ft away from you, you use your action to do something else, or has full cover against you, the spell ends.

Magic Item

Rare

Alduin's Rod of Storms

Rod, Rare
This silver rod crackles with energy and can redirect or release powerful electric surges. As a Reaction when a creature within 30ft of you takes Lightning Damage to halve that Lightning Damage, then choose a creature within 30ft of you, it makes a DC15 Dexterity Saving Throw, on a failed Save, it takes the Lightning Damage you reduced from the first creature.
Spells. You can also cast the Lightning Bolt Spell three times a day, it uses a Spell Save DC of 15, or your Spell Save DC, whichever is higher.

Lightning Bolt
Level: 3 Casting Time: 1 Action Evocation
Range: 100ft Line, 5ft Wide Duration: Instant Components: VSM (a bit of fur and a rod of amber, crystal, or glass)

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 Lightning Damage on a failed Save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.