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Level 1 High Elf Wizard 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Silas
Sage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (12) 12 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Arcane Recovery. Once per day when you finish a
N
CIE C
short rest, you can choose expended spell slots to
+0 Strength recover. The spell slots can have a combined level
Y
PROFI

+0 that is equal to or less than 1.


+2 Dexterity

+1 Constitution ARMOR CLASS


DEXTERITY
✘ +7 Intelligence
MAXIMUM HIT DICE TEMPORARY

14 ✘ +2 Wisdom

-1 Charisma
7 1d6
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

13 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 ✘ +7 Arcana (Int) Darkvision

+0 Athletics (Str)
INTELLIGENCE -1 Deception (Cha)

20 ✘ +7 History (Int)
+0 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+5 ✘ +7 Investigation (Int)
+0 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+5 Nature (Int)

10 ✘ +2 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
-1 Performance (Cha) hours a day.
-1 Persuasion (Cha)
+0 ✘ +7 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

8 +0 Survival (Wis)
SKILLS

-1 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Sylvan, Draconic,


Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Silas
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

I’ve read every book in the world’s greatest


libraries— or I like to boast that I have.
There’s nothing I like more than a good mystery.

PERSONALITY TRAITS

Power. Knowledge is the path to power and


domination. (Evil)

IDEAL

I've been searching my whole life for the answer to a


certain question.

BOND

Most people scream and run when they see a


demon. I stop and take notes on its anatomy.

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +3 11 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard

CANTRIPS Chill Touch Control Flames


Create Bonfire

1ST LEVEL 2 SPELL SLOTS Color Spray Earth Tremor


Grease Ice Knife Illusory Script
Jump

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Acid Splash (High Elf)


Acid Splash Chill Touch Control Flames
Conjuration Cantrip Necromancy Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 120 feet RANGE 60 feet
DURATION Instantaneous DURATION 1 round DURATION Instantaneous or 1 hour (see below)
COMPONENTS V, S COMPONENTS V, S COMPONENTS S

You hurl a bubble of acid. Choose one creature you can see within You create a ghostly, skeletal hand in the space of a creature within You choose nonmagical flame that you can see within range and that
range, or choose two creatures you can see within range that are range. Make a ranged spell attack against the creature to assail it fits within a 5-foot cube. You affect it in one of the following ways:
within 5 feet of each other. A target must succeed on a Dexterity with the chill of the grave. On a hit, the target takes 1d8 necrotic • You instantaneously expand the flame 5 feet in one direction,
saving throw or take 1d6 acid damage. damage, and it can’t regain hit points until the start of your next turn. provided that wood or other fuel is present in the new location.
This spell’s damage increases by 1d6 when you reach 5th level Until then, the hand clings to the target. If you hit an undead target, • You instantaneously extinguish the flames within the cube.
(2d6), 11th level (3d6), and 17th level (4d6). it also has disadvantage on attack rolls against you until the end of • You double or halve the area of bright light and dim light cast by
your next turn. This spell’s damage increases by 1d8 when you reach the flame, change its color, or both. The change lasts for 1 hour.
5th level (2d8), 11th level (3d8), and 17th level (4d8). • You cause simple shapes—such as the vague form of a creature,
an inanimate object, or a location—to appear within the flames and
animate as you like. The shapes last for 1 hour.

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.

Cantrip (High Elf) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Princes of the Apocalypse

Create Bonfire Color Spray Earth Tremor


Conjuration Cantrip 1st-level illusion 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Self (15-foot cone) RANGE Self (10-foot radius)
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a pinch of powder or sand that is colored red, yellow, and COMPONENTS V, S
blue)

You create a bonfire on ground that you can see within range. Until A dazzling array of flashing, colored light springs from your hand. Roll You cause a tremor in the ground in a 10-foot radius. Each creature
the spells ends, the bonfire fills a 5-foot cube. Any creature in the 6d10, the total is how many hit points of creatures this spell can other than you in that area must make a Dexterity saving throw. On a
bonfire’s space when you cast the spell must succeed on a Dexterity effect. Creatures in a 15-foot cone originating from you are affected failed save, a creature takes 1d6 bludgeoning damage and is knocked
saving throw or take 1d8 fire damage. A creature must also make the in ascending order of their current hit points (ignoring unconscious prone. If the ground in that area is loose earth or stone, it becomes
saving throw when it enters the bonfire’s space for the first time on a creatures and creatures that can’t see). difficult terrain until cleared.
turn or ends its turn there. Starting with the creature that has the lowest current hit points, At Higher Levels. When you cast this spell using a spell slot of 2nd
The spell’s damage increases by 1d8 when you reach 5th level each creature affected by this spell is blinded until the end of your level or higher, the damage increases by 1d6 for each slot level above
(2d8), 11th level (3d8), and 17th level (4d8). next turn. Subtract each creature’s hit points from the total before 1st.
moving on to the creature with the next lowest hit points. A
creature’s hit points must be equal to or less than the remaining total
for the creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d10 for each slot level above 1st.

Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Princes of the Apocalypse

Grease Ice Knife Illusory Script


1st-level conjuration 1st-level conjuration 1st-level illusion (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 60 feet RANGE 60 feet RANGE Touch
DURATION 1 minute DURATION Instantaneous DURATION 10 days
COMPONENTS V, S, M (a bit of pork rind or butter) COMPONENTS S, M (a drop of water or piece of ice) COMPONENTS S, M (a lead-based ink worth at least 10 gp, which the spell
consumes)

Slick grease covers the ground in a 10-foot square centered on a You create a shard of ice and fling it at one creature within range. You write on parchment, paper, or some other suitable writing
point within range and turns it into difficult terrain for the duration. Make a ranged spell attack against the target. On a hit, the target material and imbue it with a potent illusion that lasts for the
When the grease appears, each creature standing in its area must takes 1d10 piercing damage. Hit or miss, the shard then explodes. duration. To you and any creatures you designate when you cast the
succeed on a Dexterity saving throw or fall prone. A creature that The target and each creature within 5 feet of the point where the ice spell, the writing appears normal, written in your hand, and conveys
enters the area or ends its turn there must also succeed on a exploded must succeed on a Dexterity saving throw or take 2d6 cold whatever meaning you intended when you wrote the text. To all
Dexterity saving throw or fall prone. damage. others, the writing appears as if it were written in an unknown or
At Higher Levels. When you cast this spell using a spell slot of 2nd magical script that is unintelligible. Alternatively, you can cause the
level or higher, the cold damage increases by 1d6 for each slot level writing to appear to be an entirely different message, written in a
above 1st. different hand and language, though the language must be one you
know. Should the spell be dispelled, the original script and the illusion
both disappear. A creature with truesight can read the hidden
message.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook
Jump
1st-level transmutation

CASTING TIME 1 action


RANGE Touch
DURATION 1 minute
COMPONENTS V, S, M (a grasshopper’s hind leg)

You touch a creature. The creature’s jump distance is tripled until the
spell ends.

Spellcasting (Wizard) Player’s Handbook


Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.

Elf Player’s Handbook Elf Player’s Handbook Elf Player’s Handbook

Arcane Recovery
Class Feature

You have learned to regain some of your magical energy by


studying your spellbook. Once per day when you finish a
short rest, you can choose expended spell slots to recover.
The spell slots can have a combined level that is equal to or
less than half your wizard level (rounded up), and none of
the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover
up to two levels worth of spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.

Wizard Player’s Handbook

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