Professional Documents
Culture Documents
Darkvision. Accustomed to
PROFICIENCY BONUS
+2 twilit forests and the night sky,
15 +2 30 ft. you have superior vision in
ARMOR
INSPIRATION CLASS INITIATIVE SPEED
dark and dim conditions. You
can see in dim light within 60
-1 SAVING THROWS HIT POINT MAXIMUM feet of you as if it were bright
-1 -1 ATHLETICS 8
light, and in darkness as if it
9 were dim light. You can't
STRENGTH discern color in darkness,
CURRENT HIT POINTS
only shades of gray.!
!
+2 +2 SAVING THROWS
+2 ACROBATICS Keen Senses. You have
+2 SLEIGHT OF HAND
proficiency in the Perception
14 +2 STEALTH TEMPORARY HIT POINTS
skill.!
DEXTERITY
Total !
1d6 SUCCESSES
Fey Ancestry. You have
+2 +2 SAVING THROWS FAILURES
advantage on saving throws
HIT DICE DEATH SAVES
against beingTRAITS
charmed, and
14
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Spellcasting. As a student of
Quarterstaff +1 1d6 − 1 arcane magic, you have a
+4
◆
+6 SAVING THROWS
spellbook containing spells
●
+6 ARCANA
Dagger +4 1d4 + 2 that show the first
●
+6 HISTORY
18 +4 INVESTIGATION glimmerings of your true
INTELLIGENCE +4 NATURE
power. See chapter 10 for the
●
+6 RELIGION
general rules of spellcasting
+3
◆
+5 PERCEPTION
Cantrips:!
●
+5 SURVIVAL
! At 1st level, you know
+0 SAVING THROWS three cantrips of your choice
+0 +0 DECEPTION from the wizard spell list. You
+0 INTIMIDATION
learn an additional wizard
10 +0 PERFORMANCE
CHARISMA +0 PERSUASION cantrip of your choice at 4th
level, and another at 10th
PASSIVE WISDOM (PERCEPTION) level.!
15 ! !
ATTACKS FEATURES
NAME
SYMBOL
PERSONALITY TRAITS
IDEALS
BONDS
CHARACTER BACKSTORY
FLAWS
TREASURE
Intelligence 14 +6
Wizard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Fire Bolt
Mending
Mold Earth
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7 0
EPAR
SPELL NAME
ED
PR
Chromatic Orb
Comprehend Languages 4 0
Detect Magic
Find Familiar
SPELLS KNOWN
Healing Elixir
Mage Armor
8 0
2 0
5 0
9 0