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Wizard (1) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Generic INTJ Elf/High Elf Neutral Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

12 +2 PROFICIENCY BONUS
10
ARMOR
CLASS
0
INITIATIVE
30
SPEED
Mumbles weird stuff to
itself at times

+1 PERSONALITY TRAITS

Hit Point Maximum 7


+1 Strength
DEXTERITY Not being bothered by anyone,
0 Dexterity
needs its alone time to read books

10 ●
+1 Constitution
+4 Intelligence
CURRENT HIT POINTS
and research in silence.
IDEALS

0 ●
+4 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

13 0 Acrobatics (Dex) Total 1d6 SUCCESSES

+1 +2 Animal Handling (Wis) FAILURES None. I think.



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

15 0 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+2 ●
+4 Insight (Wis) Darkvision: 60 ft.
WISDOM ●
0 Intimidation (Cha)
+4 Investigation (Int)
Immunities:
+2 Medicine (Wis) magical-sleep
15 +2 Nature (Int)

+4 Perception (Wis)
+2
0 Performance (Cha) (additional
CHARISMA
0 Persuasion (Cha)
+4 Religion (Int)
features & traits
on last page)

10 0
0
Sleight of Hand (Dex)
Stealth (Dex)
0 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP Pouch (1); Clothes,
common (1); Knife,
SP
Small (1); Orb (1);
Weapon Proficiencies: Book (1); Incense (5);
Crossbow, light; Dagger; Dart; Amulet (1);
EP
Longbow; Longsword; Vestements (1); Ink
Quarterstaff; Shortbow; pen (1); Bag of Sand
Shortsword; Sling GP
15 (1); Parchment (10);
Backpack (1); Prayer
Language Proficiencies: PP
Wheel (1); Spellbook
Abyssal; Celestial; Common; (1); Ink (1)
Deep Speech; Elvish

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
23 5'9'' 175 lbs
AGE HEIGHT WEIGHT
Generic INTJ Never seen Very untanned White
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 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Chill Touch
Fire Bolt
Minor Illusion
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Comprehend Languages

Disguise Self
4
False Life

Identify
SPELLS KNOWN

Protection from Evil and Good

T.'s Hideous Laughter

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).

Fey Ancestry. Advantage on charmed saves and immune to


sleep magic.

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

Trance. Trance 4 hrs. instead of sleep 8.


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Evocation cantrip Necromancy cantrip Level-1 divination


Fire Bolt Chill Touch Comprehend Languages
1 act. 120 ft V,S Inst 1 act. 120 ft V,S 1 rnd 1 act. Self V,S,M 1 hr
You hurl a mote of fire at a creature or object You create a ghostly, skeletal hand in the For the duration, you understand the literal
within range. Make a ranged spell attack space of a creature within range. Make a meaning of any spoken language that you
against the target. On a hit, the target takes ranged spell attack against the creature to hear. You also understand any written
1d10 fire damage. A flammable object hit by assail it with the chill of the grave. On a hit, language that you see, but you must be
this spell ignites if it isn’t being worn or the target takes 1d8 necrotic damage, and it touching the surface on which the words are
carried. This spell’s damage increases by can't regain hit points until the start of your written. It takes about 1 minute to read one
1d10 when you reach 5th level (2d10), 11th next turn. Until then, the hand clings to the page of text. This spell doesn't decode secret
level (3d10), and 17th level (4d10). target. If you hit an undead target, it also has messages in a text or a glyph, such as an
disadvantage on attack rolls against you until arcane sigil, that isn't part of a written
the end of your next turn. This spell's damage language.
increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

High Elf DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4

Level-1 illusion Level-1 necromancy Level-1 divination


Disguise Self False Life Identify
1 act. Self V,S 1 hr 1 act. Self V,S,M 1 hr 1 min Touch V,S,M Inst
You make yourself—including your clothing, Bolstering yourself with a necromantic You choose one object that you must touch
armor, weapons, and other belongings on facsimile of life, you gain 1d4 + 4 temporary throughout the casting of the spell. If it is a
your person— look different until the spell hit points for the duration. At Higher Levels. magic item or some other magic-imbued
ends or until you use your action to dismiss it. When you cast this spell using a spell slot of object, you learn its properties and how to
You can seem 1 foot shorter or taller and can 2nd level or higher, you gain 5 additional use them, whether it requires attunement to
appear thin, fat, or in between. You can't temporary hit points for each slot level above use, and how many charges it has, if any.
change your body type, so you must adopt a 1st. You learn whether any spells are affecting the
form that has the same basic arrangement of item and what they are. If the item was
limbs. Otherwise, the extent of the illusion is created by a spell, you learn which spell
up to you. The changes wrought by this spell created it. If you instead touch a creature
fail to hold up to physical inspection. For throughout the casting, you learn what spells,
example, if you use this spell to add a hat to if any, are currently affecting it.
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
Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4

Illusion cantrip Level-1 abjuration Evocation cantrip


Minor Illusion Protection from Evil and Good Ray of Frost
1 act. 30 ft S,M 1 min 1 act. Touch V,S,M Conc, 10 mins 1 act. 60 ft V,S Inst
You create a sound or an image of an object Until the spell ends, one willing creature you A frigid beam of blue-white light streaks
within range that lasts for the duration. The touch is protected against certain types of toward a creature within range. Make a
illusion also ends if you dismiss it as an creatures: aberrations, celestials, elementals, ranged spell attack against the target. On a
action or cast this spell again. If you create a fey, fiends, and undead. The protection hit, it takes 1d8 cold damage, and its speed is
sound, its volume can range from a whisper grants several benefits. Creatures of those reduced by 10 feet until the start of your next
to a scream. It can be your voice, someone types have disadvantage on attack rolls turn. The spell's damage increases by 1d8
else's voice, a lion's roar, a beating of drums, against the target. The target also can't be when you reach 5th level (2d8), 11th level
or any other sound you choose. The sound charmed, frightened, or possessed by them. (3d8), and 17th level (4d8).
continues unabated throughout the duration, If the target is already charmed, frightened, or
or you can make discrete sounds at different possessed by such a creature, the target has
times before the spell ends. If you create an advantage on any new saving throw against
image of an object—such as a chair, muddy the relevant effect.
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)
Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4
Page 1 (reverse)

Disguise Self (reverse)


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

Minor Illusion (reverse)


check against your spell save DC. If a
creature discerns the illusion for what it is, the
illusion becomes faint to the creature.
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Level-1 enchantment
T.'s Hideous Laughter
1 act. 30 ft V,S,M Conc, 1 min
A creature of your choice that you can see
within range perceives everything as
hilariously funny and falls into fits of laughter
if this spell affects it. The target must succeed
on a Wisdom saving throw or fall prone,
becoming incapacitated and unable to stand
up for the duration. A creature with an
Intelligence score of 4 or less isn't affected. At
the end of each of its turns, and each time it
takes damage, the target can make another
Wisdom saving throw. The target has
advantage on the saving throw if it's triggered
by damage. On a success, the spell ends.

Wizard DC 12 Mod +4
Page 2 (reverse)

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