You are on page 1of 9

Wizard (1) Acolyte Realindo

CLASS & LEVEL BACKGROUND PLAYER NAME


Karzag N'ldun
Tiefling Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I am very calm and collected, hungry for
10 0 30 knowledge and a schemer. Preferring to fight

0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
from behind and setting up elaborate ways to
approach a situation.

11 PERSONALITY TRAITS

Hit Point Maximum 8


0 Strength
DEXTERITY To unify humans and tieflings once more, to
0 Dexterity obtain the knowledge and power to do so.

0 +2 Constitution
CURRENT HIT POINTS IDEALS
● +5 Intelligence
11 ● +4 Wisdom
A close bond to my family, because they
+2 Charisma
were one of the few that accepted me.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
0 Acrobatics (Dex) Total 1d6 SUCCESSES The fact I am untrusting and hungry for knowledge may
make it look like i value objects over the lives of others. My
14 +2 Animal Handling (Wis) scheming nature may make it look like I am untrustworthy.
FAILURES
● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)

+3 +2 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Dagger +2 1d4 piercing Darkvision: 60 ft.


17 ● +4 Insight (Wis)
Damage Resistances: fire
+2 Intimidation (Cha)
WISDOM +3 Investigation (Int)
● +4 Medicine (Wis)
(additional features & traits on
+2 +3 Nature (Int)
last page)
+2 Perception (Wis)
14
+2 Performance (Cha)
+2 Persuasion (Cha)
CHARISMA
● +5 Religion (Int)
+2 0 Sleight of Hand (Dex)
0 Stealth (Dex)
14
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


Pouch (1); Staff (1);
CP
Clothes, common (1);
SP Waterskin (1); Bedroll
Weapon Proficiencies: (1); Incense (5);
Crossbow, light; Dagger; Dart; EP
Rations (1 day) (10);
Quarterstaff; Sling Rope, hempen (1);
Amulet (1); Vestements
GP 15
Language Proficiencies: (1); Prayer Book (1);
Common; Infernal; Orc; PP
Tinderbox (1); Mess kit
Undercommon (1); Backpack (1);
Spellbook (1); Torch
(10)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
29 1,94 M's 92 KGs
AGE HEIGHT WEIGHT

A cold, ciry white A light shade of red Dark blue-purple


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

"My father always told me to keep quite and accept that we are granted a life by
human-kin. My mother said to keep to myself, find a mate and settle down. I did
what they told me. And it turned to ash. In-equality of our species is a curse, a
blight upon our people. But with the arts, the magic and knowledge I will obtain I
will morph reality and time itself. To scoff at infinity, to laugh at mortality. To unify
us all. That is what I shall Obtain."
- Karzag.

Life as a tiefling was never easy, nor was it forgiving given their appearences.
Insert Karzag N'ldun. A young wizzard whose sole journey now exists to defeat
the blight's of this world and to bring peace and justice to a world without hate. As
childish as his beliefs may be.

His ways did not stem from nothing. Born into poverty and racism he was raised
by his parents in a sheltered enviorment. This resulted in a naive young boy
entering the world once they died, thinking everything would be fine and dandy. It
wasnt.

The tiefling came across waves of racism, anger, violence and deception from
every human-kin he came across. Once his life settled though, it was turned to
ash. Little is known of the events that occured in that eventful village, that cold
winter night. But from the ashes of the dead, the empty screams of the night and
the bodies that littered the village rose a unifier. An uncorruptable, blood thirsty
monster out for revenge.

It is still debatable if Karzag is trying to save the world or simply aiming to kill as
many humans as he can whilst justifiying it as saving the world, it is still unclear if
his statements as a child still hold up, It is still unclear if Karzag truely is on the
side of the humans. But one thing really is clear.

Humans always said that Tieflings were demons, monsters and spawns of chaos.
And in their hate, they spawned a demon themselves.
TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Tiefling Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Fire Bolt
Minor Illusion
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Charm Person

Detect Magic
4
Expeditious Retreat

Fog Cloud
SPELLS KNOWN

Mage Armor

Magic Missile

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).

Hellish Resistance. Resistance to fire damage.

Infernal Legacy. You know thaumaturgy and can cast once per day. CHA is the spellcasting ability.

