Class & Level

Aberrant Mind Sorcerer Lvl 3

Species

Half-Elf

Background

Haunted One

Alignment

______________

Strength

8

-1

Dexterity

14

+2

Constitution

16

+3

Intelligence

10

+0

Wisdom

12

+1

Charisma

18

+4

12

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

23

Max Health Points

Saving Throws

Strength

-1

Dexterity

+2

Constitution

+5

Intelligence

+0

Wisdom

+1

Charisma

+6

+2

Proficiency
Bonus

CHA

+4

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

+1

Arcana Int

+0

Athletics Str

-1

Deception Cha

+6

History Int

+0

Insight Wis

+1

Intimidation Cha

+4

Investigation Int

+0

Medicine Wis

+3

Nature Int

+0

Perception Wis

+1

Performance Cha

+4

Persuasion Cha

+6

Religion Int

+2

Sleight of Hand Dex

+2

Stealth Dex

+2

Survival Wis

+1

Traits & Gear

Traits

Haunted by alien dreams of a vast intelligence beneath the waves, you wield strange psionic magic that twists reality and bends weaker minds.
Drawn to Chult by a whisper you cannot silence, you seek the source of the call—whether revelation or ruin.

Fey Ancestry: Advantage against being charmed, and magic can’t put you to sleep
Darkvision: See in dim light within 60ft. of you.

Equipment & Money

Light Crossbow with 20 bolts
Arcane Focus – a latticework of silver wire and the scale of some aberrant creature

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

<img class="alignnone size-full wp-image-1642" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Skill-Ability-Feat-Metamagic-Distant-Spell-Icon.png" alt="" width="60" height="60" />Metamagic

Twinned Spell: 1 sorcery point per spell level. 

Use sorcery points to make a spell that targets 1 creature target to instead. The spell must only be able to target 1 creature at a time.

Quickened Spell: 2 sorcery points

Cast a spell that normally requires and action using a bonus action instead, freeing up your action for cantrips or attacks.

<img class="alignnone size-full wp-image-1643" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Skill-Ability-Feat-Metamagic-Twinned-Spell-Icon.png" alt="" width="60" height="60" />Flexible Casting <img class="alignnone size-full wp-image-2278" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Bonus-Action-Unit-Icon-1.png" alt="" width="64" height="64" />

Turn spell slots into sorcery points of the same value (Lv2 spellslot = 2 sorcery pts) or turn sorcery points into a spellslot 1 level lower than the sorcery points used (3 sorcery points = lv2 spellslot)

Actions

Abilities that take require an action, bonus action or reaction. 

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Sorcery Points : – : 🟥🟥🟥 Spellslots : Lv 1 : 🟦🟦🟦🟦 Spellslots : Lv 2 : 🟦🟦

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

<img class="alignnone size-full wp-image-1873" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Psychic-Mind-Cantrip-mind-sliver-Icon.png" alt="" width="80" height="80" />Mind Sliver<img class="alignnone size-full wp-image-2081" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Unit-Icon.png" alt="" width="64" height="64" />

Mind attack! The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

<img class="alignnone size-full wp-image-1796" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Magic-Effect-cantrip-mage-hand-Icon.png" alt="" width="80" height="80" /> Mage Hand <img class="alignnone size-full wp-image-2081" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Unit-Icon.png" alt="" width="64" height="64" />

Casting Time: 1 action | Range: 30 feet | Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand and it can do anything except attack or lift over 5lbs.  You can move the hand up to 30 feet each time you use it.

<img class="alignnone size-full wp-image-1798" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Magic-Effect-cantrip-minor-illusion-Icon.png" alt="" width="80" height="80" />Minor Illusion <img class="alignnone size-full wp-image-2081" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Unit-Icon.png" alt="" width="64" height="64" />

Casting Time: 1 action | Range: 30 feet | Duration: 1 minute

You can make either a sound or an image. Images don’t make sound and can be no larger than 5ft. Creatures will sense it’s an illusion if they get close to it.

<img class="alignnone size-full wp-image-2942" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Fire-cantrip-Fire-Bolt-Icon.png" alt="" width="80" height="80" /> Fire Bolt <img class="alignnone size-full wp-image-2081" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Unit-Icon.png" alt="" width="64" height="64" />

Casting Time: 1 action | Range: 120 feet

Throw a small fire shape (imagine something fun) at an enemy. +6 to hit 1d10 damage.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.