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Wizard (1) Acolyte Realindo

CLASS & LEVEL BACKGROUND PLAYER NAME


Karzag N'ldun
Tiefling Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
10 0 30 Unwavering in my quest for
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
peace. To show not every
tiefling is a chaos spawn.
11 PERSONALITY TRAITS

Hit Point Maximum 8


0 Strength
DEXTERITY
0 Dexterity To restore peace and honor
to the tiefling race.
0 +2 Constitution
+5 Intelligence CURRENT HIT POINTS IDEALS

11 +4 Wisdom
+2 Charisma A close and tight bond to
CONSTITUTION SAVING THROWS his family.
TEMPORARY HIT POINTS BONDS

+2
0 Acrobatics (Dex) Total 1d6 SUCCESSES
14 I have a short temper.
+2 Animal Handling (Wis) FAILURES

+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE 0 Athletics (Str)

+3 +2 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Dagger +2 1d4 piercing Darkvision: 60 ft.


17 +4 Insight (Wis)
Damage Resistances: fire
+2 Intimidation (Cha)
WISDOM +3 Investigation (Int)
(additional features & traits on
+4 Medicine (Wis)
+2 +3 Nature (Int)
last page)
+2 Perception (Wis)
14
+2 Performance (Cha)
+2 Persuasion (Cha)
CHARISMA
+5 Religion (Int)
+2 0 Sleight of Hand (Dex)
0 Stealth (Dex)
14
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


Pouch (1); Staff (1);
CP
Clothes, common (1);
SP Waterskin (1); Bedroll
Weapon Proficiencies: (1); Incense (5);
Crossbow, light; Dagger; Dart; EP Rations (1 day) (10);
Quarterstaff; Sling Rope, hempen (1);
GP 15 Amulet (1); Vestements
Language Proficiencies: (1); Prayer Book (1);
Common; Infernal; Orc; PP Tinderbox (1); Mess kit
Undercommon (1); Backpack (1);
Spellbook (1); Torch
(10)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Tiefling Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Fire Bolt
Minor Illusion
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Charm Person

Detect Magic
4
Expeditious Retreat

Fog Cloud
SPELLS KNOWN

Mage Armor

Magic Missile

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell slots totalling no more than 1, and each must
be 5th level or lower. (use once/day).

Hellish Resistance. Resistance to fire damage.

Infernal Legacy. You know thaumaturgy and can cast once per day. CHA is the spellcasting ability.

Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.
Page 1

Transmutation cantrip Level-1 enchantment Level-1 divination


Thaumaturgy Charm Person Detect Magic
1 act. 30 ft V Up to 1 min 1 act. 30 ft V,S 1 hr 1 act. Self V,S Conc, 10 mins
You manifest a minor wonder, a sign of You attempt to charm a humanoid you can see For the duration, you sense the presence of
supernatural power, within range. You create within range. It must make a Wisdom saving magic within 30 feet of you. If you sense magic
one of the following magical effects within throw, and does so with advantage if you or in this way, you can use your action to see a
range: • Your voice booms up to three times as your companions are fighting it. If it fails the faint aura around any visible creature or
loud as normal for 1 minute. • You cause saving throw, it is charmed by you until the object in the area that bears magic, and you
flames to flicker, brighten, dim, or change spell ends or until you or your companions do learn its school of magic, if any. The spell can
color for 1 minute. • You cause harmless anything harmful to it. The charmed creature penetrate most barriers, but it is blocked by 1
tremors in the ground for 1 minute. • You regards you as a friendly acquaintance. When foot of stone, 1 inch of common metal, a thin
create an instantaneous sound that originates the spell ends, the creature knows it was sheet of lead, or 3 feet of wood or dirt.
from a point of your choice within range, such charmed by you. At Higher Levels. When you
as a rumble of thunder, the cry of a raven, or cast this spell using a spell slot of 2nd level or
ominous whispers. • You instantaneously higher, you can target one additional creature
cause an unlocked door or window to fly open for each slot level above 1st. The creatures
or slam shut. • You alter the appearance of must be within 30 feet of each other when you
your eyes for 1 minute. If you cast this spell target them.
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Tiefling DC 12 Mod +4 Wizard DC 13 Mod +5 Wizard DC 13 Mod +5

