Sunteți pe pagina 1din 8

Wizard (1) Mage

CLASS & LEVEL BACKGROUND PLAYER NAME


Lotoran Elf/High Elf Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

11 PERSONALITY TRAITS

Hit Point Maximum 6


0 Strength
DEXTERITY
+3 Dexterity

+3 ●
0 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS

17 ●
+3 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

0 +3 Acrobatics (Dex) Total 1d6 SUCCESSES

11 +1 Animal Handling (Wis) FAILURES



+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

+1 +1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

13 ●
+3 Insight (Wis)
Longbow +5 1d8 + 3 piercing
Darkvision: 60 ft.
WISDOM ●
+1 Intimidation (Cha)
+3 Investigation (Int)
Shortsword +5 1d6 + 3 piercing
Immunities:
+1 Medicine (Wis)
Shortbow +2 +7 1d6 + 5 piercing
magical-sleep
+1 +1 Nature (Int)

+3 Perception (Wis)
12
+1 Performance (Cha) (additional
CHARISMA
+1 Persuasion (Cha)
+1 Religion (Int)
features & traits
+1 +3 Sleight of Hand (Dex) on last page)
+3 Stealth (Dex)
12 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


CP Staff (1); cloak of
invisibility (1);
Weapon Proficiencies:
SP
Arrow (50);
Crossbow, light; Dagger; Leather (1); Knife,
Dart; Longbow; Longsword;
EP
Small (1); Book
Quarterstaff; Shortbow; (1); Ink pen (1);
GP
Shortsword; Sling Bag of Sand (1);
PP
Parchment (10);
Language Proficiencies: Backpack (1);
Common; Draconic; Elvish Spellbook (1); Ink
(1)
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
Lotoran
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 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Fire Bolt
Mending
Message
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Charm Person

Comprehend Languages
4
Disguise Self

Feather Fall
SPELLS KNOWN

Jump

Longstrider

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

---------------Actions--------------
Cloak of Invisibility. Pull hood up and become invisible (lasts 2
hours, use once/day).

-----------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).

Fey Ancestry. Advantage on charmed saves and immune to


sleep magic.

Trance. Trance 4 hrs. instead of sleep 8.


Page 1

Evocation cantrip Level-1 enchantment Level-1 divination


Fire Bolt Charm Person Comprehend Languages
1 act. 120 ft V,S Inst 1 act. 30 ft V,S 1 hr 1 act. Self V,S,M 1 hr
You hurl a mote of fire at a creature or object You attempt to charm a humanoid you can see For the duration, you understand the literal
within range. Make a ranged spell attack within range. It must make a Wisdom saving meaning of any spoken language that you
against the target. On a hit, the target takes throw, and does so with advantage if you or hear. You also understand any written
1d10 fire damage. A flammable object hit by your companions are fighting it. If it fails the language that you see, but you must be
this spell ignites if it isn’t being worn or saving throw, it is charmed by you until the touching the surface on which the words are
carried. This spell’s damage increases by 1d10 spell ends or until you or your companions do written. It takes about 1 minute to read one
when you reach 5th level (2d10), 11th level anything harmful to it. The charmed creature page of text. This spell doesn't decode secret
(3d10), and 17th level (4d10). regards you as a friendly acquaintance. When messages in a text or a glyph, such as an
the spell ends, the creature knows it was arcane sigil, that isn't part of a written
charmed by you. At Higher Levels. When you language.
cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when you
target them.

High Elf DC 11 Mod +3 Wizard DC 11 Mod +3 Wizard DC 11 Mod +3

Level-1 illusion Level-1 transmutation Level-1 transmutation


Disguise Self Feather Fall Jump
1 act. Self V,S 1 hr 1 react. 60 ft V,M 1 min 1 act. Touch V,S,M 1 min
You make yourself—including your clothing, Choose up to five falling creatures within You touch a creature. The creature's jump
armor, weapons, and other belongings on range. A falling creature's rate of descent distance is tripled until the spell ends.
your person— look different until the spell slows to 60 feet per round until the spell ends.
ends or until you use your action to dismiss it. If the creature lands before the spell ends, it
You can seem 1 foot shorter or taller and can takes no falling damage and can land on its
appear thin, fat, or in between. You can't feet, and the spell ends for that creature.
change your body type, so you must adopt a
form that has the same basic arrangement of
limbs. Otherwise, the extent of the illusion is
up to you. The changes wrought by this spell
fail to hold up to physical inspection. For
example, if you use this spell to add a hat to
your outfit, objects pass through the hat, and
anyone who touches it would feel nothing or
would feel your head and hair. If you use this
spell to appear thinner than you are, the hand
of someone who reaches out to touch you
would bump into you while it was seemingly
still in midair. To discern that you are
disguised, a creature can use its action to
inspect your appearance and must succeed on
Wizard DC 11 Mod +3 Wizard DC 11 Mod +3 Wizard DC 11 Mod +3

Level-1 transmutation Transmutation cantrip Transmutation cantrip


Longstrider Mending Message
1 act. Touch V,S,M 1 hr 1 min Touch V,S,M Inst 1 act. 120 ft V,S,M 1 rnd
You touch a creature. The target's speed This spell repairs a single break or tear in an You point your finger toward a creature
increases by 10 feet until the spell ends. At object you touch, such as a broken chain link, within range and whisper a message. The
Higher Levels. When you cast this spell using a two halves of a broken key, a torn cloak, or a target (and only the target) hears the message
spell slot of 2nd level or higher, you can target leaking wineskin. As long as the break or tear and can reply in a whisper that only you can
one additional creature for each slot level is no larger than 1 foot in any dimension, you hear. You can cast this spell through solid
above 1st. mend it, leaving no trace of the former objects if you are familiar with the target and
damage. This spell can physically repair a know it is beyond the barrier. Magical silence,
magic item or construct, but the spell can't 1 foot of stone, 1 inch of common metal, a thin
restore magic to such an object. sheet of lead, or 3 feet of wood blocks the spell.
The spell doesn't have to follow a straight line
and can travel freely around corners or
through openings.

Wizard DC 11 Mod +3 Wizard DC 11 Mod +3 Wizard DC 11 Mod +3


Page 1 (reverse)

Disguise Self (reverse)


an Intelligence (Investigation) check against
your spell save DC.
Page 2

Illusion cantrip
Minor Illusion
1 act. 30 ft S,M 1 min
You create a sound or an image of an object
within range that lasts for the duration. The
illusion also ends if you dismiss it as an action
or cast this spell again. If you create a sound,
its volume can range from a whisper to a
scream. It can be your voice, someone else's
voice, a lion's roar, a beating of drums, or any
other sound you choose. The sound continues
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 11 Mod +3
Page 2 (reverse)

Minor Illusion (reverse)


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

S-ar putea să vă placă și