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Wizard Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Sparkle Fart III
High Elf Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

+0 12
ARMOR
+2 30 feet
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity

+2 Constitution
CURRENT HIT POINTS IDEALS
Intelligence

15 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS
+2
BONDS

Acrobatics (Dex) Total SUCCESSES


14 Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)

+3 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
Deity: Hades
History (Int)
Shortsword +4 1d6+2 Piercing Necromancy: Beginning when you select this school
16 Insight (Wis) at 2nd level, the gold and time you must spend to copy
Intimidation (Cha) Light Crossbow +4 1d8+2 Piercing a necromancy spell into your spellbook is halved.
Arcane Recovery: You can regain some of your
WISDOM Investigation (Int) magical energy by studying your spell book. Once
per day during a short rest, you can choose to recover
+1 Medicine (Wis)
Nature (Int) Cantrips: Mage Hand, Prestidigitation, Ray of
expended spell slots with a combined level equal to orl
less than half your Wizard level (rounded up).
Frost, Shocking Grasp Darkvision: You see in dim light within a 60-foot
Perception (Wis)
12 Spellcasting Ability: Intelligence is your spellcast-
radius of you as if it were bright light, and in darkness
Performance (Cha) in that radius as if it were dim light. You can’t discern
ing ability for your spells. The saving throw DC to color in darkness, only shades of grey.
Persuasion (Cha) resist a spell you cast is 13. Your attack bonus when Fey Ancestry: You have advantage on saving throws
CHARISMA
Religion (Int) you make an attack with a spell is +5. against being charmed, and magic can’t put you to
-1 Sleight of Hand (Dex)
sleep.
Trance: Elves don’t need to sleep. They meditate
Stealth (Dex) deeply, remaining semiconscious, for 4 hours a day
and gain the same benefits that a human does from 8
8 Survival (Wis) hours of sleep.
Grim Harvest: At 2nd level, you gain the ability to
SKILLS ATTACKS & SPELLCASTING reap life energy from creatures you kill with your spells.
Once per turn when you kill one or more creatures
with a spell of 1st level or higher, you regain hit points
13 PASSIVE WISDOM (PERCEPTION) Component Pouch, Spellbook, equal to twice the spell’s level, or three times its level
CP
Backpack, Bottle of Ink, Ink if the spell belongs to the School of Necromancy. You
Pen, 10 Sheets of Parchment, don’t gain this benefit for killing constructs or undead.
Proficiencies: Daggers, Darts, Light SP Small Knife, Holy Symbol,
Crossbows, Longbows, Longswords, Quar- Tome of Historical Lore,
terstaffs, Shortbows, Shortswords, Slings
EP Prayer Book, Common Clothes
Languages: Common, Elvish, Draconic,
Dwarvish, Goblin GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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