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Wizard 1 Shade Fanatic

CLASS & LEVEL BACKGROUND PLAYER NAME FACTION

Human (Illuskan) True Neutral


RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER
CHARACTER NAME

INSPIRATION
STRENGTH They are out to get me. It's only my cunning that
13 +3 30' keeps me ahead of them.
-1 ARMOR Everyone has a choice; the one I make is always
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED right though.
9 PERSONALITY TRAITS

Hit Point Maximum 8


-1 Strength
I can do anything I put my mind to.
DEXTERITY
+3 Dexterity

+3 +2 Constitution
CURRENT HIT POINTS IDEALS
● +5 Intelligence
16 ● +2 Wisdom
They say the Shade broke the bonds of mortality.
+1 Charisma I want to find out how.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
Total 1d6
+3 Acrobatics (Dex) SUCCESSES I have little respect for those of low intelligence.
14
+0 Animal Handling (Wis) FAILURES

● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE -1 Athletics (Str)
● +3 Deception (Cha)
+3 NAME ATK BONUS DAMAGE/TYPE
Spellcasting. Intelligence is your spellcasting ability
+3 History (Int)
Dagger +5 d4+3 for your spells. The saving throw DC to resist a spell
16 +0 Insight (Wis) you cast is 13. Your attack bonus when you make an
attack with a spell is +5. See the rulebook for rules on
● +3 Intimidation (Cha) Ray of Frost +5 1d8 cold, -10'/spd casting your spells.
WISDOM ● +5 Investigation (Int)
Arcane Recovery: You can regain some of your
+0 Medicine (Wis) magical energy by studying your spellbook. Once per
+0 +3 Nature (Int)
Dagger: finesse, light, thrown (range 20/60) day during a short rest, you can choose to recover
expended spell slots witha combined level equal to or
Cantrips: You know light, mage hand, and ray of frost, less than half your wilzard level (rounded up).
+0 Perception (Wis)
10 and can cast them at will
+1 Performance (Cha) Ritual Casting: You can cast a spell as a ritual if that
Spell Slots: You have two 1st-level spell slots you can spell has the ritual tag and if you have the spell in your
+1 Persuasion (Cha) spellbook. You don't need to have the spell prepared.
CHARISMA use to cast your prepared spells.
+3 Religion (Int)
Prepared Spells: You prepare four 1st-level spells to
+1 +3 Sleight of Hand (Dex) make them available for you to cast, choosing from the
spells in your spellbook. See page 3 of this sheet.
+3 Stealth (Dex)
12
+0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION) Daggers (2)


CP Smoky crystal (Spellcasting Focus)
Spellbook

Armor: None SP Forgery Kit


Transparent cylinder of shadow that
Weapons: Daggers, darts, slings, quarterstaffs, light has no opening
crossbows Signet Ring
EP
Set of Fine Clothes
Tools: Forgery kit Scholar's Pack (backpack, book of
lore, bottle of ink, ink pen, 10 sheets
Languages: Common, Deep Speech, Netherese GP 13 of parchment, little bag of sand, small
knife)

PP Trinket: An hourglass that tells time


with falling mist instead of sand.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
AGE HEIGHT WEIGHT

EYES SKIN HAIR


CHARACTER NAME

Faction Rank FACTION


Suggested names:

Delacroix, Lycanter, Treboni(a/us), Alexandre(a),


Halavaar

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Feature: Secret Society. You have a special way of


When you were growing up in HIllsfar, the Red communicating with others who feel the same way you
Plumes worked together with the Mages Guild and do about the Shade. When you enter a village or larger
the Netherese, and together were slowly bringing city you can identify contacts who will give you
order to the decades of prior chaos. information on those that would hinder your goals and
those who would help you simply because of your
You took up the study of magic, but before finishing desire to see the Shade Enclave return in all its glory.
school, Netheril fell from power. The Netherese in
the city were purged and executed. Lifestyle: Moderate

You were deeply impressed by the injustice of this --


not merely the loss of life, but also the loss of arcane
power which could and should have been used to
help restore Hillsfar to greatness. You quickly
learned to mute your protestations, however, as the
Red Plumes were quick to stifle dissenting voices.

Having now completed your arcane training, you


have resolved to set out adventuring to learn what
you can of such power, with the hope that you might
somehow return the Shade Enclave to its former
grandeur. Only then could the might of a restored
Netheril be harnessed to make Hillsfar truly great
again.

ADDITIONAL FEATURES & TRAITS

TOTAL NON-CONSUMABLE MAGIC ITEMS

CHARACTER BACKSTORY TREASURE


TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
Int 13 +5
Wizard SPELLCASTING SPELL SAVE DC SPELL ATTACK
ABILITY BONUS

SPELLCASTING CLASS

0 CANTRIPS 3 6
Light

Mage Hand
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

● Charm Person
Comprehend Languages (Ritual)
4
Mage Armor

● Sleep
SPELLS KNOWN

● Shield
● Thunderwave

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

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