You are on page 1of 8

Wizard [School of Illusion] (4)

Charlatan laez
CLASS & LEVEL BACKGROUND PLAYER NAME
KRYSS Goblin Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +3 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 26


-1 Strength
DEXTERITY
+3 Dexterity

+3 ●
+2 Constitution
+5 Intelligence
CURRENT HIT POINTS IDEALS

16 ●
+1 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +3 Acrobatics (Dex) SUCCESSES

14 -1 Animal Handling (Wis)


4x(1d6+2)
FAILURES

+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+3 ●
+4 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

16 -1 Insight (Wis)
Dagger +5 1d4+3 piercing
Backpack
WISDOM ●
+2 Intimidation (Cha)
+5 Investigation (Int)
Bag of Sand
-1 Medicine (Wis) Book
-1 +3 Nature (Int)
Clothes, fine
-1 Perception (Wis) Number of
9
+2 Performance (Cha)
Attacks: 1 Disguise Kit
CHARISMA
+2 Persuasion (Cha)
+3 Religion (Int)
Goggles Of Night
+2 ●
+5 Sleight of Hand (Dex) Ink
14
+3 Stealth (Dex)
Survival (Wis)
Ink pen
-1

SKILLS ATTACKS & SPELLCASTING


Knife, Small
Orb
9 PASSIVE WISDOM (PERCEPTION)
CP Parchment x10
SP
Playing Card Set
Tool Proficiencies: Disguise Pouch
Kit; Forgery Kit EP
Spellbook
Weapon Proficiencies:
Crossbow, light; Dagger;
GP
15
Dart; Quarterstaff; Sling PP

Language Proficiencies:
Common; Goblin
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
9 piquininim leve demais
AGE HEIGHT WEIGHT
KRYSS ameryellow verdre pastel de feira vencido castanho verde tipo aquele musguinho de ralo que fica a bosta presa sabe?

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 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Fire Bolt
Mage Hand
Message
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Charm Person

Disguise Self
4
Mage Armor

Magic Missile
SPELLS KNOWN

Shield

Silent Image
Sleep

Witch Bolt

2 3
Blindness/Deafness

Invisibility
Phantasmal Force
5
Scorching Ray

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

Darkvision: 120 ft.

-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell slots
totalling no more than 2, and each must be 5th level or lower. (use
once/day).

Equipment. You possess the tools of the con of your choice. Choose
from the following and add it to your inventory manually.

- ten stoppered bottles filled with colored liquid


- a set of weighted dice
- a deck of marked cards
- a signet ring of an imaginary duke.

False Identity. You have created a second identity that includes


documentation, established acquaintances, and disguises that allow
you to assume that persona. Additionally, you can forge documents
including official papers and personal letters, as long as you have seen
an example of the kind of document or the handwriting you are trying to
copy.

Fury of the Small. When you damage a creature with an attack or a


spell and the creature's size is larger than yours, you can cause the
attack or spell to deal extra damage to the creature. The extra damage
equals your level. Once you finish this trait, you can't use it again until
you finish a short or long rest.

Illusion Savant. Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an illusion spell into your
spellbook is halved.

Improved Minor Illusion. When you choose this school at 2nd level, you
learn the minor illusion cantrip. If you already know this cantrip, you
learn a different wizard cantrip of your choice. The cantrip doesn't
count against your number of cantrips known. When you cast minor
illusion, you can create both a sound and an image with a single
casting of the spell.

Nimble Escape. You can take the Disengage or Hide action as a bonus
action on each of your turns.
Page 1

Blindness/Deafness Charm Person Disguise Self


Wizard Level 2 Necromancy DC 13 Spell Mod +5 Wizard Level 1 Enchantment DC 13 Spell Mod +5 Wizard Level 1 Illusion DC 13 Spell Mod +5
1 Act. 30 ft V 1 min 1 Act. 30 ft V,S 1 hr 1 Act. Self V,S 1 hr

You can blind or deafen a foe. Choose one You attempt to charm a humanoid you can see You make yourself—including your clothing,
creature that you can see within range to make within range. It must make a Wisdom saving armor, weapons, and other belongings on
a Constitution saving throw. If it fails, the throw, and does so with advantage if you or your person look different until the spell ends
target is either blinded or deafened (your your companions are fighting it. If it fails the or until you use your action to dismiss it. You
choice) for the duration. At the end of each of saving throw, it is charmed by you until the can seem 1 foot shorter or taller and can
its turns, the target can make a Constitution spell ends or until you or your companions do appear thin, fat, or in between. You can't
saving throw. On a success, the spell ends. At anything harmful to it. The charmed creature change your body type, so you must adopt a
Higher Levels. When you cast this spell using a regards you as a friendly acquaintance. When form that has the same basic arrangement of
spell slot of 3rd level or higher, you can target the spell ends, the creature knows it was limbs. Otherwise, the extent of the illusion is
one additional creature for each slot level charmed by you. At Higher Levels. When you up to you. The changes wrought by this spell
above 2nd. cast this spell using a spell slot of 2nd level or fail to hold up to physical inspection. For
higher, you can target one additional creature example, if you use this spell to add a hat to
for each slot level above 1st. The creatures your outfit, objects pass through the hat, and
must be within 30 feet of each other when you anyone who touches it would feel nothing or
target them. would feel your head and hair. If you use this
spell to appear thinner than you are, the hand
of someone who reaches out to touch you
would bump into you while it was seemingly
still in midair. To discern that you are

