Jackson & Soot

Class & Level

Sorcerer (wild magic) Lvl 1
Rogue Lvl 1

Species

Tiefling

Background

Thief

Alignment

Neutral good

Strength

6

-2

Dexterity

16

+3

Constitution

14

+2

Intelligence

10

+0

Wisdom

12

+1

Charisma

16

+3

14

Armour
Class

+3

Initiative
Bonus

30

Movement
Speed

Health Points

Saving Throws

Strength

-2

Dexterity

+3

Constitution

+2

Intelligence

+0

Wisdom

+1

Charisma

+3

+2

Proficiency
Bonus

2

1d6/1d8

Hit Dice

14

Spellsave
DC

Skills

Acrobatics Dex

+3

Animal Handling Wis

+1

Arcana Int

+0

Athletics Str

-2

Deception Cha

+5

History Int

+0

Insight Wis

+3

Intimidation Cha

+3

Investigation Int

+2

Medicine Wis

+1

Nature Int

+0

Perception Wis

+3

Performance Cha

+3

Persuasion Cha

+5

Religion Int

+0

Sleight of Hand Dex

+6

Stealth Dex

+7

Survival Wis

+1

Traits & Gear

Racial & Class Traits

Languages:
– Common
– Infernal
– Thieves’ Cant
Feats:
– Skilled
Expertise:
– Thieves tool’s
– Stealth

Equipment & Money

Abilities & Actions

Passive Abilities

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Starting at 1st level, 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 finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Actions

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.