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Wizard (8) Daniel Jacobs

CLASS & LEVEL BACKGROUND PLAYER NAME


Nameless Dark Elf Elf/High Elf Chaotic Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +3 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 51


-1 Strength
DEXTERITY
+3 Dexterity

+3 ●
+2 Constitution
+8 Intelligence
CURRENT HIT POINTS IDEALS

16 ●
+3 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +3 Acrobatics (Dex) Total 8d6 SUCCESSES

14 0 Animal Handling (Wis) FAILURES



+8 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+5 ●
+2 Deception (Cha)
+8 History (Int)
NAME ATK BONUS DAMAGE/TYPE

20 0 Insight (Wis)
Dart +6 1d4 + 3 piercing
Darkvision: 60 ft.
WISDOM
+2 Intimidation (Cha)
+5 Investigation (Int)
Immunities:
0 Medicine (Wis) magical-sleep
0 +5 Nature (Int)

+3 Perception (Wis)
10
+2 Performance (Cha) (additional
CHARISMA
+2 Persuasion (Cha)
+5 Religion (Int)
features & traits
+2 +3 Sleight of Hand (Dex) on last page)
+3 Stealth (Dex)
14 0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


CP
Pouch (1); Staff (1); cape
of the mountebank (1);
Knife, Small (1); Book (1);
SP Poison, basic (1); Piece
Weapon Proficiencies: of jewelry from your
Crossbow, light; Dagger; EP
homeland (10 GP) (1); Ink
Dart; Longbow; Longsword; pen (1); Bag of Sand (1);
Clothes, traveler’s (1);
Quarterstaff; Shortbow; Poor maps of your
Shortsword; Sling
GP
5 homeland (1); Parchment
(10); Backpack (1);
PP
Language Proficiencies: Spellbook (1); Ink (1);
Component pouch (1)
Common; Elvish;
Undercommon
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
27 5'7 150
AGE HEIGHT WEIGHT
Nameless Dark Elf Dark Light Dark
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.
High Elf, Wizard
Intelligence 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Fire Bolt Counterspell
Friends Fireball
Mage Hand Major Image
Message
Prestidigitation
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Grease

Mage Armor
4 2
Magic Missile

Shield Blight
SPELLS KNOWN

Greater Invisibility
Storm Sphere

2 3
Invisibility

Mirror Image
Scorching Ray
5

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

---------------Actions--------------
Cape of the Mountebank. Cast 'dimension door' (use once/day).

-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell
slots totalling no more than 4, and each must be 5th level or
lower. (use once/day).

Evocation Savant. Time and money to copy an evocation spell


is halved.

Fey Ancestry. Advantage on charmed saves and immune to


sleep magic.

Potent Cantrip. Creature take half damage on sucessful saves


against your cantrips.

Sculpt Spells. Can choose up to 1 + spell's level creatures to


automatically save against your evocation spells and take no
damage.

Spell Sniper. When you cast a spell that requires a ranged


attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters
cover.
You learn a single cantrip that requires an attack roll from a
class of your choice: bard, cleric, sorcerer, warlock, or wizard.
Your spellcasting modifier for these spells is the same as the
class you chose (Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid; Intelligence for wizard).

Trance. Trance 4 hrs. instead of sleep 8.


Page 1

Enchantment cantrip Level-4 necromancy Level-3 abjuration


Friends Blight Counterspell
1 act. self S,M up to one min 1 act. 30 ft V,S Inst 1 react. 60 ft S Inst
Using your action, choose a creature you can Necromantic energy washes over a creature of You attempt to interrupt a creature in the
see that isn't hostile toward you. You gain your choice that you can see within range, process of casting a spell. If the creature is
advantage on Charisma checks toward it for draining moisture and vitality from it. The casting a spell of 3rd level or lower, its spell
the duration. When the spell ends, the target must make a Constitution saving throw. fails and has no effect. If it is casting a spell of
creature realizes you used magic on it and The target takes 8d8 necrotic damage on a 4th level or higher, make an ability check
becomes hostile, possibly attacking or getting failed save, or half as much damage on a using your spellcasting ability. The DC equals
other payback.[1] successful one. This spell has no effect on 10 + the spell’s level. On a success, the
undead or constructs. If you target a plant creature’s spell fails and has no effect. At
creature or a magical plant, it makes the Higher Levels. When you cast this spell using a
saving throw with disadvantage, and the spell spell slot of 4th level or higher, the
deals maximum damage to it. If you target a interrupted spell has no effect if its level is less
nonmagical plant that isn't a creature, such as than or equal to the level of the spell slot you
a tree or shrub, it doesn't make a saving throw; used.
it simply withers and dies. At Higher Levels.
When you cast this spell using a spell slot of
5th level or higher, the damage increases by
1d8 for each slot level above 4th.

