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Cain Aramis (Draig)

3 Level (0/2700 XP for level-up) Background Drow Race / Species / Heritage CG Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+0 Class 1

STR
8
-1
DEX
17
+3
CON
10
+0
INT
10
+0
WIS
13
+1
CHA
16
+3
14
Hit Points
+3
Initiative (DEX)
4
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Sorcery Points
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+3 Deception CHA
+0 History INT
+3 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+3 Piercing
 Finesse, Light, Range, Thrown
Hand Crossbow +3 DEX 1d6+3 Piercing
 Light, Loading, Range
Attacks

Spell Book

Superior Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.
Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Features & Traits
Hand Crossbow
Dagger(2)
Bolts(20)
Component Pouch
Dungeoneer's Pack
Holy Symbol
Prayer Book
Stick of Incense (5)
Vestments
Common Clothes
Belt Pouch

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common, Elvish, Draconic, Undercommon, Primordial, Sylvan

Languages & Proficiencies
Honest, Helpful, Confident, Steadfast, Loyal

Personality Traits


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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