Professional Documents
Culture Documents
Ico n s
Ga me‐ico n s.net u nde r t he CC 3.0 lice n s e.
Ico n A r ti st s
Lo r c
D elap ou ite
T he s e c h a r a c te r s he e t s a r e F R E E to u s e , s h a r e , a nd p r i nt u nde r CC 3 . 0 .
D o yo u l i ke t he c h a r a c te r s he e t s ? D o yo u w a nt to help o ut t he g u y who m a de t he m ? W hy no t b u y me a b e e r ?
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Warhammer +3 1d8+1 melee bludgeoning
R ACE: Hill Dwarf Sacred Flame * 1d8 120ft radiant
STATS
FEATURE S & TRAITS
STAT MOD SAV E
12 +1 +1 Knowledge Domain: Darkvision 60ft:
+4 instead of +2 on You see in dim light as if
ST RENGTH
checks relating to it were day, and in
10 +0 +0 history or religion. darkness as if it was dim
DEXT ERITY light.
Spellcasting:
15 +2 +2
You have spells, cantrips, Dwarven Resilience:
CONSTIT UTION
and rituals. Cantrips and Advantage on saves vs.
14 +2 +2 rituals can be cast any poison. Resistance to
I NT ELLIGENCE number of times. You can poison damage.
cast two spells per day .
16 +3 +5
W ISD OM
8 -1 +1
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(11) (16)
Armor: Weapons:
PROFICIENCIE S
Armor & Weapons: Other Equipment:
SPELLS
Command Healing Word
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V 1 Round 60ft Bonus Action V Instant 60ft
You say a one word command and the Target regains 1d4+3 HP.
target must make a WIS save or obey .
Target must understand the command
and can' t be undead.
Target regains 1d8+3 HP. Any creature trying to attack the target
must pass a WIS saving throw. Spell ends
if target attacks or casts a spell on an
enemy .
Guiding Bolt
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant 120ft
Target is granted a 1d4 bonus to a single A column of radiant light descends upon a
ability check of its choice. single target. They must make a DEX
save or take 1d8 radiant damage. Cover
does not help with the save.
Light
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,M 1 Hour Touch
CLA S S: Cleric
STATS
STAT MOD SAV E FEATURE S & TRAITS
15 +2 +2 Spellcasting: Darkvision 60ft:
ST RENGTH You have spells, cantrips, You see in dim light as if
and rituals. Cantrips and it were day, and in
8 -1 -1
rituals can be cast any darkness as if it was dim
DEXT ERITY
number of times. You can light.
14 +2 +2 cast two spells per day .
CONSTIT UTION Dwarven Resilience:
War Domain: Advantage on saves vs.
10 +0 +0
You can make an attack poison. Resistance to
I NT ELLIGENCE
as a bonus action twice poison damage.
15 +2 +4 per day .
W ISD OM
14 +2 +4
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(10) (18)
Armor: Weapons:
Chainmail Warhammer
DE ATH SAV E S Shield Handaxe
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Waterskin
Weapons Bedroll Holy Symbol (Book)
Belt Pouch Portable Ram
Skills & Tools: Fifty Feet Hemp Rope Tankard
Smith's Tools Messkit
Ten Days Rations
Languages: Tinderbox
Common & Dwarven Ten Torches GOLD
(15)
Mountain Dwarf Cleric +4 12
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Bless ( C o n c e n t r a t i o n ) Shield of Faith ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 30ft Bonus Action V,S,M 10 Minutes 60ft
Up to 3 creatures of your choice can add A shimmering field appears around the
1d4 to their attack rolls or saving throws. target granting it a +2 to AC.
Command
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V 1 Round 60ft
Divine Favor ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Bonus Action V,S 1 Minute Self
Resistance ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 60ft
30ft
HP AC SPEED EQUIPMENT
(8) (16)
Armor: Weapons:
Scale Mail Mace
DE ATH SAV E S Shield Javelin
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Light Armor, Medium Armor, Backpack Vestments
Shields, Simple Weapons, Alms Box Waterskin
Longbows, Longswords, & Blanket Holy Symbol (Amulet)
Shortswords Ten Candles Jars of Paint:
Skills & Tools: Censer Red, Yellow, & Green
Perception Two Blocks of Incense Paintbrush
Languages: Two Days Rations
Common, Elven, & Orcish Tinderbox GOLD
(15)
High Elf Cleric +4 12
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Bless ( C o n c e n t r a t i o n ) Faerie Fire ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 30ft Action V 1 Minute 60ft
Up to 3 creatures of your choice can add All targets within a 20ft cube who fail a
1d4 to their attack rolls or saving throws. DEX save are outlined in a dim light.
Attacks vs. the targets have advantage.
Invisible creatures/objects are revealed.
You fire a 15ft cone of flames from your If you hit you deal 4d6 radiant damage
fingers. Creatures in the area of ef fect and the next attack against the creature
3d6 dmg or half on a successful DEX has advantage.
save.
Cure Wounds
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant Touch
Target is granted a 1d4 bonus to a single Target object less than 10 cubic ft in size
ability check of its choice. sheds bright light for 20ft and dim light
for an additional 20ft.
You make up to 4 torch sized lights. A column of radiant light descends upon a
These lights move at your command and single target. They must make a DEX
can be merged into a humanoid shape of save or take 1d8 radiant damage. Cover
light. does not help with the save.
