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Level 3 Human (Mark of Making) Wizard, School of Transmutation 2650

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Larabum Booshelf
Sage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Arcane Recovery. Once per day when you finish a


STRENGTH Unarmored (12) 12 short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level
PROFICIENCY BONUS +2
12
SHIELD
AC that is equal to or less than 2.

N
CIE C
Transmutation Savant. The gold and time you must
+1 Strength spend to copy a transmutation spell into your
Y
PROFI

+1 spellbook is halved.
+2 Dexterity

+2 Constitution ARMOR CLASS Minor Alchemy. You can temporarily alter the
DEXTERITY
✘ +5 Intelligence
physical properties of one nonmagical object,
MAXIMUM HIT DICE TEMPORARY changing it from one substance into another. You
14 ✘ +2 Wisdom

+0 Charisma
24 3d6 perform a special alchemical procedure on one
object composed entirely of wood, stone (but not a
CONDITIONAL
gemstone), iron, copper, or silver, transforming it
into a different one of those materials. For each 10
+2 minutes you spend performing the procedure, you
can transform up to 1 cubic foot of material. After 1
CURRENT HIT POINTS hour, or until you lose your concentration, the
CONSTITUTION DEATH SAVING THROWS
material reverts to its original substance.
SAVING THROWS

14 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


+2 ✘ +5 Arcana (Int)
+1 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

16 ✘ +5 History (Int)
+0 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int)
✘ +2 Medicine (Wis) Artisan’s Intuition. When you make an Arcana
WISDOM
check or an ability check involving artisan’s tools,
+3 Nature (Int) you can roll a d4 and add the number rolled to the

10 +0 Perception (Wis) ability check.


+0 Performance (Cha) Spellsmith (1/Long Rest). You know the mending
+0 Persuasion (Cha) cantrip. You can also cast the magic weapon spell
+0 ✘ +5 Religion (Int)
with this trait using Intelligence as your
spellcasting ability. When you do so, the spell lasts
+2 Sleight of Hand (Dex) for 1 hour and doesn’t require concentration.
CHARISMA +2 Stealth (Dex)

10 +0 Survival (Wis)
SKILLS

+0 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Painter’s supplies

Languages. Common, Elvish, Draconic, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Larabum Booshelf
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.

PERSONALITY TRAITS

IDEAL

BOND

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 / 180 lb 360 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 +5 13 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Transmutation

CANTRIPS Dancing Lights Frostbite


Ray of Frost

1ST LEVEL 4 SPELL SLOTS Burning Hands Comprehend Languages


Detect Magic Earth Tremor Mage Armor
Magic Missile Ray of Sickness Shield

2ND LEVEL 2 SPELL SLOTS Enlarge/Reduce Mind Spike

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Mending (Mark of Making)


Dancing Lights Frostbite Mending
Evocation Cantrip Evocation Cantrip Transmutation Cantrip

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


RANGE 120 feet RANGE 60 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS V, S, M (two lodestones)

You create up to four torch-sized lights within range, making them You cause numbing frost to form on one creature that you can see This spell repairs a single break or tear in an object you touch, such as
appear as torches, lanterns, or glowing orbs that hover in the air for within range. The target must make a Constitution saving throw. On a broken chain link, two halves of a broken key, a torn cloak, or a
the duration. You can also combine the four lights into one glowing failed save, the target takes 1d6 cold damage, and it has leaking wineskin. As long as the break or tear is no larger than 1 foot
vaguely humanoid form of Medium size. Whichever form you choose, disadvantage on the next weapon attack roll it makes before the end in any dimension, you mend it, leaving no trace of the former
each light sheds dim light in a 10-foot radius. As a bonus action on of its next turn. damage. This spell can physically repair a magic item or construct,
your turn, you can move the lights up to 60 feet to a new spot within The spell’s damage increases by 1d6 when you reach 5th level but the spell can’t restore magic to such an object.
range. A light must be within 20 feet of another light created by this (2d6), 11th level (3d6), and 17th level (4d6).
spell, and a light winks out if it exceeds the spell’s range.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellsmith (Mark of Making) Player’s Handbook

Ray of Frost Burning Hands Comprehend Languages


Evocation Cantrip 1st-level evocation 1st-level divination (ritual)

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


RANGE 60 feet RANGE Self (15-foot cone) RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a pinch of soot and salt)

