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Wizard 10 School of Illusion

CLASS & LEVEL BACKGROUND PLAYER NAME


Jace Beleren
Human Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +3 9m
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

9 PERSONALITY TRAITS

Hit Point Maximum 42


-1
Strength
DEXTERITY

+3


+3

+0
Dexterity
Constitution
42
CURRENT HIT POINTS IDEALS
● +8
Intelligence
16 ● +5
Wisdom
+2
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+0 10d6
+3
Acrobatics (Dex) Total SUCCESSES
11
+1
Animal Handling (Wis) 10d6 FAILURES

+8
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

+4 ●
+6
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+4
History (Int) FEATS:

18 +1
Insight (Wis) Telepathic (Intelligence):
You awaken the ability to mentally connect with
+2
Intimidation (Cha) others, granting you the following benefits:You can
WISDOM ●
+8
Investigation (Int) speak telepathically to any creature you can see
within 60 feet of you. Your telepathic utterances are
+1
Medicine (Wis)
+1 +4
Nature (Int)
in a language you know, and the creature
understands you only if it knows that language. Your
communication doesn't give the creature the ability

13 +1
Perception (Wis) to respond to you telepathically. You can cast the
Detect Thoughts spell, requiring no spell slot or

+6
Performance (Cha) components, and you must finish a long rest before
you can cast it this way again. Your spellcasting
CHARISMA +2
Persuasion (Cha) ability for the spell is the ability increased by this
+4
Religion (Int) feat. If you have spell slots of 2nd level or higher,

+2 +3
Sleight of Hand (Dex)
you can cast this spell with them.

Actor (Charisma)

+11
Stealth (Dex) Skilled at mimicry and dramatics, you gain the
14 following benefits: You have an advantage on
+0
Survival (Wis)
Charisma (Deception) and Charisma (Performance)
checks when trying to pass yourself off as a different
SKILLS ATTACKS & SPELLCASTING
person. You can mimic the speech of another
person or the sounds made by other creatures. You
must have heard the person speaking, or heard the
14 PASSIVE WISDOM (PERCEPTION)
creature make the sound, for at least 1 minute. A
CP Mentalist's Robes successful Wisdom (Insight) check contested by
your Charisma (Deception) check allows a listener
to determine that the effect is faked.
SP
Dagger, Dart, Sling, Staff, Prodigy:
You have a knack for learning new things. You gain
Light Crossbow EP the following benefits: You gain one skill proficiency
Languages: Common, Elf of your choice (Stealth), one tool proficiency of your
choice (Poisoner's Kit), and fluency in one language
GP
of your choice (Draconic). Choose one skill in which
you have proficiency. You gain expertise with that
skill (Stealth).
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Jace Beleren
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

WIZARD FEATURES:

Spellcasting:
You can cast prepared wizard spells using Intelligence as your
spellcasting ability and wizard spells in your spellbook as rituals if they
have the ritual tag. You can use an arcane focus as a spellcasting
focus.

Arcane Recovery:
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.

ADDITIONAL FEATURES & TRAITS

SCHOOL OF ILLUSION FEATURES:

Illusion Savant:
The gold and time you must spend to copy a Illusion spell into your spellbook is halved.

Improved Minor Illusion:


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.

Malleable Illusions:
When you cast an illusion spell that has a duration of 1 minute or longer, you can use your bonus action to change the
nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Illusory Self:
You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes
an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself.
The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can't use it again until you
finish a short or long rest.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Minor Illusion (Improved) ● Ennemies Abound

Encode Thoughts ● Major Image

Friends Fear

Mind Sliver Haste

Mage Hand
Blade Ward

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Mage Armor

● Shield
4 3
● Silent Image

● Illusory Script ● Phantasmal Killer


SPELLS KNOWN

Magic Missile ● Hallucinatory Terrain

Ice Knife Polymorph

Comprehend Languages Dimension Door

Snare

2 3
● Detect Thoughts

● Blur

● Phantasmal Force
5 2
● Mirror Image

● Shadow Blade ● Mislead


9
Seeming

● Modify Memory

Passwall

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

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