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Sorcerer
Size
Medium
Monster Race
Humanoid (any race)
Alignment
any alignment
Armor Class
15 (natural armor)
Hit Points
75 (10d8 + 30)
Speed
6m
Attributes
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Features
Saving Throws
Con +5, Cha +7
Skills
Deception +7, Intimidation +7
Senses
passive perception 11
Languages
Draconic plus any two languages
Challenge
5 (1,800 XP)
Abilities
Draconic Bloodline
The sorcerer’s draconic bloodline increases its maximum hit points by 10 (included in its hit points). In addition, whenever the sorcerer makes a Charisma check when interacting with dragons, its proficiency bonus is doubled.
Elemental Affinity
When the sorcerer casts a spell that deals fire damage, it can add its Charisma modifier to one damage roll of that spell. At the same time, it can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Spellcasting
The sorcerer is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following sorcerer spells:

Cantrips (at will): Firebolt, Light, Mage Hand, Message, Minor Illusion, Prestidigitation
1st level (4 slots): Burning Hands, Magic Missile, Shield
2nd level (3 slots): Darkness, Invisibility, Scorching Ray
3rd level (3 slots): Counterspell, Fireball
4th level (3 slots): Dimension Door, Wall of Fire
5th level (2 slots): Cone Of Cold
Metamagic
The sorcerer has 10 sorcery points. it regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:

Careful Spell. When the sorcerer casts a spell that forces other creatures to make a saving throw, the sorcerer can spend 1 sorcery point and choose up to three creatures. A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell. When the sorcerer rolls damage for a spell, it can spend 1 sorcery point to reroll a number of the damage dice up to its Charisma modifier (minimum of one). It must use the new rolls.

The sorcerer can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell.

Quickened Spell. When the sorcerer casts a spell that has a casting time of 1 action, the sorcerer can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Actions
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 1m or range 4/12m, one target. Hit: 4 (1d4 + 2) piercing damage.