Evaline

Short Rest    Long Rest
Tibbit
  • bookmark_add Ability Score Increase: Your Dexterity Score increases by 2, and your Charisma score increases by 1.
  • bookmark_add Size: Small
  • bookmark_add Speed: 25 feet
  • bookmark_add Darkvision: 60 feet
  • bookmark_add Language: You can speak, read, and write Common and Feline.
  • bookmark_add Free Spirit: You can move through the space of any creature that is of a size larger than yours.
  • bookmark_add Scavenger: Starvation is no stranger; you require food half as often as a normal character.
  • bookmark_add Feline Transformation: Once per long rest, you can use your action to magically assume the shape of a house cat. You can remain in this form indefinitely, and only revert to your natural form when you are rendered unconscious. You can revert to your normal form earlier by using a bonus action on your turn.
  • bookmark_add Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  • bookmark_add Keen Senses: You gain proficiency in Perception.
Sorcerer
  • bookmark_add Font of Magic: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
    • bookmark_addSorcery Points: You have a number of Sorcery Points equal to your Sorcerer level. You regain all spent sorcery points when you finish a long rest.
    • bookmark_addFlexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

      Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.

      Spell Slot Level - Sorcery Point Cost
      1st Level - 2 Sorcery Point
      2nd Level - 3 Sorcery Point
      3rd Level - 5 Sorcery Point
      4th Level - 6 Sorcery Point
      5th Level - 7 Sorcery Point

      Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
  • bookmark_add Metamagic: At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

    You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
    • bookmark_addCareful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
    • bookmark_addDistant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

      When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
    • bookmark_addEmpowered 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.
    • bookmark_addExtended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
    • bookmark_addHeightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
    • bookmark_addQuickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
    • bookmark_addSubtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
    • bookmark_addTwinned 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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
    • bookmark_addSeeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
      You can use Seeking Spell even if you have al ready used a different Metamagic option during the casting of the spell.
    • bookmark_addTransmuted 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.
  • bookmark_add Ability Score Improvement: When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
    • bookmark_addWhen you reach 8th level, get another Ability Score Improvement.
  • bookmark_add Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
  • bookmark_add Sorcerous Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

    * Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
    * Replace one cant rip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.
  • bookmark_add Magical Guidance (optional): You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Wild Magic
  • bookmark_add Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
  • bookmark_add Tides of Chaos: 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.
  • bookmark_add Bend Luck: Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Acolyte
  • bookmark_add Skill Proficiencies: Insight, Religion
  • bookmark_add Languages: Any two languages of your choice.
  • bookmark_add Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp.
  • bookmark_add Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

    You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
  • bookmark_add Suggested Characteristics: Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
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