Character Sheet
Name: Mordred De Vil
Class: Shadow Magic Sorceror
Level: 5
Background: Hermit
Race/Lineage: Hexblood
Alignment: Chaotic Neutral
Saving Throws
STR: +1
DEX: +3
CON: +7
INT: +1
WIS: +2
CHA: +7
Skills
Arcana: +4
Deception: +4
Insight: +2
Intimidation: +7
Perception: +2
Persuasion: +4
Spellcasting
Ability: CHA
Spell Save DC: 15
Spell Attack: +7
Sorcery Points: 5
Hexblood
Fey Resilience: Adv on saving throws against being or ending charmed conditions
Darkvision, 120 ft
Hex Magic: Disguise Self and Hex spells
Eerie Token: Pull out a nail, tooth, or lock of hair; imbued with magic until long rest;
- telepathic message: can send telepathic message to a creature holding/carrying the token within 10 miles (25 words)
- remote viewing: can see and hear from the token once entering into a trance for 1 minute; the token is destroyed after a trance
More Hex Feats
Darkness (2nd lvl) Spell: Can cast by spending 2 sorcery points (if so, I can see through it)
Strength of the Grave: when damage would reduce you to 0 hp, make a CHA saving throw (DC 5 + damage taken); a success leaves you at 1 hp (cannot use if radiant damage or critical hit) (once per long rest)
Sorcerer Feats
SORCERER
Innate Sorcery: Bonus Action, 1 minute; plus 1 to spell save DC, advantage on spell attack rolls
Seeking Spell: Can spend 1 sorcery point to reroll a spell attack d20
Twinned Spell: Can spend sorcery points equal to the spell level to target an additional creature with a 1-target spell
Sorcerous Restoration: After short rest, can regain half sorcerer level of sorcery points
Info 
An (endearingly?) creepy witch. Mordred is a tall, almost skeletal, pale figure with glowing, cat-like green eyes and salt and pepper hair. She wears layers of draping brown and green robes that fall off of her thin frame. Antlers of branches grow out of the top of her head. She is wrapped in strings of bone and moss. Although it is difficult to tell her age, you would guess she is in her late fifties.
Mood 
Drowned in a swamp. Scratched by a boggle. Nabbed by a hag.
Spellbook 
Mordred's spells, rituals, little horrors, and emergency buttons. Click a spell to open the full reference card.
Infestation
Level: Cantrip
School: Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
Save/Attack: Constitution saving throw
Damage Type: Poison
A creature Mordred can see within range is briefly covered in biting parasites. On a failed Constitution save, it takes 1d6 poison damage and, if it can move, it shifts 5 feet in a random direction. This movement does not provoke opportunity attacks. If the rolled direction is blocked, the target stays where it is.
Scaling: Damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
Mordred note: Bugs under the skin, crawling panic, and one very undignified step.
Chill Touch
Level: Cantrip
School: Necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Save/Attack: Ranged spell attack
Damage Type: Necrotic
Mordred conjures a ghostly skeletal hand that attacks a creature at range. On a hit, the target takes 1d8 necrotic damage and cannot regain hit points until the start of Mordred's next turn.
If the target is undead, it also has disadvantage on attack rolls against Mordred until the end of Mordred's next turn.
Scaling: Damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
Mordred note: A corpse-cold hand with manicured claws.
Sorcerous Burst
Level: Cantrip
School: Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Save/Attack: Ranged spell attack
Damage Type: Acid, cold, fire, lightning, poison, psychic, or thunder
Mordred hurls raw sorcerous energy at one creature or object. On a hit, the target takes 1d8 damage of a type Mordred chooses when casting.
If a damage die rolls an 8, Mordred can roll another d8 and add it to the damage. The number of extra d8s that can be added this way is limited by Mordred's spellcasting ability modifier.
Scaling: Base damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
Mordred note: Unstable magic in a color that changes depending on the mood.
Lightning Lure
Level: Cantrip
School: Evocation
Casting Time: 1 action
Range: Self, 15-foot radius
Components: V
Duration: Instantaneous
Save/Attack: Strength saving throw
Damage Type: Lightning
Mordred lashes out with lightning at one creature within 15 feet. The target must make a Strength saving throw. On a failed save, it is pulled up to 10 feet in a straight line toward Mordred.
