Sunteți pe pagina 1din 6

Wizard (1) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME

Human/Calishite Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
11 +1 30
8 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum 6


-1 Strength
DEXTERITY
+1 Dexterity

13 ●
0 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

+1 ●
+3 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

10 +1 Acrobatics (Dex) Total 1d6 SUCCESSES

0 +1 Animal Handling (Wis) FAILURES



+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

15 +2 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+3 Insight (Wis)
Quarterstaff +1 1d6 - 1 bludgeoning
+2 ●

+2 Intimidation (Cha)
WISDOM ●
+4 Investigation (Int)
+1 Medicine (Wis)
12 +2 Nature (Int)
+1 Perception (Wis)
+1
+2 Performance (Cha)
+2 Persuasion (Cha)
CHARISMA

+4 Religion (Int)

14 +1 Sleight of Hand (Dex)


+1 Stealth (Dex)
+2 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP Pouch (1); Clothes,
common (1); Crystal
(1); Waterskin (1);
SP
Weapon Proficiencies: Bedroll (1); Incense (5);
Rations (1 day) (10);
Crossbow, light; EP Rope, hempen (1);
Dagger; Dart; Amulet (1); Vestements
(1); Prayer Book (1);
Quarterstaff; Sling GP
15 Tinderbox (1); Mess kit
(1); Backpack (1);
PP
Language Proficiencies: Spellbook (1); Torch
(10)
Common; Deep
Speech; Goblin; Orc
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.
Wizard
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Fire Bolt
Light
Mage Hand

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Burning Hands

Feather Fall
4
Mage Armor

Magic Missile
SPELLS KNOWN

Shield

Sleep

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).

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

Level-1 evocation Level-1 transmutation Evocation cantrip


Burning Hands Feather Fall Fire Bolt
1 act. Self V,S Inst 1 react. 60 ft V,M 1 min 1 act. 120 ft V,S Inst
As you hold your hands with thumbs touching Choose up to five falling creatures within You hurl a mote of fire at a creature or object
and fingers spread, a thin sheet of flames range. A falling creature's rate of descent within range. Make a ranged spell attack
shoots forth from your outstretched slows to 60 feet per round until the spell ends. against the target. On a hit, the target takes
fingertips. Each creature in a 15-foot cone If the creature lands before the spell ends, it 1d10 fire damage. A flammable object hit by
must make a Dexterity saving throw. A takes no falling damage and can land on its this spell ignites if it isn’t being worn or
creature takes 3d6 fire damage on a failed feet, and the spell ends for that creature. carried. This spell’s damage increases by 1d10
save, or half as much damage on a successful when you reach 5th level (2d10), 11th level
one. The fire ignites any flammable objects in (3d10), and 17th level (4d10).
the area that aren't being worn or carried. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.

Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4

Evocation cantrip Level-1 abjuration Conjuration cantrip


Light Mage Armor Mage Hand
1 act. Touch V,M 1 hr 1 act. Touch V,S,M 8 hrs 1 act. 30 ft V,S 1 min
You touch one object that is no larger than 10 You touch a willing creature who isn't wearing A spectral, floating hand appears at a point
feet in any dimension. Until the spell ends, the armor, and a protective magical force you choose within range. The hand lasts for
object sheds bright light in a 20-foot radius surrounds it until the spell ends. The target's the duration or until you dismiss it as an
and dim light for an additional 20 feet. The base AC becomes 13 + its Dexterity modifier. action. The hand vanishes if it is ever more
light can be colored as you like. Completely The spell ends if the target dons armor or if than 30 feet away from you or if you cast this
covering the object with something opaque you dismiss the spell as an action. spell again. You can use your action to control
blocks the light. The spell ends if you cast it the hand. You can use the hand to manipulate
again or dismiss it as an action. If you target an object, open an unlocked door or container,
an object held or worn by a hostile creature, stow or retrieve an item from an open
that creature must succeed on a Dexterity container, or pour the contents out of a vial.
saving throw to avoid the spell. You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.

Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4

Level-1 evocation Level-1 abjuration Level-1 enchantment


Magic Missile Shield Sleep
1 act. 120 ft V,S Inst 1 react. Self V,S 1 rnd 1 act. 90 ft V,S,M 1 min
You create three glowing darts of magical An invisible barrier of magical force appears This spell sends creatures into a magical
force. Each dart hits a creature of your choice and protects you. Until the start of your next slumber. Roll 5d8; the total is how many hit
that you can see within range. A dart deals 1d4 turn, you have a +5 bonus to AC, including points of creatures this spell can affect.
+ 1 force damage to its target. The darts all against the triggering attack, and you take no Creatures within 20 feet of a point you choose
strike simultaneously, and you can direct damage from magic missile. within range are affected in ascending order of
them to hit one creature or several. At Higher their current hit points (ignoring unconscious
Levels. When you cast this spell using a spell creatures). Starting with the creature that has
slot of 2nd level or higher, the spell creates the lowest current hit points, each creature
one more dart for each slot level above 1st. affected by this spell falls unconscious until
the spell ends, the sleeper takes damage, or
someone uses an action to shake or slap the
sleeper awake. Subtract each creature's hit
points from the total before moving on to the
creature with the next lowest hit points. A
creature's hit points must be equal to or less
than the remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.
Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4
Page 1 (reverse)

S-ar putea să vă placă și