Fire Bolt Invisibility Mage Armor


Wizard - Evocation cantrip DC 13 Spell Mod +5 Wizard Level 2 Illusion DC 13 Spell Mod +5 Wizard Level 1 Abjuration DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst 1 Act. Touch V,S,M Conc, 1 hr 1 Act. Touch V,S,M 8 hrs
An eyelash encased in gum arabic A piece of cured leather

You hurl a mote of fire at a creature or object A creature you touch becomes invisible until You touch a willing creature who isn't wearing
within range. Make a ranged spell attack the spell ends. Anything the target is wearing armor, and a protective magical force
against the target. On a hit, the target takes or carrying is invisible as long as it is on the surrounds it until the spell ends. The target's
1d10 fire damage. A flammable object hit by target's person. The spell ends for a target that base AC becomes 13 + its Dexterity modifier.
this spell ignites if it isn’t being worn or attacks or casts a spell. At Higher Levels. The spell ends if the target dons armor or if
carried. This spell’s damage increases by 1d10 When you cast this spell using a spell slot of you dismiss the spell as an action.
when you reach 5th level (2d10), 11th level 3rd level or higher, you can target one
(3d10), and 17th level (4d10). additional creature for each slot level above
2nd.

Mage Hand Magic Missile Message


Wizard - Conjuration cantrip DC 13 Spell Mod +5 Wizard Level 1 Evocation DC 13 Spell Mod +5 Wizard - Transmutation cantrip DC 13 Spell Mod +5
1 Act. 30 ft V,S 1 min 1 Act. 120 ft V,S Inst 1 Act. 120 ft V,S,M 1 Rnd
A short piece of copper wire

A spectral, floating hand appears at a point You create three glowing darts of magical You point your finger toward a creature
you choose within range. The hand lasts for force. Each dart hits a creature of your choice within range and whisper a message. The
the duration or until you dismiss it as an that you can see within range. A dart deals 1d4 target (and only the target) hears the message
action. The hand vanishes if it is ever more + 1 force damage to its target. The darts all and can reply in a whisper that only you can
than 30 feet away from you or if you cast this strike simultaneously, and you can direct hear. You can cast this spell through solid
spell again. You can use your action to control them to hit one creature or several. At Higher objects if you are familiar with the target and
the hand. You can use the hand to manipulate Levels. When you cast this spell using a spell know it is beyond the barrier. Magical silence,
an object, open an unlocked door or container, slot of 2nd level or higher, the spell creates 1 foot of stone, 1 inch of common metal, a thin
stow or retrieve an item from an open one more dart for each slot level above 1st. sheet of lead, or 3 feet of wood blocks the spell.
container, or pour the contents out of a vial. The spell doesn't have to follow a straight line
You can move the hand up to 30 feet each time and can travel freely around corners or
you use it. The hand can't attack, activate through openings.
magic items, or carry more than 10 pounds.
Page 1 (reverse)

Disguise Self (reverse)


disguised, a creature can use its action to
inspect your appearance and must succeed on
an Intelligence (Investigation) check against
your spell save DC.
Page 2

Minor Illusion Phantasmal Force Prestidigitation


Wizard - Illusion cantrip DC 13 Spell Mod +5 Wizard Level 2 Illusion DC 13 Spell Mod +5 Wizard - Transmutation cantrip DC 13 Spell Mod +5
1 Act. 30 ft S,M 1 min 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 10 ft V,S Up to 1 hr
A bit of fleece A bit of fleece

You create a sound or an image of an object You craft an illusion that takes root in the This spell is a minor magical trick that novice
within range that lasts for the duration. The mind of a creature that you can see within spellcasters use for practice. You create one of
illusion also ends if you dismiss it as an action range. The target must make an Intelligence the following magical effects within range: •
or cast this spell again. If you create a sound, saving throw. On a failed save, you create a You create an instantaneous, harmless
its volume can range from a whisper to a phantasmal object, creature, or other visible sensory effect, such as a shower of sparks, a
scream. It can be your voice, someone else's phenomenon of your choice that is no larger puff of wind, faint musical notes, or an odd
voice, a lion's roar, a beating of drums, or any than a 10-foot cube and that is perceivable odor. • You instantaneously light or snuff out a
other sound you choose. The sound continues only to the target for the duration. This spell candle, a torch, or a small campfire. • You
unabated throughout the duration, or you can has no effect on undead or constructs. The instantaneously clean or soil an object no
make discrete sounds at different times before phantasm includes sound, temperature, and larger than 1 cubic foot. • You chill, warm, or
the spell ends. If you create an image of an other stimuli, also evident only to the flavor up to 1 cubic foot of nonliving material
object—such as a chair, muddy footprints, or a creature. The target can use its action to for 1 hour. • You make a color, a small mark, or
small chest—it must be no larger than a 5-foot examine the phantasm with an Intelligence a symbol appear on an object or a surface for 1
cube. The image can't create sound, light, (Investigation) check against your spell save hour. • You create a nonmagical trinket or an
smell, or any other sensory effect. Physical DC. If the check succeeds, the target realizes illusory image that can fit in your hand and
interaction with the image reveals it to be an that the phantasm is an illusion, and the spell that lasts until the end of your next turn. If
illusion, because things can pass through it. If ends. While a target is affected by the spell, you cast this spell multiple times, you can
a creature uses its action to examine the sound the target treats the phantasm as if it were have up to three of its non-instantaneous
or image, the creature can determine that it is real. The target rationalizes any illogical effects active at a time, and you can dismiss