If the target ends within 5 feet of Mordred, it takes 1d8 lightning damage.
Scaling: Damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
Mordred note: A leash of blue-white lightning. Rude, theatrical, useful.
Prestidigitation
Level: Cantrip
School: Transmutation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour, depending on effect
Save/Attack: None
Damage Type: None
Mordred performs a small magical trick. Possible uses include harmless sensory effects, lighting or snuffing small flames, cleaning or soiling a small object, chilling/warming/flavoring nonliving material, creating a small mark or symbol, or producing a tiny nonmagical trinket or image.
Mordred can have up to three non-instantaneous effects active at once, dismissing them as an action.
Scaling: No damage scaling.
Mordred note: The spell for being perfectly composed, suspiciously clean, and annoying at dinner.
Primal Savagery
Level: Cantrip
School: Transmutation
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
Save/Attack: Melee spell attack
Damage Type: Acid
Mordred's teeth or nails transform into corrosive natural weapons. Make a melee spell attack against one creature within 5 feet. On a hit, the target takes 1d10 acid damage.
After the attack, Mordred's teeth or nails return to normal.
Scaling: Damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
Mordred note: Pretty, polite, then suddenly feral.
Resistance
Level: Cantrip
School: Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 minute
Save/Attack: None
Damage Type: None
Mordred touches a willing creature and gives it a small protective charm. Once before the spell ends, the target can add 1d4 to one saving throw. The die can be rolled before or after the saving throw, depending on table rules.
After the bonus is used, the spell ends.
Scaling: No damage scaling.
Mordred note: A whispered charm, a hooked finger, a tug on fate.
Find Familiar Ritual
Level: 1st
School: Conjuration
Casting Time: 1 hour, or ritual casting if available
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
Save/Attack: None
Damage Type: None
Mordred summons a familiar spirit that takes an animal form chosen from the spell's allowed list. The familiar is a celestial, fey, or fiend instead of a normal beast.
The familiar acts independently, rolls its own initiative, and follows Mordred's commands. It cannot attack, but it can take other actions. While within 100 feet, Mordred can communicate with it telepathically and can use an action to see and hear through its senses until the start of Mordred's next turn.
Mordred can temporarily dismiss the familiar, recall it, or cast the spell again to change its form. If Mordred casts a touch-range spell, the familiar can deliver the spell as if it had cast it, as long as it is within range and uses its reaction.
At Higher Levels: No standard upcast benefit.
Mordred note: Decide the familiar's name, shape, personality, and whether it judges everyone.
Tasha's Caustic Brew
Level: 1st
School: Evocation
Casting Time: 1 action
Range: Self, 30-foot line
Components: V, S, M
Duration: Concentration, up to 1 minute
Save/Attack: Dexterity saving throw
Damage Type: Acid
Mordred releases a 30-foot line of acid. Each creature in the line must make a Dexterity saving throw. On a failed save, the creature is coated in acid.
A coated creature takes 2d4 acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature, ending the effect.
At Higher Levels: The acid damage increases by 2d4 for each spell slot level above 1st.
Mordred note: Acid like spilled perfume from hell.
Mage Armor
Level: 1st
School: Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 8 hours
Save/Attack: None
Damage Type: None
Mordred touches a willing creature that is not wearing armor. The target's base AC becomes 13 + Dexterity modifier for the duration.
The spell ends early if the target puts on armor or if Mordred dismisses it.
At Higher Levels: No standard upcast benefit.
Mordred note: Invisible couture armor. Protective and fashionable.
Id Insinuation
Level: 1st
School: Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Save/Attack: Wisdom saving throw
Damage Type: Psychic
Mordred floods one creature's mind with clashing urges and intrusive impulses. The target must make a Wisdom saving throw. On a failed save, it becomes incapacitated.
At the end of each of the target's turns, it takes 1d12 psychic damage and then repeats the Wisdom saving throw. On a success, the spell ends.
At Higher Levels: No standard upcast benefit listed in the UA version.
Mordred note: Your own thoughts have teeth now.
