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Hit Points
Hit Die
1d6
Hit Points at 1st Level
6 + Constitution modifier
Hit Points at Higher Levels
1d6 (or 4) + Constitution modifier per Sorcerer level after 1st
Proficiencies
Saving Throws
Constitution
Charisma
Skills
Choose 2:
Arcana
Deception
Insight
Intimidation
Persuasion
Religion
Weapons
Daggers
Darts
Slings
Quarterstaffs
Light Crossbows
Starting Equipment
Equipment

You start with the following items, plus anything provided by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers
Multiclassing
Ability Score Minimum
Charisma 13