Yeah. I'm kind of leaning towards my druid concept, honestly.
I keep forgetting how limited sorcerer spells are in this edition. Only 6 spells and 5 cantrips known at level 5. It's kind of brutal.
In fact...
Niraya
Human Druid of the Coast 5
Str 11 (3) +0
Dex 16 (9) +6
Con 16 (5) +6
Int 10 (2) +3
Wis 18 (9) +7
Cha 12 (4) +1
HP 47
AC 17 (10 + 3 dex + 2 armor + 2 shield)
Prof Bonus +3
Init +3
Race
Genasi (Water)
+2 Con, +1 Wis
Acid Resistance
Can breathe air and water
Swim speed of 30
Call to the Wave
- Shape Water
- Create/Destroy Water as 2nd lvl spell 1/long rest
Class
Druid
Druidic Language
Spellcasting
Ritual Casting
Wild Shape (CR 1/2, No fly)
Cirle of the Land (Coasts)
- Bonus Cantrip
- Natural Recovery (recover 1/2 lvl in spell slots on short rest 1/day)
Proficiencies
Armor: Light, Medium, shields (only nonmetal armor)
Weapons: Clubs, daggers, darts, javelins, maces, staves, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Saves: Intelligence, Dexterity, Constitution and Wisdom
Background
Sailor
Feature: Ship's Passage
Proficiencies: Athletics, Perception, Navigator's tools, Vehicles (water)
Feats
1 Resilient: Constitution, +1 Wis
4 Resilient: Dexterity, +1 Wis
Skills
Athletics +3
Nature +3
Perception +7
Survival +7
Languages
Common, Druidic, Primordial
Spellcasting (Save DC 15)
Slots: 1 - 4, 2 - 3, 3 - 2
Prepared
0 - Thorn Whip, Shillelagh, Guidance, Mending
1 - Cure Wounds, Faerie Fire, Entangle, Absorb Elements
2 - Moonbeam, Hold Person, Lesser Restoration
3 - Conjure Animals, Call Lightning
Circle: Mirror Image, Misty Step, Water Breathing, Water Walk
Equipment
Cash:
Weapons
Staff +1, +4 atk, 1d6+1 dmg (1 handed)
- W/shillelagh, +8 atk, 1d8+5 dmg (1 handed)
Armor
Studded Leather, +2 AC
Shield, +2 AC
Gear
Goggles of Night (Gain Darkvision 60')