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Shortbow +5 1d6+3 80/320ft piercing
R ACE: Wood Elf Thorn Whip +5 1d6* 30ft piercing
35ft
HP AC SPEED EQUIPMENT
(9) (18)
Armor: Weapons:
Chainmail Dagger
DE ATH SAV E S Shield Shortbow
20 Arrows
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, Simple Backpack Waterskin
Weapons, Longbows, Bedroll Holy Symbol (Reliquary)
Longswords, & Shortswords Belt Pouch Basket
Fifty Feet Hemp Rope Fishing Pole
Skills & Tools: Messkit Fishing Line
Perception Ten Days Rations Fishing Tackle
Tinderbox
Languages: Ten Torches GOLD
Common & Elven (11)
Wood Elf Cleric +5 13
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Animal Friendship Cure Wounds
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 24 Hours 30ft Action V,S Instant Touch
Target beast with 3 or lower INT must Target regains 1d8+3 HP.
make a WIS save or be charmed by you.
Attacking the beast ends the spell.
Create or destroy 10 gallons of water. You can speak with beasts for the
Alternatively create 30 sqft of rain or duration of the spell.
dissipate 30 sqft of fog.
The target gets +1d4 on their next saving If the attack hits deal 1d6 piercing
throw. damage and if the target is large or
smaller you may pull the target up to 10ft
towards you.
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Lt Crossbow +5 1d8+3 80/320ft piercing
R ACE: Lightfoot Halfling Dagger +5 1d4+3 20/60ft piercing
CLA S S: Cleric
STATS
STAT MOD SAV E FEATURE S & TRAITS
8 -1 -1 Spellcasting: Brave:
ST RENGTH You have spells, cantrips, Adv. on saves vs. fear.
and rituals. Cantrips and
16 +3 +3
rituals can be cast any Halfling Nimbleness:
DEXT ERITY
number of times. You can You can move through a
12 +1 +1 cast two spells per day . larger creature's space.
CONSTIT UTION
Trickery Domain: Lucky:
10 +0 +0
As an action you can Reroll 1's on attacks,
I NT ELLIGENCE
touch a creature and ability checks, or saves.
15 +2 +4 grant it advantage on
W ISD OM stealth checks. Naturally Stealthy:
You can hide behind a
14 +2 +4 med or larger creature.
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(9) (14)
Armor: Weapons:
Leather Armor Dagger
DE ATH SAV E S Shield Light Crossbow
20 Bolts
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Light Armor, Medium Armor, Backpack Waterskin
Shields, & Simple Weapons Bedroll Holy Symbol (Amulet)
Belt Pouch Bag of Marbles
Languages: Fifty Feet Hemp Rope Metal File
Common & Halfling Messkit Jar of Lard
Ten Days Rations
Tinderbox
Ten Torches GOLD
(12)
Lightfoot Halfling Cleric +4 12
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Bane ( C o n c e n t r a t i o n ) Cure Wounds
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 30ft Action V,S Instant Touch
Target creature must make a WIS save You change your appearance to any
(with advantage if your party is fighting humanoid up to 1ft taller or shorter. A
it) or it regards you as a friend. successful investigation check vs. your
spell DC reveals the illusion.
Command
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V 1 Round 60ft
Target object less than 10 cubic ft in size Target dying creature is immediately
sheds bright light for 20ft and dim light stabilized.
for an additional 20ft.
Resistance ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 60ft
25ft
HP AC SPEED EQUIPMENT
(10) (18)
Armor: Weapons:
Chainmail Mace
DE ATH SAV E S Shield Javelin
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & Simple Backpack Vestments
Weapons Alms Box Waterskin
Blanket Holy Symbol (Emblem)
Languages: Ten Candles Small Tent
Common & Halfling Censer 2' Stick of Bamboo
Two Blocks of Incense
Two Days Rations
Tinderbox GOLD
(7)
Stout Halfling Cleric +4 12
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Bless ( C o n c e n t r a t i o n ) Healing Word
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 30ft Bonus Action V Instant 60ft
Target regains 1d8+5 HP. Any creature trying to attack the target
must pass a WIS saving throw. Spell ends
if target attacks or casts a spell on an
enemy .
Guiding Bolt
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant 120ft
The target gets +1d4 on their next saving Target dying creature is immediately
throw. stabilized.
Sacred Flame
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant 60ft
CLA S S: Cleric
STATS
STAT MOD SAV E FEATURE S & TRAITS
15 +2 +2 Spellcasting: Tempest Domain:
ST RENGTH You have spells, cantrips, Three times per day, as
and rituals. Cantrips and a reaction, you can force
11 +0 +0
rituals can be cast any someone within 5 ft who
DEXT ERITY
number of times. You can has just hit you to make
14 +2 +2 cast two spells per day . a DEX save or take 2d8
CONSTIT UTION lighting or thunder
damage (your choice.)
9 -1 -1
On a successful save
I NT ELLIGENCE
they take half damage.
16 +3 +5
W ISD OM
13 +1 +3
CH A RISM A
30ft
HP AC SPEED EQUIPMENT
(10) (18)
Armor: Weapons:
Chainmail Warhammer
DE ATH SAV E S Shield Trident
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Waterskin
Weapons Bedroll Holy Symbol (Reliquary)
Belt Pouch Block & Tackle
Languages: Fifty Feet Hemp Rope 5' x 5' Sack
Common & Orcish Messkit
Ten Days Rations
Tinderbox
Ten Torches GOLD
(10)
I Human Cleric +5 13
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Bane ( C o n c e n t r a t i o n ) Fog Cloud ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 30ft Action V,S 1 Hour 120ft
Up to 3 creatures of your choice must You create a heavy cloud of fog 20ft in
make a CHA save or get -1d4 to their radius. Anyone or anything in the cloud is
attack rolls and saving throws until the heavily obscured.
spell ends.
You say a one word command and the Target regains 1d4+3 HP.
target must make a WIS save or obey .
Target must understand the command
and can' t be undead.
