Race: Half-elf
Class: Sorcerer (wild mage)
Background: Hermit
Level: 10
Proficiency: +4
Ability scores
Str 8 (-1)
Dex 14 (+2)
Con 14 (+2, saves +6)
Int 13 (+1)
Wis 10 (0)
Cha 19 (+4, saves +8)
Alignment: Chaotic Neutral
Armor Class: 12
Hit points: 62
Hit Dice: 10 x (d6+2)
Racial abilities:
Size Medium
Speed 30 ft
Darkvision (see in dim light within 60 ft as in bright light, in darkness as in dim light)
Fey Ancestry (Advantage on saves vs charm, magic can't put you to sleep)
Skill Versatility: Proficiency in two skills of your choice.
Languages:
Common
Elven
Primordial
Draconic
Feats:
Elemental Adept: Fire (Ignore resistance to fire, treat 1s when rolling fire damage as 2s)
Weapon proficiencies:
Dagger, dark, sling, quarterstaff, light crossbow
Skills:
Arcana +5
Deception +8
Medicine +4
Perception +4
Persuasion +8
Religion +5
Tool proficiencies:
Herbalism kit
Feature:
Discovery (knows a unique secret about something)
Spellcasting
Save DC: 16
Spell attack: +8
Sorcery points: 10
Create spell slot: Costs 2 SP for a 1st level slot, 3 SP for 2nd level, 5 SP for 3rd level, 6 SP for 4th level, and 7 SP for 5th level.
Convert spell slot to sorcery points: Gain SP equal to spell's level (up to max 10)
Careful spell: For 1 SP, up to Charisma bonus (4) creatures in spell AoE automatically succeed on save vs that spell.
Empowered spell: For 1 SP, reroll up to Charisma bonus (4) damage dice for one spell.
Twinned spell: When casting a single-target spell with range other than "self", spend SP = spell level to target a second creature in range as well.
Wild Magic Surge: Immediately after casting a level 1+ sorcerer spell, the DM can have you roll 1d20. On a 1, roll on the Wild Magic Surge table.
Tides of Chaos: Can gain advantage on one attack roll, ability check, or saving throw. Recharges on a long rest, or when DM has you roll on Wild Magic Surge table after casting a level 1+ spell.
Bend Luck: When a creature you can see makes an attack roll, ability check, or saving throw, you may spend your reaction and 2 SP to add/subtract 1d4 from that roll. Decide after roll but before knowing consequences.
Cantrips known (6)
Fire bolt
Mage Hand
Mending
Poison spray
Prestidigitation
True Strike
Spells known (11)
1st (4): Burning Hands, Sleep
2nd (3): Invisibility, Scorching Ray
3rd (3): Fireball, Haste, Slow
4th (3): Dimension Door, Wall of Fire
5th (2): Cone of Cold, Hold Monster