Player Cheat Sheet · Combat Reference

Sorcerer

Wild Magic · Level 4 · Kobold
Played by:  

At a Glance

HP
26
AC
12
Init
+2
Speed
30 ft
Pass Perc
11
Hit Dice
4d6

Saves you're proficient in: STR +4, CON +4. (Others: DEX +2, INT −1, WIS +1, CHA 0.)

Best skills: Deception +5, Insight +3, Persuasion +5, Stealth +4.

Your Turn

Move
30 ft
Action
Attack, Reckless Attack, Dash, Help, etc.
Bonus
Flexible Casting · some bonus-cast spells
Reaction
Opportunity Attack
Free
Draw weapon, open door, etc.

Your Big Move — Wild Magic

Wild Magic SurgeAfter casting a 1st+ level spell
After you cast any sorcerer spell of 1st level or higher, the DM may have you roll a d20. On a 1, roll on the Wild Magic Surge table — the result happens immediately. (Could be glorious, could be catastrophic.)
Tides of Chaos1/long rest
Gain advantage on one attack roll, ability check, or saving throw. Once you use it, you can't again until you finish a long rest OR until the DM forces a Wild Magic Surge (which restores it instantly). Use it freely!
Sorcery Points4 / long rest
Spend SP for metamagic:
  • Subtle Spell (1 SP): cast without verbal or somatic components (silently, no hand wave)
  • Twinned Spell (X SP, X = spell level, 1 for cantrip): a single-target spell hits a second target
  • Flexible Casting: convert SP ↔ spell slots

Actions

Cantrips (at will)Action · spell attack +5
  • Ray of Frost: 60 ft, +5 to hit, 1d8 cold. Target's speed −10 ft until your next turn.
  • Chill Touch: 120 ft, +5 to hit, 1d8 necrotic. Target can't regain HP until your next turn.
  • Shocking Grasp: melee, +5 to hit, 1d8 lightning. Target can't take reactions until your next turn.
  • Mage Hand: floating spectral hand, manipulate small objects. Message: whisper to one target.
1st-Level Spells (4 slots, save DC 13)Action
  • Tasha's Caustic Brew: 30-ft line, 2d4 acid at start of each turn for 1 min. Concentration.
  • Chaos Bolt: 120 ft, +5 to hit, 2d8 + 1d6 random damage type. Two of the same? It chains to another target.
  • Shield: (reaction) +5 AC against one attack until next turn. Negates Magic Missile too.
2nd-Level Spells (3 slots, save DC 13)Action
  • Phantasmal Force: target makes DC 13 INT save or perceives a vivid illusion only they see. Can deal 1d6 psychic/round.
  • Invisibility: touch, target invisible 1 hour or until they attack/cast. Concentration.

Reactions

Shield (spell)Reaction · 1st-level slot
When you're hit by an attack OR targeted by Magic Missile, cast Shield: gain +5 AC against that attack and until your next turn. Often saves a life.
Opportunity AttackReaction · weak melee
You can technically take one. You probably shouldn't.

Always-On Traits

Track Your Resources

Spell Slots (1st)
4 · long rest
Spell Slots (2nd)
3 · long rest
Sorcery Points
4 · long rest
Tides of Chaos
1 · refreshes on Wild Magic Surge OR long rest
Hit Dice
4d6

If you want to…

In short
Lean into chaos. Use Tides of Chaos every fight. Spend Sorcery Points freely. Shield saves your life. Cantrips for free damage between big spells. The Wild Magic Surge table can rewrite a fight — beg the DM for one if things look dire.

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