Create or destroy 10 gallons of water. You blast all targets in a 15ft cube next
Alternatively create 30 sqft of rain or to you. Each target must make a CON
dissipate 30 sqft of fog. save. Fail: 2d8 thunder dmg and pushed
10ft. Success: Half damage, no push.
Resistance ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 60ft
14 +2 +2 Spellcasting:
CONSTIT UTION You have spells, cantrips,
and rituals. Cantrips and
11 +0 +0
rituals can be cast any
I NT ELLIGENCE
number of times. You can
16 +3 +5 cast two spells per day .
W ISD OM
15 +2 +4
CH A RISM A
30ft
HP AC SPEED EQUIPMENT
(10) (18)
Armor: Weapons:
Chainmail Mace
DE ATH SAV E S Shield Dagger
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & Simple Backpack Vestments
Weapons Alms Box Waterskin
Blanket Holy Symbol (Amulet)
Languages: Ten Candles Comb
Common & Goblin Censer Scissors
Two Blocks of Incense Large Sack
Two Days Rations
Tinderbox GOLD
(7)
II Human Cleric +5 13
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Bless ( C o n c e n t r a t i o n ) Healing Word
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 30ft Bonus Action V Instant 60ft
Target regains 1d8+6 HP. Any creature trying to attack the target
must pass a WIS saving throw. Spell ends
if target attacks or casts a spell on an
enemy .
Guiding Bolt
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant 120ft
The target gets +1d4 on their next saving Target dying creature is immediately
throw. stabilized.
Sacred Flame
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant 60ft
CLA S S: Fighter
STATS
STAT MOD SAV E FEATURE S & TRAITS
14 +2 +4 Defensive Fighter: Darkvision 60ft:
ST RENGTH While wearing heavy You see in dim light as if
armor you get +1 AC it were day, and in
12 +1 +1
(already calculated on darkness as if it was dim
DEXT ERITY
sheet.) light.
17 +3 +5
CONSTIT UTION Second Wind: Dwarven Resilience:
Use a bonus action to Advantage on saves vs.
10 +0 +0
recover 1d10+1 HP. You poison. Resistance to
I NT ELLIGENCE
must take a short rest poison damage.
14 +2 +2 before you do it again.
W ISD OM
8 -1 -1
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(14) (19)
Armor: Weapons:
Chainmail Warhammer
DE ATH SAV E S Shield Light Crossbow
20 Bolts
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Waterskin
Weapons Bedroll Manacles
Belt Pouch Tankard
Skills & Tools: Fifty Feet Hemp Rope
Smith's Tools Messkit
Ten Days Rations
Languages: Tinderbox
Common & Dwarven Ten Torches GOLD
(11)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Great Axe +5 1d12+3 melee slashing
R ACE: Mountain Dwarf Handaxe +5 1d6+3 20/60ft slashing
CLA S S: Fighter
STATS
STAT MOD SAV E FEATURE S & TRAITS
17 +3 +5 Great Weapon Fighter: Darkvision 60ft:
ST RENGTH Reroll 1's and 2's on You see in dim light as if
damage dice with two it were day, and in
8 -1 -1
handed melee weapons. darkness as if it was dim
DEXT ERITY
light.
16 +3 +5 Second Wind:
CONSTIT UTION Use a bonus action to Dwarven Resilience:
recover 1d10+1 HP. You Advantage on saves vs.
12 +1 +1
must take a short rest poison. Resistance to
I NT ELLIGENCE
before you do it again. poison damage.
13 +1 +1
W ISD OM
10 +0 +0
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(13) (16)
Armor: Weapons:
Chainmail Great Axe
DE ATH SAV E S Shield 2 Handaxes
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Ten Torches
Weapons Belt Pouch Waterskin
Crowbar Two Gallon Barrel
Skills & Tools: Fifty Feet Hemp Rope Two Gallons of Beer
Brewer's Supplies Hammer
Ten Pitons
Languages: Ten Days Rations
Common & Dwarven Tinderbox GOLD
(15)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Rapier +5 1d8+5 melee piercing
R ACE: High Elf Dagger +5 1d4+3 20/60ft piercing
12 +1 +1
CH A RISM A
30ft
HP AC SPEED EQUIPMENT
(11) (16)
Armor: Weapons:
Chainmail Rapier
DE ATH SAV E S 2 Daggers
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Ten Torches
Weapons Belt Pouch Waterskin
Crowbar Steel Mirror
Skills & Tools: Fifty Feet Hemp Rope Soap
Perception Hammer
Ten Pitons
Languages: Ten Days Rations
Common, Elven, & Orcish Tinderbox GOLD
(15)
High Elf Fighter +5 13
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
35ft
HP AC SPEED EQUIPMENT
(12) (14)
Armor: Weapons:
Leather Armor Longbow
DE ATH SAV E S 20 Arrows
Shortsword
PROFICIENCIE S Net
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Waterskin
Weapons Bedroll Extra Bow String
Belt Pouch Sewing Kit
Skills & Tools: Fifty Feet Hemp Rope Needle
Perception Messkit Thread
Ten Days Rations Pin Knife
Languages: Tinderbox
Common & Elven Ten Torches GOLD
(8)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Lt Crossbow +7 1d8+3 80/320ft piercing
R ACE: Lightfoot Halfling Shortsword +5 1d6+3 melee piercing
25ft
HP AC SPEED EQUIPMENT
(12) (16)
Armor: Weapons:
Chainmail Light Crossbow
DE ATH SAV E S 20 Bolts
Shortsword
PROFICIENCIE S Net
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Waterskin
Weapons Bedroll Extra Bow String
Belt Pouch Bag of Ball Bearings
Languages: Fifty Feet Hemp Rope Grappling Hook
Common & Halfling Messkit
Ten Days Rations
Tinderbox
Ten Torches GOLD
(6)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Shortsword x2 +5 1d6+3 melee piercing
R ACE: Stout Halfling Shortbow +5 1d6+3 80/320ft piercing
CLA S S: Fighter
STATS
STAT MOD SAV E FEATURE S & TRAITS
12 +1 +3 Second Wind: Halfling Nimbleness:
ST RENGTH Use a bonus action to You can move through a
recover 1d10+1 HP. You larger creature's space.