High Elf DC 16 Mod +8 Wizard DC 16 Mod +8 Wizard DC 16 Mod +8

Evocation cantrip Level-3 evocation Level-1 conjuration


Fire Bolt Fireball Grease
1 act. 120 ft V,S Inst 1 act. 150 ft V,S,M Inst 1 act. 60 ft V,S,M 1 min
You hurl a mote of fire at a creature or object A bright streak flashes from your pointing Slick grease covers the ground in a 10-foot
within range. Make a ranged spell attack finger to a point you choose within range and square centered on a point within range and
against the target. On a hit, the target takes then blossoms with a low roar into an turns it into difficult terrain for the duration.
1d10 fire damage. A flammable object hit by explosion of flame. Each creature in a When the grease appears, each creature
this spell ignites if it isn’t being worn or 20-foot-radius sphere centered on that point standing in its area must succeed on a
carried. This spell’s damage increases by 1d10 must make a Dexterity saving throw. A target Dexterity saving throw or fall prone. A
when you reach 5th level (2d10), 11th level takes 8d6 fire damage on a failed save, or half creature that enters the area or ends its turn
(3d10), and 17th level (4d10). as much damage on a successful one. The fire there must also succeed on a Dexterity saving
spreads around corners. It ignites flammable throw or fall prone.
objects in the area that aren't being worn or
carried. At Higher Levels. When you cast this
spell using a spell slot of 4th level or higher,
the damage increases by 1d6 for each slot level
above 3rd.

Wizard DC 16 Mod +8 Wizard DC 16 Mod +8 Wizard DC 16 Mod +8

Level-4 illusion Level-2 illusion Level-1 abjuration


Greater Invisibility Invisibility Mage Armor
1 act. Touch V,S Conc, 1 min 1 act. Touch V,S,M Conc, 1 hr 1 act. Touch V,S,M 8 hrs
You or a creature you touch becomes invisible A creature you touch becomes invisible until You touch a willing creature who isn't wearing
until the spell ends. Anything the target is the spell ends. Anything the target is wearing armor, and a protective magical force
wearing or carrying is invisible as long as it is or carrying is invisible as long as it is on the surrounds it until the spell ends. The target's
on the target's person. target's person. The spell ends for a target that base AC becomes 13 + its Dexterity modifier.
attacks or casts a spell. At Higher Levels. The spell ends if the target dons armor or if
When you cast this spell using a spell slot of you dismiss the spell as an action.
3rd level or higher, you can target one
additional creature for each slot level above
2nd.

Wizard DC 16 Mod +8 Wizard DC 16 Mod +8 Wizard DC 16 Mod +8


Page 1 (reverse)
Page 2

Conjuration cantrip Level-1 evocation Level-3 illusion


Mage Hand Magic Missile Major Image
1 act. 30 ft V,S 1 min 1 act. 120 ft V,S Inst 1 act. 120 ft V,S,M Conc, 10 mins
A spectral, floating hand appears at a point You create three glowing darts of magical You create the image of an object, a creature,
you choose within range. The hand lasts for force. Each dart hits a creature of your choice or some other visible phenomenon that is no
the duration or until you dismiss it as an that you can see within range. A dart deals 1d4 larger than a 20-foot cube. The image appears
action. The hand vanishes if it is ever more + 1 force damage to its target. The darts all at a spot that you can see within range and
than 30 feet away from you or if you cast this strike simultaneously, and you can direct lasts for the duration. It seems completely
spell again. You can use your action to control them to hit one creature or several. At Higher real, including sounds, smells, and
the hand. You can use the hand to manipulate Levels. When you cast this spell using a spell temperature appropriate to the thing depicted.
an object, open an unlocked door or container, slot of 2nd level or higher, the spell creates You can't create sufficient heat or cold to cause
stow or retrieve an item from an open one more dart for each slot level above 1st. damage, a sound loud enough to deal thunder
container, or pour the contents out of a vial. damage or deafen a creature, or a smell that
You can move the hand up to 30 feet each time might sicken a creature (like a troglodyte's
you use it. The hand can't attack, activate stench). As long as you are within range of the
magic items, or carry more than 10 pounds. illusion, you can use your action to cause the
image to move to any other spot within range.
As the image changes location, you can alter
its appearance so that its movements appear
natural for the image. For example, if you
create an image of a creature and move it, you
can alter the image so that it appears to be
walking. Similarly, you can cause the illusion
to make different sounds at different times,
Wizard DC 16 Mod +8 Wizard DC 16 Mod +8 Wizard DC 16 Mod +8