Level-1 transmutation Evocation cantrip Level-1 conjuration


Expeditious Retreat Fire Bolt Fog Cloud
1 b.a. Self V,S Conc, 10 mins 1 act. 120 ft V,S Inst 1 act. 120 ft V,S Conc, 1 hr
This spell allows you to move at an incredible You hurl a mote of fire at a creature or object You create a 20-foot-radius sphere of fog
pace. When you cast this spell, and then as a within range. Make a ranged spell attack centered on a point within range. The sphere
bonus action on each of your turns until the against the target. On a hit, the target takes spreads around corners, and its area is heavily
spell ends, you can take the Dash action. 1d10 fire damage. A flammable object hit by obscured. It lasts for the duration or until a
this spell ignites if it isn’t being worn or wind of moderate or greater speed (at least 10
carried. This spell’s damage increases by 1d10 miles per hour) disperses it. At Higher Levels.
when you reach 5th level (2d10), 11th level When you cast this spell using a spell slot of
(3d10), and 17th level (4d10). 2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above
1st.

Wizard DC 13 Mod +5 Wizard DC 13 Mod +5 Wizard DC 13 Mod +5

Level-1 abjuration Level-1 evocation Illusion cantrip


Mage Armor Magic Missile Minor Illusion
1 act. Touch V,S,M 8 hrs 1 act. 120 ft V,S Inst 1 act. 30 ft S,M 1 min
You touch a willing creature who isn't wearing You create three glowing darts of magical You create a sound or an image of an object
armor, and a protective magical force force. Each dart hits a creature of your choice within range that lasts for the duration. The
surrounds it until the spell ends. The target's that you can see within range. A dart deals 1d4 illusion also ends if you dismiss it as an action
base AC becomes 13 + its Dexterity modifier. + 1 force damage to its target. The darts all or cast this spell again. If you create a sound,
The spell ends if the target dons armor or if strike simultaneously, and you can direct its volume can range from a whisper to a
you dismiss the spell as an action. them to hit one creature or several. At Higher scream. It can be your voice, someone else's
Levels. When you cast this spell using a spell voice, a lion's roar, a beating of drums, or any
slot of 2nd level or higher, the spell creates other sound you choose. The sound continues
one more dart for each slot level above 1st. unabated throughout the duration, or you can
make discrete sounds at different times before
the spell ends. If you create an image of an
object—such as a chair, muddy footprints, or a
small chest—it must be no larger than a 5-foot
cube. The image can't create sound, light,
smell, or any other sensory effect. Physical
interaction with the image reveals it to be an
illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is
an illusion with a successful Intelligence
(Investigation) check against your spell save
Wizard DC 13 Mod +5 Wizard DC 13 Mod +5 Wizard DC 13 Mod +5
Page 1 (reverse)

Minor Illusion (reverse)


DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.
Page 2

Transmutation cantrip
Prestidigitation
1 act. 10 ft V,S Up to 1 hr
This spell is a minor magical trick that novice
spellcasters use for practice. You create one of
the following magical effects within range: •
You create an instantaneous, harmless
sensory effect, such as a shower of sparks, a
puff of wind, faint musical notes, or an odd
odor. • You instantaneously light or snuff out a
candle, a torch, or a small campfire. • You
instantaneously clean or soil an object no
larger than 1 cubic foot. • You chill, warm, or
flavor up to 1 cubic foot of nonliving material
for 1 hour. • You make a color, a small mark, or
a symbol appear on an object or a surface for 1
hour. • You create a nonmagical trinket or an
illusory image that can fit in your hand and
that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss
such an effect as an action.

Wizard DC 13 Mod +5
Page 2 (reverse)

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