RHS. Thitgromri Broadfoot - Deceased

Description:

Class: Sorcerer 6
Background: Outlander – Exile
Race: Mountain Dwarf
Alignment: Chaotic Evil
Gender: Male

Age: 254
Height: 4’5"
Weight: 175
Eyes: Black
Skin: Brown
Hair: Black

Languages
Common, Dwarven

Personality Trait
I place no stock in wealthy or well mannered folk. Money and manners won’t save you from a hungry Owlbear.

Ideals
Life is like the seasons, in constant change, and we must change with it.

Bonds
I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaws
Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

AC: 14
Initiative: 1
Speed: 25

Hit Point Maximum: 36
Hit Dice: 6d6

Attributes
Str: 14
Dex: 13
Con: 11
Int: 11
Wis: 10
Cha: 14

Proficiency Bonus: 3

Saving Throws
Con: 3
Cha: 5

Skills
Acrobatics:
Animal Handling:
Arcana:
Athletics: 5
Deception: 5
History:
Insight:
Intimidation: 5
Investigation:
Medicine:
Nature:
Perception:
Performance:
Persuasion:
Religion:
Sleight of Hand:
Stealth:
Survival: 3

Other Proficiencies
Daggers, Darts, Slings, Quarterstaff, Light Crossbow, Handaxe, Light Hammer, Battleaxe, War Hammer.
Light and Medium Armor

Features and Traits
Darkvision
Dwarven Training
Stonecunning
Spellcasting
Font of Magic: 5
Sorcerous Orgin – Divine Soul (Evil)
Favored by the Gods
Empowered Healing
Metamagic – Distant Spell
Spell Sniper

Weapons
Battleaxe: ATK Bonus, 2 + 3. 1d8/1d10 Slashing
Light Crossbow: ATK Bonus, 1 + 3. 1d8 Piercing

Equipment
Chain Shirt: AC = 13 + Dex (1/2)

GP:

Spells
Spellcasting Ability: Cha
Spell Save DC 8 + Prof + SA = 13
Spell Attack Bonus Prof + SA = 5

0 Level Spells
Control Flames – Transmutation
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous or 1 hour (see below)
You choose nonmagical flame that you can see within range 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.

Create Bonfire – Conjuration
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable onjects in its area that aren’t being worn or carries. The spell’s damage increases by 1d8 when you reach 5th, 11th, and 17th level.

Dancing Lights – Evocation
Casting Time: 1 Action
Duration: Concentration, up to 1 minute.
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 ft radius. As a bonus action on your turn, you can move the lights up to 60 ft to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Fire Bolt – Evocation
Casting Time: 1 Action
Range: 120ft
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. 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. The spell’s damage increases by 1d10 when you reach 5th, 11th, and 17th level.

Prestidigitation – Transmutation
Casting Time: 1 Action
Range: 10ft
Duration: Up to 1 Hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or sniff out a candle, o torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
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.

1st Level Spells
Bane – Enchantment (Cleric Spell List)
Casting Time: 1 action
Range: 30ft
Duration: Concentration, up to 1 min
Up to three creatures of your choice that you can see within range must make Cha saving throws. Whenever a target a target fails this saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot above 1st.

Catapult – Transmutation
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Cure Wounds – Evocation
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A creature you touch regains a number of hp equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.

Inflict Wounds – Necromancy (Divine Soul Origin – Evil)
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At higher levels: when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

2nd Level Spells
Blindness/Deafness – Necromancy
Casting Time: 1 Action
Range: 30ft
Duration: 1 Minute
You can blind or deafen a foe. Choose one creature that you can see within range to make Con saving throw. If it fails, the target is either blinded or deafened for the duration. At the end of each of its turns, the target an make a Con saving throw. On a success, the spell ends. At higher levels. When you cast this spell using a spell slot of 3rd or higher, you can target one additional creature for each slot above 2nd.

Hold Person – Enchantment
Casting Time: 1 Action
Range: 60ft
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wis saving throw or be paralyzed for the duration. At the end of each of its turns, the target an make another Wis saving throw. On a success, the spell ends on the target. At higher levels, when you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot above 2nd. The humanoids must be with 30ft of each other when you target them.

3rd Level Spells
Counterspell – Abjuration
Casting Time: 1 Reaction, which you can take when you see a creature within 60ft of you casting a spell.
Range: 60ft
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At higher levels, when you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Flame Arrows – Transmutation
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Bio:

Backstory
Was not chosen as for the Sorcerer Challenge. Killed when trying to stop the group going to RHB.

Allies and Organizations
The Honored Dead

RHS. Thitgromri Broadfoot - Deceased

Loral Howlingtooth