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Wizard [School of Evocation] (5)

Noble
CLASS & LEVEL BACKGROUND PLAYER NAME
Elicia Khodil Human/Calishite Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
12 +2 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

9 PERSONALITY TRAITS

Hit Point Maximum 22


-1 Strength
DEXTERITY
+2 Dexterity

+2 ●
0 Constitution
+7 Intelligence
CURRENT HIT POINTS IDEALS

14 ●
+4 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

0 +2 Acrobatics (Dex) SUCCESSES

11 +1 Animal Handling (Wis)


5x(1d6+0)
FAILURES

+7 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+4 ●
+2 Deception (Cha)
+7 History (Int)
NAME ATK BONUS DAMAGE/TYPE

18 ●
+4 Insight (Wis)
Quarterstaff +2 1d6-1 bludgeoning
Backpack
WISDOM
+2 Intimidation (Cha)
+4 Investigation (Int)
Bag of Sand
+1 Medicine (Wis) Book
+1 +4 Nature (Int)
Clothes, fine
+1 Perception (Wis) Number of
13
+2 Performance (Cha)
Attacks: 1 Ink
CHARISMA

+5 Persuasion (Cha)
+4 Religion (Int)
Ink pen
+2 +2 Sleight of Hand (Dex) Knife, Small
15
+2 Stealth (Dex) Parchment x10
+1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Spellbook
Staff
11 PASSIVE WISDOM (PERCEPTION)
CP

SP
Tool Proficiencies: Dice Set
EP
Weapon Proficiencies:
Crossbow, light; Dagger;
Dart; Quarterstaff; Sling
GP
25
PP
Language Proficiencies:
Common; Orc; Primordial

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Elicia Khodil
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.
Wizard
Intelligence 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Fire Bolt Fireball
Light Lightning Bolt
Message
Shocking Grasp

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Burning Hands

Expeditious Retreat
4
Feather Fall

Hideous Laughter
SPELLS KNOWN

Jump

Magic Missile
Shield

Thunderwave

2 3
Darkness

Flaming Sphere
Misty Step
5
Scorching Ray

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 3, and each must be 5th level or
lower. (use once/day).

Evocation Savant. Time and money to copy an evocation spell


is halved.

Position of Privilege. Thanks to your noble birth, people are


inclined to think the best of you. You are welcome in high
society, and people assume you have the right to be wherever
you are. The common folk make every effort to accommodate
you and avoid your displeasure, and other people of high birth
treat you as a member of the same social sphere. You can
secure an audience with a local noble if you need to.

Sculpt Spells. Can choose up to 1 + spell's level creatures to


automatically save against your evocation spells and take no
damage.
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Burning Hands Darkness Expeditious Retreat


Wizard Level 1 Evocation DC 15 Spell Mod +7 Wizard Level 2 Evocation DC 15 Spell Mod +7 Wizard Level 1 Transmutation DC 15 Spell Mod +7
1 Act. Self V,S Inst 1 Act. 60 ft V,M Conc, 10 mins 1 B.A. Self V,S Conc, 10 mins
Bat fur and a drop of pitch or piece of coal

As you hold your hands with thumbs touching Magical darkness spreads from a point you This spell allows you to move at an incredible
and fingers spread, a thin sheet of flames choose within range to fill a 15-foot-radius pace. When you cast this spell, and then as a
shoots forth from your outstretched sphere for the duration. The darkness spreads bonus action on each of your turns until the
fingertips. Each creature in a 15-foot cone around corners. A creature with darkvision spell ends, you can take the Dash action.
must make a Dexterity saving throw. A can't see through this darkness, and
creature takes 3d6 fire damage on a failed nonmagical light can't illuminate it. If the
save, or half as much damage on a successful point you choose is on an object you are
one. The fire ignites any flammable objects in holding or one that isn't being worn or carried,
the area that aren't being worn or carried. At the darkness emanates from the object and
Higher Levels. When you cast this spell using a moves with it. Completely covering the source
spell slot of 2nd level or higher, the damage of the darkness with an opaque object, such as
increases by 1d6 for each slot level above 1st. a bowl or a helm, blocks the darkness. If any of
this spell's area overlaps with an area of light
created by a spell of 2nd level or lower, the
spell that created the light is dispelled.