16 +3 +3
must take a short rest
DEXT ERITY
before you do it again. Lucky:
16 +3 +5 Reroll 1's on attacks,
CONSTIT UTION Two Weapon Fighter: ability checks, or saves.
Add ability modifier to
10 +0 +0
of fhand weapon damage Stout Resilience:
I NT ELLIGENCE
(already calculated on Advantage on saves vs.
8 -1 -1 sheet.) poison. Resistance to
W ISD OM poison damage.
Brave:
13 +1 +1 Adv. on saves vs. fear.
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(13) (16)
Armor: Weapons:
Chainmail Two Shortswords
DE ATH SAV E S Shortbow
20 Arrows
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Ten Torches
Weapons Belt Pouch Waterskin
Crowbar Fishing Pole
Languages: Fifty Feet Hemp Rope Fishing Tackle
Common & Halfling Hammer Chalk
Ten Pitons
Ten Days Rations
Tinderbox GOLD
(14)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Longsword +4 1d8+2 melee slashing
R ACE: I Human Lt Crossbow +3 1d8+1 80/320ft piercing
CLA S S: Fighter
STATS
STAT MOD SAV E FEATURE S & TRAITS
15 +2 +4 Protective Fighter:
ST RENGTH While wielding a shield
you can use your
14 +2 +2
reaction to impose
DEXT ERITY
disadvantage on an
16 +3 +5 attack against an ally
CONSTIT UTION within 5 ft of you.
11 +0 +0
Second Wind:
I NT ELLIGENCE
Use a bonus action to
9 -1 -1 recover 1d10+1 HP. You
W ISD OM must take a short rest
before you do it again.
13 +1 +1
CH A RISM A
30ft
HP AC SPEED EQUIPMENT
(13) (18)
Armor: Weapons:
Chainmail Longsword
DE ATH SAV E S Shield Light Crossbow
20 Bolts
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Waterskin
Weapons Bedroll Hunting Trap
Belt Pouch Iron Pot
Languages: Fifty Feet Hemp Rope
Common Messkit
Ten Days Rations
Tinderbox
Ten Torches GOLD
(7)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Great Sword +5 2d6+3 melee slashing
R ACE: II Human Javelin +5 1d6+3 30/120ft piercing
CLA S S: Fighter
STATS
STAT MOD SAV E FEATURE S & TRAITS
16 +3 +5 Great Weapon Fighter:
ST RENGTH Reroll 1's and 2's on
damage dice with two
15 +2 +2
handed melee weapons.
DEXT ERITY
14 +2 +4 Second Wind:
CONSTIT UTION Use a bonus action to
recover 1d10+1 HP. You
11 +0 +0
must take a short rest
I NT ELLIGENCE
before you do it again.
13 +1 +1
W ISD OM
9 -1 -1
CH A RISM A
30ft
HP AC SPEED EQUIPMENT
(12) (16)
Armor: Weapons:
Chainmail Great Sword
DE ATH SAV E S Two Javelins
PROFICIENCIE S
Armor & Weapons: Other Equipment:
All Armor, Shields, & All Backpack Ten Torches
Weapons Belt Pouch Waterskin
Crowbar Heavy Blanket
Languages: Fifty Feet Hemp Rope Whetstone
Common Hammer Signal Whistle
Ten Pitons
Ten Days Rations
Tinderbox GOLD
(14)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Shortsword +4 1d6+2 melee piercing
R ACE: Hill Dwarf ↪ Of fhand +4 1d6 melee piercing
25ft
HP AC SPEED EQUIPMENT
(12) (19)
Armor: Weapons:
Leather Armor Two Shortswords
DE ATH SAV E S Two Daggers
PROFICIENCIE S
Armor & Weapons: Light Armor, Other Equipment:
Simple Weapons, Battleaxes, Backpack Ten Torches
Hand Crossbows, Longswords, Belt Pouch Waterskin
Rapiers, Shortswords, & Crowbar Thieves' Tools
Warhammers Fifty Feet Hemp Rope Bottle of Whiskey
Skills & Tools: Athletics, Hammer Bottle of Rum
Brewer's Supplies, Intimidation, Ten Pitons
& Thieves' Tools Ten Days Rations
Languages: Common, Dwarven, Tinderbox GOLD
& Thieves' Cant (7)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Lt Crossbow +4 1d8+2 80/320 piercing
R ACE: Mountain Dwarf Shortsword +4 1d6+2 melee piercing
25ft
HP AC SPEED EQUIPMENT
(10) (13)
Armor: Weapons:
Leather Armor Light Crossbow
DE ATH SAV E S 20 Bolts
Shortsword
PROFICIENCIE S Two Daggers
Armor & Weapons: Light Armor, Other Equipment:
Medium Armor, Simple Weapons, Backpack Two Flasks of Oil
Battleaxes, Hand Crossbows, Bag of Ball Bearings Hooded Lantern
Longswords, Rapiers, Bell & 10ft String Five Days Rations
Shortswords, & Warhammers Belt Pouch Tinderbox
Skills & Tools: Investigation, Five Candles Waterskin
Smith's Tools, & Thieves' Tools Crowbar Block and Tackle
Languages: Common, Dwarven, Fifty Feet Hemp Rope Merchant Scale
& Thieves' Cant Hammer & Ten Pitons GOLD
(13)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Rapier +5 1d8+5 melee piercing
R ACE: High Elf Dagger +5 1d4+3 20/60 piercing
30ft