Transmutation cantrip Level-2 illusion Transmutation cantrip


Message Mirror Image Prestidigitation
1 act. 120 ft V,S,M 1 rnd 1 act. Self V,S 1 min 1 act. 10 ft V,S Up to 1 hr
You point your finger toward a creature Three illusory duplicates of yourself appear in This spell is a minor magical trick that novice
within range and whisper a message. The your space. Until the spell ends, the duplicates spellcasters use for practice. You create one of
target (and only the target) hears the message move with you and mimic your actions, the following magical effects within range: •
and can reply in a whisper that only you can shifting position so it's impossible to track You create an instantaneous, harmless
hear. You can cast this spell through solid which image is real. You can use your action to sensory effect, such as a shower of sparks, a
objects if you are familiar with the target and dismiss the illusory duplicates. Each time a puff of wind, faint musical notes, or an odd
know it is beyond the barrier. Magical silence, creature targets you with an attack during the odor. • You instantaneously light or snuff out a
1 foot of stone, 1 inch of common metal, a thin spell's duration, roll a d20 to determine candle, a torch, or a small campfire. • You
sheet of lead, or 3 feet of wood blocks the spell. whether the attack instead targets one of your instantaneously clean or soil an object no
The spell doesn't have to follow a straight line duplicates. If you have three duplicates, you larger than 1 cubic foot. • You chill, warm, or
and can travel freely around corners or must roll a 6 or higher to change the attack's flavor up to 1 cubic foot of nonliving material
through openings. target to a duplicate. With two duplicates, you for 1 hour. • You make a color, a small mark, or
must roll an 8 or higher. With one duplicate, a symbol appear on an object or a surface for 1
you must roll an 11 or higher. A duplicate's AC hour. • You create a nonmagical trinket or an
equals 10 + your Dexterity modifier. If an illusory image that can fit in your hand and
attack hits a duplicate, the duplicate is that lasts until the end of your next turn. If
destroyed. A duplicate can be destroyed only you cast this spell multiple times, you can
by an attack that hits it. It ignores all other have up to three of its non-instantaneous
damage and effects. The spell ends when all effects active at a time, and you can dismiss
three duplicates are destroyed. A creature is such an effect as an action.
unaffected by this spell if it can't see, if it relies
Wizard DC 16 Mod +8 Wizard DC 16 Mod +8 Wizard DC 16 Mod +8

Evocation cantrip Level-2 evocation Level-1 abjuration


Ray of Frost Scorching Ray Shield
1 act. 60 ft V,S Inst 1 act. 120 ft V,S Inst 1 react. Self V,S 1 rnd
A frigid beam of blue-white light streaks You create three rays of fire and hurl them at An invisible barrier of magical force appears
toward a creature within range. Make a targets within range. You can hurl them at one and protects you. Until the start of your next
ranged spell attack against the target. On a hit, target or several. Make a ranged spell attack turn, you have a +5 bonus to AC, including
it takes 1d8 cold damage, and its speed is for each ray. On a hit, the target takes 2d6 fire against the triggering attack, and you take no
reduced by 10 feet until the start of your next damage. At Higher Levels. When you cast this damage from magic missile.
turn. The spell's damage increases by 1d8 spell using a spell slot of 3rd level or higher,
when you reach 5th level (2d8), 11th level (3d8), you create one additional ray for each slot
and 17th level (4d8). level above 2nd.

Wizard DC 16 Mod +8 Wizard DC 16 Mod +8 Wizard DC 16 Mod +8


Page 2 (reverse)

Major Image (reverse)


even making it carry on a conversation, for
example. Physical interaction with the image
reveals it to be an illusion, because things can
pass through it. A creature that uses its action
to examine the image can determine that it is
an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the creature can see through the image,
and its other sensory qualities become faint to
the creature. At Higher Levels. When you cast
this spell using a spell slot of 6th level or
higher, the spell lasts until dispelled, without
requiring your concentration.

Mirror Image (reverse)


on senses other than sight, such as blindsight,
or if it can perceive illusions as false, as with
truesight.
Page 3

Level-4 evocation
Storm Sphere
1 act. 150 ft V,S Conc, 1 min
A 20-foot-radius sphere of whirling air
springs into existence centered on a point you
choose within range. The sphere remains for
the spell’s duration. Each creature in the
sphere when it appears or that ends its turn
there must succeed on a Strength saving
throw or take 2d6 bludgeoning damage. The
sphere’s space is difficult terrain. Until the
spell ends, you can use a bonus action on each
of your turns to cause a bolt of lightning to
leap from the center of the sphere toward one
creature you choose within 60 feet of the
center. Make a ranged spell attack. You have
advantage on the attack roll if the target is in
the sphere. On a hit, the target takes 4d6
lightning damage. Creatures within 30 feet of
the sphere have disadvantage on Wisdom
(Perception) checks made to listen. At Higher
Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage
increases for each of its effects by 1d6 for each
Wizard DC 16 Mod +8
Page 3 (reverse)

Storm Sphere (reverse)


slot level above 4th.

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