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CLASS & LEVEL BACKGROUND PLAYER NAME

Lawful Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
CLASS
3 25
PROFICIENCY BONUS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY


Dexterity
Constitution
20
CURRENT HIT POINTS IDEALS
● Intelligence
● Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES



Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
Athletics (Str)

Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int) ? Poison Immunity. You are immune to
Insight (Wis)
poison damage and the poisoned
condition.? Poisonous Skin. Any
Intimidation (Cha)
creature that touches you with its bare
WISDOM Investigation (Int) skin for the first time on its turn or is

Medicine (Wis) touching you at the beginning of its turn
must succeed on a Constitution saving
Nature (Int)
throw. The save DC is equal to 8 + your
Perception (Wis) proficiency bonus + your Constitution
Performance (Cha) modifier. On a failed save, the creature
is poisoned until the start of its next turn
Persuasion (Cha)
CHARISMA Secrete Poison. As an action, you can
Religion (Int) apply your body’s poison to a melee
Sleight of Hand (Dex) weapon or up to 3 pieces of
ammunition. The poison loses its

Stealth (Dex)
potency after 1 minute. A creature
Survival (Wis) struck by a weapon or piece of
SKILLS ATTACKS & SPELLCASTING
ammunition poisoned in this way must
make a Constitution saving throw with
the same DC equal to 8 + your
PASSIVE WISDOM (PERCEPTION) proficiency bonus + your Constitution
CP modifier or be poisoned for 1 minute. A
poisoned creature can repeat the
SP
saving throw at the end of its turn.

? Water Dependency. If you fail to


EP
immerse yourself in water for at least 1
hour during a day, you suffer 1 level of
GP
exhaustion at the end of that day. You
can recover from this exhaustion only
through magic or by immersing yourself
PP in water for at least 1 hour. (Amphibious:
Breath air and water)

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
2,8 26
AGE HEIGHT WEIGHT

Red
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

adjust Density
At 2nd level, as an action, you can magically alter the weight of one object or
creature you can see within 30 feet of you. The object or creature must be
Large or smaller. The target's weight is halved or doubled for up to 1 minute or
until your concentration ends (as if you were concentrating on a spell).
While the weight of a creature is halved by this effect, the creature's speed
increases by 10 feet, it can jump twice as far as normal, and it has
disadvantage on Strength checks and Strength saving throws.
While the weight of a creature is doubled by this effect, the creature's speed is
reduced by 10 feet, and it has advantage on Strength checks and Strength
saving throws.
Upon reaching 10th level in this class, you can target an object or a creature
that is Huge or smaller.
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

Disguise self

2 2
Invisibility

Dragon's breath

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

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