HP AC SPEED EQUIPMENT
(9) (14)
Armor: Weapons:
Leather Armor Rapier
DE ATH SAV E S Shortbow
Twenty Arrows
PROFICIENCIE S Two Daggers
Armor & Weapons: Light Armor, Other Equipment:
Simple Weapons, Hand Backpack Two Flasks of Oil
Crossbows, Longbows, Bag of Ball Bearings Hooded Lantern
Longswords, Rapiers, & Bell & 10ft String Five Days Rations
Shortswords Belt Pouch Tinderbox
Skills & Tools: Perception, Five Candles Waterskin
Sleight of Hand, & Thieves' Crowbar 5 Sheets Paper
Tools Fifty Feet Hemp Rope Scroll Case
Languages: Common, Elven, Hammer & Ten Pitons Quill & Ink GOLD
Goblin, & Thieves' Cant (12)
High Elf Rogue +5 13
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
35ft
HP AC SPEED EQUIPMENT
(9) (14)
Armor: Weapons:
Leather Armor Two Shortswords
DE ATH SAV E S Two Daggers
PROFICIENCIE S
Armor & Weapons: Light Armor, Other Equipment:
Simple Weapons, Hand Backpack Waterskin
Crossbows, Longbows, Bedroll Bag of Caltrops
Longswords, Rapiers, & Belt Pouch Large sack
Shortswords Fifty Feet Hemp Rope
Skills & Tools: Acrobatics, Messkit
Perception, Stealth, & Thieves' Ten Days Rations
Tools Tinderbox
Languages: Common, Elven, & Ten Torches GOLD
Thieves' Cant (9)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Rapier +5 1d8+3 melee piercing
R ACE: Lightfoot Halfling Shortbow +5 1d6+3 80/320 piercing
25ft
HP AC SPEED EQUIPMENT
(9) (14)
Armor: Weapons:
Leather Armor Rapier
DE ATH SAV E S Shortbow
20 Arrows
PROFICIENCIE S Two Daggers
Armor & Weapons: Other Equipment:
Light Armor, Simple Weapons, Backpack Waterskin
Hand Crossbows, Longswords, Bedroll Signet Ring
Rapiers, & Shortswords Belt Pouch Vial of Perfume
Skills & Tools: Fifty Feet Hemp Rope
Deception, Persuasion, & Messkit
Thieves' Tools Ten Days Rations
Languages: Tinderbox
Common, Halfling, & Thieves' Ten Torches GOLD
Cant (6)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Shortsword +5 1d6+3 melee piercing
R ACE: Stout Halfling ↪ Of fhand +5 1d6 melee piercing
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Light Armor, Simple Weapons, Backpack Two Flasks of Oil
Hand Crossbows, Longswords, Bag of Ball Bearings Hooded Lantern
Rapiers, & Shortswords Bell & 10ft String Five Days Rations
Skills & Tools: Belt Pouch Tinderbox
Stealth & Thieves' Tools Five Candles Waterskin
Languages: Crowbar Grappling Hook
Common, Halfling, & Thieves' Fifty Feet Hemp Rope Two Sacks
Cant Hammer & Ten Pitons GOLD
(7)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Shortsword +5 1d6+3 melee piercing
R ACE: I Human ↪ Of fhand +5 1d6 melee piercing
30ft
HP AC SPEED EQUIPMENT
(9) (14)
Armor: Weapons:
Leather Armor Two Shortswords
DE ATH SAV E S Two Daggers
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Light Armor, Simple Weapons, Backpack Waterskin
Hand Crossbows, Longswords, Bedroll Tankard
Rapiers, & Shortswords Belt Pouch Pitcher
Skills & Tools: Fifty Feet Hemp Rope Scarf
Acrobatics, Persuasion, & Messkit
Thieves' Tools Ten Days Rations
Languages: Tinderbox
Common, Elven, & Thieves' Cant Ten Torches GOLD
(9)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Rapier +5 1d8+3 melee piercing
R ACE: II Human Shortbow +5 1d6+3 80/320 piercing
30ft
HP AC SPEED EQUIPMENT
(8) (14)
Armor: Weapons:
Leather Armor Rapier
DE ATH SAV E S Shortbow
20 Arrows
PROFICIENCIE S Two Daggers
Armor & Weapons: Other Equipment:
Light Armor, Simple Weapons, Backpack Ten Torches
Hand Crossbows, Longswords, Belt Pouch Waterskin
Rapiers, & Shortswords Crowbar Caltrops
Skills & Tools: Fifty Feet Hemp Rope
Sleight of Hand, Stealth, & Hammer
Thieves' Tools Ten Pitons
Languages: Ten Days Rations
Common, Goblin, & Thieves' Tinderbox GOLD
Cant (9)
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Dagger +4 1d4+2 20/60ft piercing
R ACE: Hill Dwarf Shocking Grasp +4* 1d8* melee lightning
CLA S S: Wizard
STATS
STAT MOD SAV E FEATURE S & TRAITS
8 -1 -1 Arcane Recovery: Darkvision 60ft:
ST RENGTH Once per day you can You see in dim light as if
regain one spell slot it were day, and in
14 +2 +2
after a short rest. darkness as if it was dim
DEXT ERITY
light.
14 +2 +2 Spellcasting:
CONSTIT UTION You have spells, cantrips, Dwarven Resilience:
and rituals. Cantrips and Advantage on saves vs.
