Trixie

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Character Images[edit | edit source]

Trixie Sorc.jpg

Background[edit | edit source]

A Tiefling raised by Halflings, Trixie is an odd combination of worlds. Normally enthusiastic and cheerful, she has a scary side that comes out when she or her friends and family are threatened.

Has an absolute delight in setting things on fire or causing general destruction and mayhem.

Can be sweet and child-like one moment or destroying an entire village with fire and brimstone the next.

Magic Items[edit | edit source]

Ebony's Echo Bracelet (Attuned)

Magic Item
Session: 2
Description: BONUS ACTION: the bracelet can repeat the spell previously cast by the wearer that same round. The wearer may redirect the spell's effect(s) to another target if desired. Recharges on a SHORT REST.
Notes: Attuned Item. Found in Adder Keep.

Brooch of Shielding

Magic Item
Session: None; happened spontaneously
Description: +2 bonus to AC; Resist Force damage; Immune to Magic Missile.
Notes: Was left over after the Sentinel dissipated its "life".

Circlet of Blasting

Magic Item
Session: 13
Description: Use an action to cast the Scorching Ray spell with an Attack bonus of +5. Recharges at dawn.
Notes: Found in Adder Keep.

Notes[edit | edit source]

Abilities

Spells

Spells[edit | edit source]

Sorcerers know very few spells, but they can cast them to great effect. Sorcery points may be used to add additional effects to any spell a sorcerer can cast, or to recover spell slots.

CURRENT TOTAL SPELLS KNOWN: 5 cantrips, 7 leveled spells

Note: As you reach each new level, you can swap ONE spell known for another spell from your list (of a level you can cast).

Sorcery Points (SP)[edit | edit source]

Sorcerers get sorcery points, a small pool of points that allows one to do a few different things by spending the points. Sorcery points are recovered after a LONG REST (so, once per day).

CURRENT SORCERY POINTS: 6 (always equal to your current level in Sorcerer class)

Creating spell slots[edit | edit source]

You can “recover” some of your spell slots during the day using SP. The cost is high, but sometimes worth it. You can also go the other way (if, say, you find you need more spell points and you know you won’t need to use all of your spell slots for the day).

  • Slot level: 1st
Cost to recover: 2
  • Slot level:2nd
Cost to recover: 3
  • Slot level:3rd
Cost to recover: 5
  • Slot level:4th
Cost to recover: 6
  • Slot level:5th
Cost to recover: 7

Metamagic[edit | edit source]

Starting at 3rd level, you can use your sorcery points to make your limited number of spells do more things; more damage, go farther, last longer, etc. You initially gain 2 metamagic abilities, gaining more at higher levels. In general, you can only use one metamagic ability per spell cast.

Note: You must be able to pay the cost of all metamagic abilities in order to use more than one.

  • Extend Spell: Double the duration of any spell cast that has a duration of 1 minute or longer. SPEND 1 SP. Note: Use with Mage Armor to start your day!! (16 hours)
  • Empowered Spell: When you roll damage for a spell, you can SPEND 1 SP to reroll a number of damage dice up to your Charisma modifier (4). You must use the second result. You can use this metamagic ability with any other metamagic ability (but you have to be able to pay for both abilities individually).

Wild Magic Surge (1st Level)[edit | edit source]

Whenever you cast a spell that requires a slot, the DM can have you roll a d20. If you roll a 1, you must roll on the Wild Magic Surge chart for results. I strongly recommend reminding the DM about this each time you cast a spell that uses a slot.

(See next also – there are two ways for you to get to roll on the chart; this way is less sure, the next one is absolutely sure.)

Tides of Chaos (1st Level)[edit | edit source]

Once per LONG REST, you can grant yourself Advantage on one attack roll, saving throw, or ability check. If you have used this ability and you cast a spell that uses a spell slot, the DM can ask you to immediately roll on the Wild Magic Surge chart. Regardless of the result, you regain the use of this ability. I strongly recommend reminding the DM about this each time you cast a spell that uses a slot.

(So, it is in your best interest to use this every session and remind the DM that he may ask you to roll on the chart—this way, you don’t have to roll the d20 and get a 1—you move directly to Surge results!)

Basically, you have two scenarios:

  1. You have not used Tides yet, there is a 5% chance of a surge happening when you cast a non-cantrip spell (see Wild Magic, above)
  2. You have used Tides, there is a 100% chance of a surge happening, but this also resets Tides (which leads back to “a”).


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