<strong>Name</strong>: Soul<br/><strong>Age</strong>: 25<br/><strong>Race</strong>: Tiefling<br/><strong>Size</strong>: Medium<br/><strong>Languages</strong>: Common, Infernal, Dwarf<br/><strong>Class/Level</strong>: Sorcerer/3<br/><strong>Alignment</strong>: Neutral Good<br/><strong>Political Position</strong>: Imperial Champion<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feature: Hermit</div><div class="spoiler_body"></div></div> <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History</div><div class="spoiler_body">To be completed later.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">HP and other vitals</div><div class="spoiler_body"><strong>Hit Points:</strong> 17<br/><strong>Hit Die:</strong> 3d6<br/><strong>Armor Class:</strong> 11 <br/><strong>Passive Insight:</strong> 19<br/><strong>Passive Perception:</strong> 17 <br/><strong>Initiative:</strong> +1<br/><strong>Speed:</strong> 30 ft.<br/><strong>Rage:</strong> <br/><strong>Proficiency Bonus:</strong> +2<br/><span class="bbc_u"><strong>Proficiencies</strong></span> Daggers<br/>Darts<br/>Slings<br/>Quarterstaffs<br/>Light Crossbows<br/>Herbalism Kit<br/><strong>Saves:</strong> Charisma +5, Constitution +3<br/><strong>Skills:</strong> <br/><strong>Tool:</strong> Herbalism Kit<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability Scores</div><div class="spoiler_body"><strong>Strength</strong>: 8<br/>- Saving Throw: -1<br/>- Athletics:  -1<br/><strong>Dexterity</strong>: 12<br/>-Saving Throw: +1<br/>- Acrobatics:  +1<br/>- Sleight of Hand: +1<br/>- Stealth: +1<br/><strong>Constitution</strong>: 13<br/>- Saving Throw: +3<br/><strong>Intelligence</strong>: 12<br/>- Saving Throw: +1<br/>- Arcana:+3<br/>- History: +3<br/>- Investigation: +1<br/>- Nature: +1<br/>- Religion: +3<br/><strong>Wisdom</strong>: 14 <br/>- Saving Throw: +2<br/>- Animal Handling: +2<br/>- Insight: +4<br/>- Medicine: +4<br/>- Perception: +2<br/>- Survival: +2<br/><strong>Charisma</strong>: 17<br/>- Saving Throw: +5<br/>- Deception: +3<br/>- Intimidation: +3<br/>- Performance: +3<br/>- Persuasion: +3<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features and Feats</div><div class="spoiler_body">Darkvision<br/><br/>Infernal Legacy: You know the "thaumaturgy" cantrip. Once you reach 3rd level, you can cast the "hellish rebuke" spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the "darkness" spell once per day. Charisma is your spellcasting ability for these spells.<br/><br/>Wild Magic (Sorcerous Origin)<br/>Wild Magic Surge: 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.<br/><br/>Tides of Chaos: 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 tale immediately after you cast a sorceror spell of 1st level or higher. You then regain the use of this feature.<br/><br/>Metamagic: You gain the ability to twist your spells to suit your needs.<br/>"Twinned 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). <br/>"Quickened 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.<br/><br/>Font of Magic: You have 3 sorcery points. You regain all sorcery points when you finish a long rest.<br/><br/>Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. <br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats</div><div class="spoiler_body"> Observant: If you can see a creature's mouth while it is speaking a language you understand, you an interpret what it's saying by reading its lips. You also get a +5 bonus to passive perception and passive investigation scores.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Light crossbow<br/>Bolts x20<br/>Arcane focus (medallion)<br/>Explorer's pack<br/>Daggers x2<br/>A scroll case stuffed full of notes from my studies<br/>A winter blanket<br/>A set of common clothes<br/>An herbalism kit<br/>305 gp<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat Information</div><div class="spoiler_body">Light Crossbow +3 1d8+1 piercing damage<br/>Dagger +3 1d4+1 piercing damage<br/></div></div>