15 +2 +4
rituals can be cast any poison. Resistance to
I NT ELLIGENCE
number of times. You can poison damage.
14 +2 +4 cast two spells per day .
W ISD OM
10 +0 +0
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(9) (12)
Armor: Weapons:
Dagger
DE ATH SAV E S
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Battleaxes, Daggers, Darts, Backpack Waterskin
Handaxes, Light Crossbows, Bedroll Arcane Focus (Rod)
Light Hammers, Quarterstaf fs, Belt Pouch Spellbook
Slings, & Warhammers Fifty Feet Hemp Rope Small Chest
Skills & Tools: Messkit Tankard
Mason's Tools Ten Days Rations
Languages: Tinderbox
Common & Dwarven Ten Torches GOLD
(9)
Hill Dwarf Wizard +4 12
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Feather Fall ( C o n c e n t r a t i o n ) Thunder Wave
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Reaction V,M 1 Minute 60ft Action V,S Instant 15ft
Targets up to five falling allies. Their fall You blast all targets in a 15ft cube next
speed is reduced and they take no falling to you. Each target must make a CON
damage if they land before the spell ends. save. Fail: 2d8 thunder dmg and pushed
10ft. Success: Half damage, no push.
Grease ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 60ft
Repairs a tear or break in an object. The Create a floating plane of force 3ft in
tear or break can' t be larger than one diameter that can hold up to 500lbs. The
cubic foot. disk automatically follows you staying
within 20ft at all times.
You point your finger at a target and You can understand any spoken language
whisper a message. Only the target hears you hear. You can read any written
the message and can whisper a reply that language you touch.
only you can hear.
Shocking Grasp
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant Touch
10 +0 +0
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(9) (11)
Armor: Weapons:
Dagger
DE ATH SAV E S
PROFICIENCIE S
Armor & Weapons: Light Armor, Other Equipment:
Medium Armor, Battleaxes, Backpack Arcane Focus (Crystal)
Daggers, Darts, Handaxes, Belt Pouch Spellbook
Light Crossbows, Light Book of Lore Iron Pot
Hammers, Quarterstaf fs, Bottle of Ink Three Vials
Slings, & Warhammers Ink Pen
Skills & Tools: Brewer's Parchment (10 Sheets)
Supplies Little Bag of Sand
Languages: Common & Dwarven Small Knife GOLD
(8)
Mountain Dwarf Wizard +4 12
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Burning Hands Shield
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant 15ft Reaction V,S 1 Round Self
You fire a 15ft cone of flames from your Cast in response to being hit and gain a
fingers. Creatures in the area of ef fect +5 AC bonus. If the attack won' t hit your
3d6 dmg or half on a successful DEX new AC, it misses instead. You keep the
save. +5 AC until your next turn.
Fog Cloud ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S 1 Hour 120ft
Hurl a bubble of acid at up to two targets A mental or audible alarm sounds when an
within 5ft of each other. Targets must unknown creature enters a space that
make a DEX save or take 1d6 acid you define that is no larger than 20 cubic
damage. feet.
You draw a warding sigil in the air. Until While this spell is in ef fect you can sense
the end of your next turn you have magic nearby . When you do you can use
resistance to slashing, piercing, & an action to determine the location and
bludgeoning damage. type of magic.
Light
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,M 1 Hour Touch
12 +1 +1
CH A RISM A
30ft
HP AC SPEED EQUIPMENT
(6) (13)
Armor: Weapons:
Dagger
DE ATH SAV E S
PROFICIENCIE S
Armor & Weapons: Daggers, Other Equipment:
Darts, Light Crossbows, Backpack Arcane Focus (Wand)
Longbows, Longswords, Belt Pouch Spellbook
Quarterstaf fs, Shortbows, Book of Lore Five Candles
Shortswords, & Slings Bottle of Ink Scroll Case
Skills & Tools: Perception Ink Pen Signet Ring
Languages: Common, Draconic, Parchment (10 Sheets) Sealing Wax
& Elven Little Bag of Sand
Small Knife GOLD
(8)
High Elf Wizard +5 13
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Charm Person Magic Missile
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S 1 Hour 30ft Action V,S Instant 120ft
Target creature must make a WIS save You fire three glowing darts of energy .
(with advantage if your party is fighting The darts automatically hit and deal 1d4+1
it) or it regards you as a friend. force damage each. You may divide the
darts up among multiple targets.
You create a heavy cloud of fog 20ft in Cast in response to being hit and gain a
radius. Anyone or anything in the cloud is +5 AC bonus. If the attack won' t hit your
heavily obscured. new AC, it misses instead. You keep the
+5 AC until your next turn.
You hurl a small ball of fire at the target Fires a beam of frost at one target. If it
doing 1d10 points of fire damage if it hits. hits it causes 1d8 cold damage and
It will ignite flammable objects not being reduces its speed by 10 ft until the start
carried or worn. of your next turn.
Target object less than 10 cubic ft in size You summon an invisible force to do your
sheds bright light for 20ft and dim light will. The invisible force can do any simple
for an additional 20ft. or menial task. It has a STR of 2 and 1 HP.
You create a spectral floating hand that While this spell is in ef fect you can sense
you can control by using your action. The magic nearby . When you do you can use
hand can manipulate objects and can lift an action to determine the location and
up to 10 pounds. type of magic.