Feather Fall Fire Bolt Fireball


Wizard Level 1 Transmutation DC 15 Spell Mod +7 Wizard - Evocation cantrip DC 15 Spell Mod +7 Wizard Level 3 Evocation DC 15 Spell Mod +7
1 reAct. 60 ft V,M 1 min 1 Act. 120 ft V,S Inst 1 Act. 150 ft V,S,M Inst
A small feather or piece of down A tiny ball of bat guano and sulfur

Choose up to five falling creatures within You hurl a mote of fire at a creature or object A bright streak flashes from your pointing
range. A falling creature's rate of descent within range. Make a ranged spell attack finger to a point you choose within range and
slows to 60 feet per round until the spell ends. against the target. On a hit, the target takes then blossoms with a low roar into an
If the creature lands before the spell ends, it 1d10 fire damage. A flammable object hit by explosion of flame. Each creature in a
takes no falling damage and can land on its this spell ignites if it isn’t being worn or 20-foot-radius sphere centered on that point
feet, and the spell ends for that creature. carried. This spell’s damage increases by 1d10 must make a Dexterity saving throw. A target
when you reach 5th level (2d10), 11th level takes 8d6 fire damage on a failed save, or half
(3d10), and 17th level (4d10). as much damage on a successful one. The fire
spreads around corners. It ignites flammable
objects in the area that aren't being worn or
carried. At Higher Levels. When you cast this
spell using a spell slot of 4th level or higher,
the damage increases by 1d6 for each slot level
above 3rd.

Flaming Sphere Hideous Laughter Jump


Wizard Level 2 Conjuration DC 15 Spell Mod +7 Wizard Level 1 Enchantment DC 15 Spell Mod +7 Wizard Level 1 Transmutation DC 15 Spell Mod +7
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 Act. Touch V,S,M 1 min
A bit of tallow, a pinch of brimstone, and a dusting of Tiny tarts and a feather that is waved in the air A grasshopper's hind leg
powdered iron

A 5-foot-diameter sphere of fire appears in an A creature of your choice that you can see You touch a creature. The creature's jump
unoccupied space of your choice within range within range perceives everything as distance is tripled until the spell ends.
and lasts for the duration. Any creature that hilariously funny and falls into fits of laughter
ends its turn within 5 feet of the sphere must if this spell affects it. The target must succeed
make a Dexterity saving throw. The creature on a Wisdom saving throw or fall prone,
takes 2d6 fire damage on a failed save, or half becoming incapacitated and unable to stand
as much damage on a successful one. As a up for the duration. A creature with an
bonus action, you can move the sphere up to Intelligence score of 4 or less isn't affected. At
30 feet. If you ram the sphere into a creature, the end of each of its turns, and each time it
that creature must make the saving throw takes damage, the target can make another
against the sphere's damage, and the sphere Wisdom saving throw. The target has
stops moving this turn. When you move the advantage on the saving throw if it's triggered
sphere, you can direct it over barriers up to 5 by damage. On a success, the spell ends.
feet tall and jump it across pits up to 10 feet
wide. The sphere ignites flammable objects
not being worn or carried, and it sheds bright
light in a 20-foot radius and dim light for an
additional 20 feet. At Higher Levels. When you
cast this spell using a spell slot of 3rd level or
Page 1 (reverse)

Flaming Sphere (reverse)


higher, the damage increases by 1d6 for each
slot level above 2nd.
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Light Lightning Bolt Magic Missile