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

Transmutation cantrip Level-1 enchantment Level-1 divination


Thaumaturgy Charm Person Detect Magic
1 act. 30 ft V Up to 1 min 1 act. 30 ft V,S 1 hr 1 act. Self V,S Conc, 10 mins
You manifest a minor wonder, a sign of You attempt to charm a humanoid you can see For the duration, you sense the presence of
supernatural power, within range. You create within range. It must make a Wisdom saving magic within 30 feet of you. If you sense magic
one of the following magical effects within throw, and does so with advantage if you or in this way, you can use your action to see a
range: • Your voice booms up to three times as your companions are fighting it. If it fails the faint aura around any visible creature or
loud as normal for 1 minute. • You cause saving throw, it is charmed by you until the object in the area that bears magic, and you
flames to flicker, brighten, dim, or change spell ends or until you or your companions do learn its school of magic, if any. The spell can
color for 1 minute. • You cause harmless anything harmful to it. The charmed creature penetrate most barriers, but it is blocked by 1
tremors in the ground for 1 minute. • You regards you as a friendly acquaintance. When foot of stone, 1 inch of common metal, a thin
create an instantaneous sound that originates the spell ends, the creature knows it was sheet of lead, or 3 feet of wood or dirt.
from a point of your choice within range, such charmed by you. At Higher Levels. When you
as a rumble of thunder, the cry of a raven, or cast this spell using a spell slot of 2nd level or
ominous whispers. • You instantaneously higher, you can target one additional creature
cause an unlocked door or window to fly open for each slot level above 1st. The creatures
or slam shut. • You alter the appearance of must be within 30 feet of each other when you
your eyes for 1 minute. If you cast this spell target them.
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Tiefling DC 12 Mod +4 Wizard DC 13 Mod +5 Wizard DC 13 Mod +5

Level-1 transmutation Evocation cantrip Level-1 conjuration


Expeditious Retreat Fire Bolt Fog Cloud
1 b.a. Self V,S Conc, 10 mins 1 act. 120 ft V,S Inst 1 act. 120 ft V,S Conc, 1 hr
This spell allows you to move at an incredible You hurl a mote of fire at a creature or object You create a 20-foot-radius sphere of fog
pace. When you cast this spell, and then as a within range. Make a ranged spell attack centered on a point within range. The sphere
bonus action on each of your turns until the against the target. On a hit, the target takes spreads around corners, and its area is heavily
spell ends, you can take the Dash action. 1d10 fire damage. A flammable object hit by obscured. It lasts for the duration or until a
this spell ignites if it isn’t being worn or wind of moderate or greater speed (at least 10
carried. This spell’s damage increases by 1d10 miles per hour) disperses it. At Higher Levels.
when you reach 5th level (2d10), 11th level When you cast this spell using a spell slot of
(3d10), and 17th level (4d10). 2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above
1st.

Wizard DC 13 Mod +5 Wizard DC 13 Mod +5 Wizard DC 13 Mod +5

Level-1 abjuration Level-1 evocation Illusion cantrip


Mage Armor Magic Missile Minor Illusion
1 act. Touch V,S,M 8 hrs 1 act. 120 ft V,S Inst 1 act. 30 ft S,M 1 min
You touch a willing creature who isn't wearing You create three glowing darts of magical You create a sound or an image of an object
armor, and a protective magical force force. Each dart hits a creature of your choice within range that lasts for the duration. The
surrounds it until the spell ends. The target's that you can see within range. A dart deals 1d4 illusion also ends if you dismiss it as an action
base AC becomes 13 + its Dexterity modifier. + 1 force damage to its target. The darts all or cast this spell again. If you create a sound,
The spell ends if the target dons armor or if strike simultaneously, and you can direct its volume can range from a whisper to a
you dismiss the spell as an action. them to hit one creature or several. At Higher scream. It can be your voice, someone else's
Levels. When you cast this spell using a spell voice, a lion's roar, a beating of drums, or any
slot of 2nd level or higher, the spell creates other sound you choose. The sound continues
one more dart for each slot level above 1st. unabated throughout the duration, or you can
make discrete sounds at different times before
the spell ends. If you create an image of an
object—such as a chair, muddy 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) check against your spell save
Wizard DC 13 Mod +5 Wizard DC 13 Mod +5 Wizard DC 13 Mod +5
Page 1 (reverse)

Minor Illusion (reverse)


DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.
Page 2

Transmutation cantrip
Prestidigitation
1 act. 10 ft V,S Up to 1 hr
This spell is a minor magical trick that novice
spellcasters use for practice. You create one of
the following magical effects within range: •
You create an instantaneous, harmless
sensory effect, such as a shower of sparks, a
puff of wind, faint musical notes, or an odd
odor. • You instantaneously light or snuff out a
candle, a torch, or a small campfire. • You
instantaneously clean or soil an object no
larger than 1 cubic foot. • You chill, warm, or
flavor up to 1 cubic foot of nonliving material
for 1 hour. • You make a color, a small mark, or
a symbol appear on an object or a surface for 1
hour. • You create a nonmagical trinket or an
illusory image that can fit in your hand and
that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss
such an effect as an action.

Wizard DC 13 Mod +5
Page 2 (reverse)

You might also like