CHARACTER INFO AT TACKS
NAM E: NAM E AT K DMG R A NGE TY PE
CONCE PT: Dagger +5 1d4+3 20/60ft piercing
R ACE: Wood Elf Poison Spray * 1d12 10ft poison
CLA S S: Wizard
STATS
STAT MOD SAV E FEATURE S & TRAITS
10 +0 +0 Arcane Recovery: Darkvision 60ft:
ST RENGTH Once per day you can You see in dim light as if
regain one spell slot it were day, and in
16 +3 +3
after a short rest. darkness as if it was dim
DEXT ERITY
light.
12 +1 +1 Spellcasting:
CONSTIT UTION You have spells, cantrips, Fey Ancestry:
and rituals. Cantrips and Advantage on saves vs.
15 +2 +4
rituals can be cast any being charmed. Magic
I NT ELLIGENCE
number of times. You can can' t put you to sleep.
14 +2 +4 cast two spells per day .
W ISD OM Mask of the Wild:
You can attempt to hide
8 -1 -1 even when in light foliage
CH A RISM A or rain.
35ft
HP AC SPEED EQUIPMENT
(7) (13)
Armor: Weapons:
Dagger
DE ATH SAV E S
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Daggers, Darts, Light Backpack Waterskin
Crossbows, Longbows, Bedroll Arcane Focus (Pouch)
Longswords, Quarterstaf fs, Belt Pouch Spellbook
Shortbows, Shortswords, & Fifty Feet Hemp Rope Knuckle Bones
Slings Messkit Steel Mirror
Skills & Tools: Ten Days Rations
Perception Tinderbox
Languages: Ten Torches GOLD
Common & Elven (8)
Wood Elf Wizard +4 12
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Disguise Self ( C o n c e n t r a t i o n ) Witch Bolt ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Bonus Action V,S 1 Minute Self Action V,S,M 1 Minute 30ft
You change your appearance to any If the attack hits deal 1d12 lightning
humanoid up to 1ft taller or shorter. A damage. Each round after that you can
successful investigation check vs. your sustain the spell for 1 action doing an
spell DC reveals the illusion. additional 1d12 lightning damage.
Sleep
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 90ft
Repairs a tear or break in an object. The You can understand any spoken language
tear or break can' t be larger than one you hear. You can read any written
cubic foot. language you touch.
A puf f of noxious gas projects from your While this spell is in ef fect you can sense
hand. Target must make a CON save or magic nearby . When you do you can use
take 1d12 poison damage. an action to determine the location and
type of magic.
True Strike
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action S 1 Round 30ft
CLA S S: Wizard
STATS
STAT MOD SAV E FEATURE S & TRAITS
8 -1 -1 Arcane Recovery: Brave:
ST RENGTH Once per day you can Adv. on saves vs. fear.
regain one spell slot
14 +2 +2
after a short rest. Halfling Nimbleness:
DEXT ERITY
You can move through a
12 +1 +1 Spellcasting: larger creature's space.
CONSTIT UTION You have spells, cantrips,
and rituals. Cantrips and Lucky:
14 +2 +4
rituals can be cast any Reroll 1's on attacks,
I NT ELLIGENCE
number of times. You can ability checks, or saves.
10 +0 +2 cast two spells per day .
W ISD OM Naturally Stealthy:
You can hide behind a
16 +3 +3 med or larger creature.
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(7) (12)
Armor: Weapons:
Dagger
DE ATH SAV E S
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Daggers, Darts, Light Backpack Arcane Focus (Crystal)
Crossbows, Quarterstaf fs, & Belt Pouch Spellbook
Slings Book of Lore Vial of Perfume
Bottle of Ink Silver Amulet
Languages: Ink Pen
Common & Halfling Parchment (10 Sheets)
Little Bag of Sand
Small Knife GOLD
(6)
Lightfoot Halfling Wizard +4 12
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Charm Person Tasha's Hideous Laughter ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S 1 Hour 30ft Action V,S,M 1 Minute 30ft
Target creature must make a WIS save Target makes a WIS save or can' t act
(with advantage if your party is fighting due to laughter. It saves again at the end
it) or it regards you as a friend. of each turn or when it takes damage
(w/advantage if due to damage.)
Sleep
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Minute 90ft
You have advantage on all CHA checks A mental or audible alarm sounds when an
against one creature that isn' t hostile unknown creature enters a space that
towards you. At the end of the spell the you define that is no larger than 20 cubic
creature becomes hostile. feet.
You create a spectral floating hand that While this spell is in ef fect you can sense
you can control by using your action. The magic nearby . When you do you can use
hand can manipulate objects and can lift an action to determine the location and
up to 10 pounds. type of magic.
Poison Spray
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant 10ft
CLA S S: Wizard
STATS
STAT MOD SAV E FEATURE S & TRAITS
8 -1 -1 Arcane Recovery: Halfling Nimbleness:
ST RENGTH Once per day you can You can move through a
regain one spell slot larger creature's space.
16 +3 +3
after a short rest.
DEXT ERITY
Lucky:
14 +2 +2 Spellcasting: Reroll 1's on attacks,
CONSTIT UTION You have spells, cantrips, ability checks, or saves.
and rituals. Cantrips and
15 +2 +4
rituals can be cast any Stout Resilience:
I NT ELLIGENCE
number of times. You can Advantage on saves vs.
10 +0 +2 cast two spells per day . poison. Resistance to
W ISD OM poison damage.
Brave:
12 +1 +1 Adv. on saves vs. fear.
