Alduin

Quick Info
Class: Sorcerer Subclass: Soul of the Storm
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: 7 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
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.
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 2d8 Acid Damage at the start of a coated creatures turn. Lasts for 1 minute, creatures can use action to scrape acid off.

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

Soul of Storms 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

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.