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INSPIRATION
STRENGTH
13 +3 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
+3 ●
+2 Constitution
+8 Intelligence
CURRENT HIT POINTS IDEALS
16 ●
+3 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+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)
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
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).
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
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