Wizard - Evocation cantrip DC 15 Spell Mod +7 Wizard Level 3 Evocation DC 15 Spell Mod +7 Wizard Level 1 Evocation DC 15 Spell Mod +7
1 Act. Touch V,M 1 hr 1 Act. Self V,S,M Inst 1 Act. 120 ft V,S Inst
A firefly or phosphorescent moss A bit of fur and a rod of amber, crystal, or glass

You touch one object that is no larger than 10 A stroke of lightning forming a line 100 feet You create three glowing darts of magical
feet in any dimension. Until the spell ends, the long and 5 feet wide blasts out from you in a force. Each dart hits a creature of your choice
object sheds bright light in a 20-foot radius direction you choose. Each creature in the line that you can see within range. A dart deals 1d4
and dim light for an additional 20 feet. The must make a Dexterity saving throw. A + 1 force damage to its target. The darts all
light can be colored as you like. Completely creature takes 8d6 lightning damage on a strike simultaneously, and you can direct
covering the object with something opaque failed save, or half as much damage on a them to hit one creature or several. At Higher
blocks the light. The spell ends if you cast it successful one. The lightning ignites Levels. When you cast this spell using a spell
again or dismiss it as an action. If you target flammable objects in the area that aren't being slot of 2nd level or higher, the spell creates
an object held or worn by a hostile creature, worn or carried. At Higher Levels. When you one more dart for each slot level above 1st.
that creature must succeed on a Dexterity cast this spell using a spell slot of 4th level or
saving throw to avoid the spell. higher, the damage increases by 1d6 for each
slot level above 3rd.

Message Misty Step Scorching Ray


Wizard - Transmutation cantrip DC 15 Spell Mod +7 Wizard Level 2 Conjuration DC 15 Spell Mod +7 Wizard Level 2 Evocation DC 15 Spell Mod +7
1 Act. 120 ft V,S,M 1 Rnd 1 B.A. Self V Inst 1 Act. 120 ft V,S Inst
A short piece of copper wire

You point your finger toward a creature Briefly surrounded by silvery mist, you You create three rays of fire and hurl them at
within range and whisper a message. The teleport up to 30 feet to an unoccupied space targets within range. You can hurl them at one
target (and only the target) hears the message that you can see. target or several. Make a ranged spell attack
and can reply in a whisper that only you can for each ray. On a hit, the target takes 2d6 fire
hear. You can cast this spell through solid damage. At Higher Levels. When you cast this
objects if you are familiar with the target and spell using a spell slot of 3rd level or higher,
know it is beyond the barrier. Magical silence, you create one additional ray for each slot
1 foot of stone, 1 inch of common metal, a thin level above 2nd.
sheet of lead, or 3 feet of wood blocks the spell.
The spell doesn't have to follow a straight line
and can travel freely around corners or
through openings.

Shield Shocking Grasp Thunderwave


Wizard Level 1 Abjuration DC 15 Spell Mod +7 Wizard - Evocation cantrip DC 15 Spell Mod +7 Wizard Level 1 Evocation DC 15 Spell Mod +7
1 reAct. Self V,S 1 Rnd 1 Act. Touch V,S Inst 1 Act. Self V,S Inst

An invisible barrier of magical force appears Lightning springs from your hand to deliver a A wave of thunderous force sweeps out from
and protects you. Until the start of your next shock to a creature you try to touch. Make a you. Each creature in a 15-foot cube
turn, you have a +5 bonus to AC, including melee spell attack against the target. You have originating from you must make a
against the triggering attack, and you take no advantage on the attack roll if the target is Constitution saving throw. On a failed save, a
damage from magic missile. wearing armor made of metal. On a hit, the creature takes 2d8 thunder damage and is
target takes 1d8 lightning damage, and it can't pushed 10 feet away from you. On a successful
take reactions until the start of its next turn. save, the creature takes half as much damage
The spell's damage increases by 1d8 when you and isn't pushed. In addition, unsecured
reach 5th level (2d8), 11th level (3d8), and 17th objects that are completely within the area of
level (4d8). effect are automatically pushed 10 feet away
from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300
feet. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level
above 1st.
Page 2 (reverse)

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