CH A RISM A
25ft
HP AC SPEED EQUIPMENT
(8) (13)
Armor: Weapons:
Dagger
DE ATH SAV E S
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Daggers, Darts, Light Backpack Waterskin
Crossbows, Quarterstaf fs, & Bedroll Arcane Focus (Wand)
Slings Belt Pouch Spellbook
Fifty Feet Hemp Rope Deck of Cards
Languages: Messkit Basket
Common & Halfling Ten Days Rations
Tinderbox
Ten Torches GOLD
(6)
Stout Halfling Wizard +4 12
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Color Spray Silent Image ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Round 15ft Action V,S,M 10 Minutes 60ft
A cone of light blinds up to 6d10 HP of You make a silent illusion that fits in a
creatures. The creatures are af fected in 15ft cube. It can be animated. An
ascending order of HP. investigate check vs your spell save DC
reveals it to be an illusion.
Disguise Self ( C o n c e n t r a t i o n )
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Bonus Action V,S 1 Minute Self
You make up to 4 torch sized lights. You create an illusion of text that only
These lights move at your command and you and your allies can read. To all
can be merged into a humanoid shape of others it appears illegible or as a
light. dif ferent message.
You create a visual or auditory illusion. You summon an invisible force to do your
Auditory illusions can range from a will. The invisible force can do any simple
whisper to a scream. Visual illusions must or menial task. It has a STR of 2 and 1 HP.
fit within a 5ft cube.
Ray of Frost
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant 60ft
CLA S S: Wizard
STATS
STAT MOD SAV E FEATURE S & TRAITS
11 +0 +0 Arcane Recovery:
ST RENGTH Once per day you can
regain one spell slot
13 +1 +1
after a short rest.
DEXT ERITY
14 +2 +2 Spellcasting:
CONSTIT UTION You have spells, cantrips,
and rituals. Cantrips and
16 +3 +5
rituals can be cast any
I NT ELLIGENCE
number of times. You can
15 +2 +4 cast two spells per day .
W ISD OM
9 -1 -1
CH A RISM A
30ft
HP AC SPEED EQUIPMENT
(8) (11)
Armor: Weapons:
Quarterstaf f
DE ATH SAV E S
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Daggers, Darts, Light Backpack Arcane Focus (Orb)
Crossbows, Quarterstaf fs, & Belt Pouch Spellbook
Slings Book of Lore Five Candles
Bottle of Ink Pitcher
Languages: Ink Pen
Common & Draconic Parchment (10 Sheets)
Little Bag of Sand
Small Knife GOLD
(9)
I Human Wizard +5 13
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
False Life Ray of Sickness
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Hour Self Action V,S Instant 60ft
Bolstering yourself with necromantic If the attack hits the target takes 2d8
energy you gain 1d4+4 temporary HP for poison damage and makes a CON save or
the duration of the spell. is poisoned until the end of your next
turn.
Extra planars/undead have disadvantage If the attack hits deal 1d12 lightning
on attacks vs. the target. They cannot damage. Each round after that you can
charm, frighten, or possess him. He has sustain the spell for 1 action doing an
advantage to end these ef fects. additional 1d12 lightning damage.
You draw a warding sigil in the air. Until You create an illusion of text that only
the end of your next turn you have you and your allies can read. To all
resistance to slashing, piercing, & others it appears illegible or as a
bludgeoning damage. dif ferent message.
If you hit you deal 1d8 necrotic damage You summon an invisible force to do your
and the target can' t be healed until the will. The invisible force can do any simple
start of your next turn. If undead it also or menial task. It has a STR of 2 and 1 HP.
gets disadvantage attacking you.
Message
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S,M 1 Round 120ft
CLA S S: Wizard
STATS
STAT MOD SAV E FEATURE S & TRAITS
9 -1 -1 Arcane Recovery:
ST RENGTH Once per day you can
regain one spell slot
15 +2 +2
after a short rest.
DEXT ERITY
13 +1 +1 Spellcasting:
CONSTIT UTION You have spells, cantrips,
and rituals. Cantrips and
16 +3 +5
rituals can be cast any
I NT ELLIGENCE
number of times. You can
14 +2 +4 cast two spells per day .
W ISD OM
11 +0 +0
CH A RISM A
30ft
HP AC SPEED EQUIPMENT
(7) (12)
Armor: Weapons:
Dagger
DE ATH SAV E S
PROFICIENCIE S
Armor & Weapons: Other Equipment:
Daggers, Darts, Light Backpack Waterskin
Crossbows, Quarterstaf fs, & Bedroll Arcane Focus (Wand)
Slings Belt Pouch Spellbook
Fifty Feet Hemp Rope Signal Whistle
Languages: Messkit Five Vials
Common & Elven Ten Days Rations
Tinderbox
Ten Torches GOLD
(6)
II Human Wizard +5 13
CH A R AC T E R SPE LL AT TAC K B ON US SPE LL SAV E D C
SPELLS
Burning Hands Shield
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,S Instant 15ft Reaction V,S 1 Round Self
You fire a 15ft cone of flames from your Cast in response to being hit and gain a
fingers. Creatures in the area of ef fect +5 AC bonus. If the attack won' t hit your
3d6 dmg or half on a successful DEX new AC, it misses instead. You keep the
save. +5 AC until your next turn.
You fire three glowing darts of energy . You blast all targets in a 15ft cube next
The darts automatically hit and deal 1d4+1 to you. Each target must make a CON
force damage each. You may divide the save. Fail: 2d8 thunder dmg and pushed
darts up among multiple targets. 10ft. Success: Half damage, no push.
You make up to 4 torch sized lights. While this spell is in ef fect you can sense
These lights move at your command and magic nearby . When you do you can use
can be merged into a humanoid shape of an action to determine the location and
light. type of magic.
You hurl a small ball of fire at the target You can understand any spoken language
doing 1d10 points of fire damage if it hits. you hear. You can read any written
It will ignite flammable objects not being language you touch.
carried or worn.
Light
CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE CA ST I NG T I M E COM P ON E N T S DU R AT ION R A NGE
Action V,M 1 Hour Touch