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Wizard (1) Far Traveler Tino

CLASS & LEVEL BACKGROUND PLAYER NAME


Perik Frey Half-Elf Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
12 +2 30
8 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum 8


-1 Strength
DEXTERITY
+2 Dexterity

14
+2 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS

+2
+4 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 +2 Acrobatics (Dex) Total 1d6 SUCCESSES

+2 +2 Animal Handling (Wis) FAILURES



+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1 Athletics (Str)

13 +1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+4 Insight (Wis)
Darkvision: 60 ft.
+1

+1 Intimidation (Cha)
WISDOM
+3 Investigation (Int) All Eyes on You.
+4 Medicine (Wis) Interest of scholars,
15

+1 Nature (Int) nobles, and


+4 Perception (Wis)
merchants (see SCAG

+2
+3 Performance (Cha)
+1 Persuasion (Cha)
149).
CHARISMA
+1 Religion (Int)

12 +2 Sleight of Hand (Dex) Arcane Recovery.


+1
+2 Stealth (Dex) When you finish a
+2 Survival (Wis)
short rest, regain spell
SKILLS ATTACKS & SPELLCASTING
slots totalling no more
than 1, and each must
14 PASSIVE WISDOM (PERCEPTION)
CP Pouch (1); Staff (1); be 5th level or lower.
Knife, Small (1); Book
SP
(1); Piece of jewelry (use once/day, see
Tool Proficiencies: Lute from your homeland PHB 115).
(10 GP) (1); Ink pen
EP (1); Bag of Sand (1);
Weapon Proficiencies:
Crossbow, light; Dagger;
Clothes, travelers (1);
Poor maps of your
Fey Ancestry.
Dart; Quarterstaff; Sling
GP
5 homeland (1); Advantage on
PP
Parchment (10); charmed saves and
Language Proficiencies: Backpack (1);
Spellbook (1); Lute (1); immune to sleep
Common; Dwarvish; Elvish;
Orc
Ink (1) magic (see PHB 39).
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
Perik Frey
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Gust
Mage Hand
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Ice Knife

Mage Armor
4
Magic Missile

Silent Image
SPELLS KNOWN

Thunderwave

Witch Bolt

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1

Transmutation cantrip Level-1 conjuration Level-1 abjuration


Gust Ice Knife Mage Armor
1 act. 30 ft V,S Inst 1 act. 60 ft S,M Inst 1 act. Touch V,S,M 8 hrs
(see EE 19 for more details) (see EE 19 for more details) You touch a willing creature who isn't wearing
armor, and a protective magical force
surrounds it until the spell ends. The target's
base AC becomes 13 + its Dexterity modifier.
The spell ends if the target dons armor or if
you dismiss the spell as an action.

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

Conjuration cantrip Level-1 evocation Evocation cantrip


Mage Hand Magic Missile Ray of Frost
1 act. 30 ft V,S 1 min 1 act. 120 ft V,S Inst 1 act. 60 ft V,S Inst
A spectral, floating hand appears at a point You create three glowing darts of magical A frigid beam of blue-white light streaks
you choose within range. The hand lasts for force. Each dart hits a creature of your choice toward a creature within range. Make a
the duration or until you dismiss it as an that you can see within range. A dart deals ranged spell attack against the target. On a
action. The hand vanishes if it is ever more 1d4 + 1 force damage to its target. The darts hit, it takes 1d8 cold damage, and its speed is
than 30 feet away from you or if you cast this all strike simultaneously, and you can direct reduced by 10 feet until the start of your next
spell again. You can use your action to them to hit one creature or several. At Higher turn. The spell's damage increases by 1d8
control the hand. You can use the hand to Levels. When you cast this spell using a spell when you reach 5th level (2d8), 11th level
manipulate an object, open an unlocked door slot of 2nd level or higher, the spell creates (3d8), and 17th level (4d8).
or container, stow or retrieve an item from an one more dart for each slot level above 1st.
open container, or pour the contents out of a
vial. 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 11 Mod +3 Wizard DC 11 Mod +3 Wizard DC 11 Mod +3

Level-1 illusion Level-1 evocation Level-1 evocation


Silent Image Thunderwave Witch Bolt
1 act. 60 ft V,S,M Conc, 10 mins 1 act. Self V,S Inst 1 act. 30 ft V,S,M Conc, 1 min
You create the image of an object, a creature, A wave of thunderous force sweeps out from Make a ranged spell attack against a
or some other visible phenomenon that is no you. Each creature in a 15-foot cube creature, on hit the target takes 1d12
larger than a 15-foot cube. The image originating from you must make a lightning damage. On each of your
appears at a spot within range and lasts for Constitution saving throw. On a failed save, a subsequent turns for the duration, you can
the duration. The image is purely visual; it creature takes 2d8 thunder damage and is use your action to deal an automatic 1d12
isn't accompanied by sound, smell, or other pushed 10 feet away from you. On a lightning damage to the target. The spell ends
sensory effects. You can use your action to successful save, the creature takes half as if the target is out of range, has total cover, or
cause the image to move to any spot within much damage and isn't pushed. In addition, you use you action for something else. (see
range. As the image changes location, you unsecured objects that are completely within PHB 289 for more details)
can alter its appearance so that its the area of effect are automatically pushed 10
movements appear natural for the image. For feet away from you by the spell's effect, and
example, if you create an image of a creature the spell emits a thunderous boom audible
and move it, you can alter the image so that it out to 300 feet. At Higher Levels. When you
appears to be walking. Physical interaction cast this spell using a spell slot of 2nd level or
with the image reveals it to be an illusion, higher, the damage increases by 1d8 for
because things can pass through it. A each slot level above 1st.
creature that uses its action to examine the
image can determine that it is an illusion with
a successful Intelligence (Investigation) check
against your spell save DC. If a creature
discerns the illusion for what it is, the creature
Wizard DC 11 Mod +3 Wizard DC 11 Mod +3 Wizard DC 11 Mod +3
Page 1 (reverse)

Silent Image (reverse)


can see through the image.

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