Scorching Ray Shield Silent Image


Wizard Level 2 Evocation DC 13 Spell Mod +5 Wizard Level 1 Abjuration DC 13 Spell Mod +5 Wizard Level 1 Illusion DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst 1 reAct. Self V,S 1 Rnd 1 Act. 60 ft V,S,M Conc, 10 mins
A bit of fleece

You create three rays of fire and hurl them at An invisible barrier of magical force appears You create the image of an object, a creature,
targets within range. You can hurl them at one and protects you. Until the start of your next or some other visible phenomenon that is no
target or several. Make a ranged spell attack turn, you have a +5 bonus to AC, including larger than a 15-foot cube. The image appears
for each ray. On a hit, the target takes 2d6 fire against the triggering attack, and you take no at a spot within range and lasts for the
damage. At Higher Levels. When you cast this damage from magic missile. duration. The image is purely visual; it isn't
spell using a spell slot of 3rd level or higher, accompanied by sound, smell, or other
you create one additional ray for each slot sensory effects. You can use your action to
level above 2nd. cause the image to move to any spot within
range. As the image changes location, you can
alter its appearance so that its movements
appear natural for the image. For example, if
you create an image of a creature and move it,
you can alter the image so that it appears to be
walking. Physical interaction with the image
reveals it to be an illusion, because things can
pass through it. A creature that uses its action
to examine the image can determine that it is
an illusion with a successful Intelligence
(Investigation) check against your spell save

Sleep Witch Bolt


Wizard Level 1 Enchantment DC 13 Spell Mod +5 Wizard Level 1 Evocation DC 13 Spell Mod +5
1 Act. 90 ft V,S,M 1 min 1 Act. 30 ft V,S,M Conc, 1 min
A pinch of fine sand, rose petals, or a cricket A twig from a tree that has been struck by lightning

This spell sends creatures into a magical A beam of crackling, blue energy lances out
slumber. Roll 5d8; the total is how many hit toward a creature within range, forming a
points of creatures this spell can affect. sustained arc of lightning between you and the
Creatures within 20 feet of a point you choose target. Make a ranged spell attack against that
within range are affected in ascending order of creature. On a hit, the target takes 1d12
their current hit points (ignoring unconscious lightning damage, and on each of your turns
creatures). Starting with the creature that has for the duration, you can use your action to
the lowest current hit points, each creature deal 1d12 lightning damage to the target
affected by this spell falls unconscious until automatically. The spell ends if you use your
the spell ends, the sleeper takes damage, or action to do anything else. The spell also ends
someone uses an action to shake or slap the if the target is ever outside the spell's range or
sleeper awake. Subtract each creature's hit if it has total cover from you. At Higher Levels:
points from the total before moving on to the When you cast this spell using a spell slot of
creature with the next lowest hit points. A 2nd level or higher, the initial damage
creature's hit points must be equal to or less increases by 1d12 for each slot level above 1st.
than the remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a
Page 2 (reverse)

Prestidigitation (reverse) Phantasmal Force (reverse) Minor Illusion (reverse)


such an effect as an action. outcomes from interacting with the an illusion with a successful Intelligence
phantasm. For example, a target attempting to (Investigation) check against your spell save
walk across a phantasmal bridge that spans a DC. If a creature discerns the illusion for what
chasm falls once it steps onto the bridge. If the it is, the illusion becomes faint to the creature.
target survives the fall, it still believes that the
bridge exists and comes up with some other
explanation for its fall—it was pushed, it
slipped, or a strong wind might have knocked
it off. An affected target is so convinced of the
phantasm's reality that it can even take
damage from the illusion. A phantasm created
to appear as a creature can attack the target.
Similarly, a phantasm created to appear as
fire, a pool of acid, or lava can burn the target.
Each round on your turn, the phantasm can
deal 1d6 psychic damage to the target if it is in
the phantasm's area or within 5 feet of the
phantasm, provided that the illusion is of a
creature or hazard that could logically deal
damage, such as by attacking. The target
perceives the damage as a type appropriate to
the illusion.

Silent Image (reverse)


DC. If a creature discerns the illusion for what
it is, the creature can see through the image.

Sleep (reverse)
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.

You might also like