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Wizard 6 Wizard Apprentice (HB) Qrelpplayer

CLASS & LEVEL BACKGROUND PLAYER NAME


Qrelp
Kobold Chaotic Neutral No
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

0 INSPIRATION
STRENGTH
14 Squeamish, always on
5 ARMOR
+4 30ft edge, but trying so hard to
CLASS
+3 PROFICIENCY BONUS INITIATIVE SPEED seem put-together
-3 PERSONALITY TRAITS

Hit Point Maximum 30


-3
Strength
DEXTERITY Power for self, personal
19


+4

+1
Dexterity
Constitution
30/30 proximity to dragonhood
CURRENT HIT POINTS IDEALS
● +7
Intelligence
+4 ● +4
Wisdom
-1
Charisma Anyone providing him
CONSTITUTION SAVING THROWS safety
TEMPORARY HIT POINTS BONDS
13

+4
Acrobatics (Dex) Total SUCCESSES
+1
Paranoid wimp, dependent
+1
Animal Handling (Wis) 6D6 FAILURES on others/group

+7
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-3
Athletics (Str)

18 -1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

+7
History (Int) Darkvision: Dim light becomes bright light under 60ft.
Shovel -1 1d6 blud Darkness becomes dim light. Can't discern colour in
+4 +1
Insight (Wis) Darkness.

-1
Intimidation (Cha) Cower: Once per short rest, can grovel, cower & beg
pathetically and distract enemies within 10 ft; allies get
WISDOM ●
+7
Investigation (Int) advantage on attack rolls
+1
Medicine (Wis)
13 +4
Nature (Int)
Sunlight sensitivity: Disadvantage on attack rolls and
Perception checks if the target is in direct sunlight
*Shovel of Bonking, if hits,
+1
Perception (Wis) Pack Tactics: Advantage on attack rolls against enemies if
+1 now deals 2d6 psychic your ally is within 5ft and is not incapaciated.
-1
Performance (Cha)
damage and stuns (DC15 to Spell secrets: Can replace energy damage dealt by spell
-1
Persuasion (Cha)
CHARISMA receive half damage and no (acid, cold, fire, force, lightning, necrotic, radiant, thunder). Once
per short rest, can replace saving thow stat of a spell.

+7
Religion (Int)
stun)
9 +4
Sleight of Hand (Dex) Arcane Recovery: Once per day can use short rest to
recover spell slots. Total levels equal to half of wizard level
+4
Stealth (Dex) rounded up.
-1
+4
Survival (Wis) Alchemical Casting: Can expand an additional spell slot. 1st:
Add 2d10 force damage on each target. 2nd: Range of at
SKILLS ATTACKS & SPELLCASTING least 30 feet becomes 1 mile. 3rd: Increases spell save DC
by 2.

11 PASSIVE WISDOM (PERCEPTION)


CP 2 Shovel of Bonking
(Quarterstaff)
SP 5 Component pouch
Common, Draconic, Elvish
Spellbook
Calligrapher's supplies EP
Explorer's Pack
Boots of Escape
GP 66

PP 1

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
9 65cm / 2ft1in 10kg / 22lbs
AGE HEIGHT WEIGHT
Qrelp
Yellow Nile Crocodile ish I'm lizard
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

As a young hatchling, Qrelp showed great intelligence and potential. The brood caretakers
knew that he would be destined to contribute to the clan in an unique but much needed manner.
A Wizard's Pupil: His unique-looking colourful spell book was
At the age of 4, around adolescence, he saw his clan destroyed by a band of plucky
adventurers who intended to rescue captured villagers they were going to sacrifice and eat.
Qrelp was one of the last to survive, and through expert cowering and groveling managed to
looted from Selussa's dead body. She is somewhat
not only evade slaughter but have the group's half-elf Wizard, Selussa, take him on as an
apprentice, in one of the strange impulsive decisions adventurers tend to make. It took three
years of travel for him to learn to cast his first Firebolt, as well as learn to read and write. On
renowned as a Lore Master Wizard as well as arcane hero.
the faithful day when Selussa died in battle against their bounty target of the week, a Hellfire
Engine that was a little too much for them to handle, he knew following these people around
was no longer useful to him.
People would assume he stole it if they recognized it, and
He is now wandering the land in search of another master to teach him the arcane ways, now
understanding the massive potential of magic. His search may be slightly limited by his
this is sort of true, however some also know that Selussa had
obligation to stick to the shadows in "civilized" setting where he is less welcome; in urban
areas, he finds refuge among the city-kobolds working in underground sewers. There aren't
many high wizards down there, so he spends time reading over any old times he can get his
a Kobold apprentice. (He must still spend time and gold to
hands on. Secretly, Qrelp misses the days of belonging to a tightly knit kobold social unit, but
he also expresses the sentiment that he is too good to be a sniveling servant to some
dragon or a lowly pawn of the group. He does not see that the ambition of his studies still
decode her notes)
reflects the ideals of a regular individual of his kind: to become powerful on par with dragons
and perhaps became one himself.

(And really, he is still a pathetic little coward in practice.)


Dungeon Delver: Advantage on Perception/Insight to detect
secret doors. Advantage on saving throws to avoid/resist
traps. Resistance against damage dealt by traps. Can search
for traps at a normal pace. Minimum HP gained from hit dice
us twice your level.

ADDITIONAL FEATURES & TRAITS

Cured leather anklet, Fleece, Dead cricket, Tallow, Powdered


sulfur, Powdered iron, Bat fur, Coal Tar, Straight piece of Iron,
Eyelash encased in Gum arabic, Talc, Powdered silver, Soot,
Salt, Silver thread, Tiny Bell, Small white feather, Very bad
moldy tarts, Bat shit, Molasses, Vial of glowy algae

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard +4 15 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Firebolt, Mage hand, Minor Illusion, Frostbite ● Fireball

● Counterspell

Fear

Slow

Hypnotic Pattern

Dispell Magic

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME ●
ED
PR

● Sleep

● Shield
4
● Mage armor

● Magic missile
SPELLS KNOWN

Detect Magic

Identify

Comprehend languages

Alarm

Feather fall

Tasha's hideous laughter


8

2 3
Alter Self

● Flaming sphere

Darkness
5
● Hold person

Invisibility
9
See Invisibility

● Ray of Enfeeblement

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

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