Chaos Bolt
Level: 1st
School: Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Save/Attack: Ranged spell attack
Damage Type: Variable
Mordred hurls a chaotic bolt at one creature. On a hit, the target takes 2d8 + 1d6 damage. The d8s determine the possible damage type, such as acid, cold, fire, force, lightning, poison, psychic, or thunder.
Mordred chooses the damage type from the numbers rolled on the d8s. If both d8s show the same number, the bolt can leap to a different creature within 30 feet of the first target. Make a new attack roll for the new target. The spell can keep leaping, but it cannot target the same creature more than once.
At Higher Levels: Add 1d6 damage for each spell slot level above 1st.
Mordred note: Unpredictable, colorful, and deeply irresponsible.
Healing Word
Level: 1st
School: Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Save/Attack: None
Healing: 1d4 + spellcasting ability modifier
Mordred speaks a word of restoration to a creature within range. The target regains 1d4 + Mordred's spellcasting ability modifier hit points.
This spell has no effect on undead or constructs.
At Higher Levels: Healing increases by 1d4 for each spell slot level above 1st.
Mordred note: Say something affectionate, insulting, or both.
Spider Climb
Level: 2nd
School: Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
Save/Attack: None
Damage Type: None
Mordred touches one willing creature. Until the spell ends, the target can move up, down, and across vertical surfaces and upside down along ceilings, while keeping its hands free.
The target also gains a climbing speed equal to its walking speed.
At Higher Levels: No standard upcast benefit.
Mordred note: Elegant wall-crawling. Horrifying at parties.
Wither and Bloom
Level: 2nd
School: Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous
Save/Attack: Constitution saving throw
Damage Type: Necrotic
Mordred chooses a point within range, creating a 10-foot-radius area of decay and renewal. Creatures chosen by Mordred in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage; on a success, it takes half as much.
Nonmagical vegetation in the area withers. In addition, one creature of Mordred's choice in the area can spend and roll one of its unspent Hit Dice, regaining hit points equal to the roll plus Mordred's spellcasting ability modifier.
At Higher Levels: Damage increases by 1d6 for each spell slot level above 2nd, and the healing creature may spend one additional Hit Die for each slot level above 2nd.
Mordred note: Flowers blooming out of rot. A little death, a little mercy.
Blindness/Deafness
Level: 2nd
School: Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
Save/Attack: Constitution saving throw
Damage Type: None
Mordred chooses one creature within range and attempts to blind or deafen it. The target makes a Constitution saving throw. On a failed save, it is either blinded or deafened, chosen when the spell is cast.
At the end of each of its turns, the target repeats the Constitution saving throw. On a success, the spell ends.
At Higher Levels: Mordred can target one additional creature for each spell slot level above 2nd.
Mordred note: A curse whispered like a compliment.
Misty Step
Level: 2nd
School: Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Save/Attack: None
Damage Type: None
Mordred briefly vanishes in mist and teleports up to 30 feet to an unoccupied space they can see.
This is especially useful for escaping melee, crossing gaps, bypassing obstacles, or repositioning without spending an action.
At Higher Levels: No standard upcast benefit.
Mordred note: Vanish in perfume, grave mist, or glittering shadow.
Slow
Level: 3rd
School: Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Save/Attack: Wisdom saving throw
Damage Type: None
Mordred alters time around up to six creatures of their choice in a 40-foot cube within range. Each target must make a Wisdom saving throw.
On a failed save, a target's speed is halved, it takes a penalty to AC and Dexterity saving throws, and it cannot use reactions. On its turn, it is limited in what it can do: it can use either an action or a bonus action, not both, and it cannot make more than one melee or ranged attack during its turn.
If the affected creature tries to cast a spell with a casting time of 1 action, there is a chance the spell does not finish until the creature's next turn. If that happens, the creature must use its action on that next turn to complete the spell or the spell fails.
At the end of each affected creature's turn, it repeats the Wisdom saving throw. On a success, the spell ends for that creature.
At Higher Levels: No standard upcast benefit.
Mordred note: The world thickens like honey. Everyone else becomes clumsy and late.
Notes
- Inventory: winter blanket, common clothes, herbalism kit, scroll case stuffed with notes, 145 GP
- Traveling with: Samson, Tieux, Glimble, and Nimue
- From: The Rotwood Circle
- Adventures to come.