A frigid beam of blue-white light streaks toward a creature within As you hold your hands with thumbs touching and fingers spread, a For the duration, you understand the literal meaning of any spoken
range. Make a ranged spell attack against the target. On a hit, it takes thin sheet of flames shoots forth from your outstretched fingertips. language that you hear. You also understand any spoken language
1d8 cold damage, and its speed is reduced by 10 feet until the start of Each creature in a 15-foot cone must make a Dexterity saving throw. that you hear. You also understand any written language that you
your next turn. The spell’s damage increases by 1d8 when you reach A creature takes 3d6 fire damage on a failed save, or half as much see, but you must be touching the surface of which the words are
5th level (2d8), 11th level (3d8), and 17th level (4d8). damage on a successful one. The fire ignites any flammable objects in written. It takes about 1 minute to read one page of text. This spell
the area that aren’t being worn or carried. doesn’t decode secret messages in a text or glyph, such as an arcane
At Higher Levels. When you cast this spell using a spell slot of 2nd sigil, that isn’t part of a written language.
level or higher, the damage increases by 1d6 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Detect Magic Earth Tremor Mage Armor


1st-level divination (ritual) 1st-level evocation 1st-level abjuration

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


RANGE Self RANGE 10 feet RANGE Touch
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION 8 hours
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a piece of cured leather)

For the duration, you sense the presence of magic within 30 feet of You cause a tremor in the ground within range. Each creature other You touch a willing creature who isn’t wearing armor, and a
you. If you sense magic in this way, you can use your action to see a than you in that area must make a Dexterity saving throw. On a failed protective magical force surrounds it until the spell ends. The target’s
faint aura around any visible creature or object in the area that bears save, a creature takes 1d6 bludgeoning damage and is knocked base AC becomes 13 + its Dexterity modifier. The spell ends it if the
magic, and you learn its school of magic, if any. The spell can prone. If the ground in that area is loose earth or stone, it becomes target dons armor or if you dismiss the spell as an action.
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of difficult terrain until cleared, with each 5-foot-diameter portion
common metal, a thin sheet of lead, or 3 feet of wood or dirt. requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook
Magic Missile Ray of Sickness Shield
1st-level evocation 1st-level necromancy 1st-level abjuration

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


RANGE 120 feet RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create three glowing darts of magical force. Each dart hits a A ray of sickening greenish energy lashes out toward a creature Reaction trigger: You are hit by an attack or targeted by the magic
creature of your choice that you can see within range. A dart deals within range. Make a ranged spell attack against the target. On a hit, missile spell An invisible barrier of magical force appears and protects
1d4 + 1 force damage to its target. The darts all strike simultaneously, the target takes 2d8 poison damage and must make a Constitution you. Until the start of your next turn, you have a +5 bonus to AC,
and you can direct them to hit one creature or several. saving throw. On a failed save, it is also poisoned until the end of including against the triggering attack, and you take no damage from
At Higher Levels. When you cast this spell using a spell slot of 2nd your next turn. magic missile.
level or higher, the spell creates one more dart for each slot level At Higher Levels. When you cast this spell using a spell slot of 2nd
above 1st. level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Enlarge/Reduce Mind Spike


2nd-level transmutation 2nd-level divination

CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a pinch of powdered iron) COMPONENTS S
You cause a creature or an object you can see within range to grow You reach into the mind of one creature you can see within range.
larger or smaller for the duration. Choose either a creature or an object The target must make a Wisdom saving throw, taking 3d8 psychic
that is neither worn nor carried. If the target is unwilling, it can make a damage on a failed save, or half as much damage on a successful one.
Constitution saving throw. On a success, the spell has no effect. On a failed save, you also always know the target’s location until the
If the target is a creature, everything it is wearing and carrying spell ends, but only while the two of you are on the same plane of
changes size with it. Any item dropped by an affected creature returns existence. While you have this knowledge, the target can’t become
to normal size at once. hidden from you, and if it’s invisible, it gains no benefit from that
Enlarge. The target’s size doubles in all dimensions, and its weight is condition against you.
multiplied by eight. This growth increases its size by one category - At Higher Levels. When you cast this spell using a spell slot of 3rd
from Medium to Large, for example. If there isn’t enough room for the level or higher, the damage increases by 1d8 for each slot level above
target to double its size, the creature or object attains the maximum 2nd.
possible size in the space available. Until the spell ends, the target also
has advantage on Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While these weapons
are enlarged, the target’s attack with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by
one category - from Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks and Strength
saving throws. The target’s weapons also shrink to match its new size.
While these weapons are reduced, the target’s attacks with them deal
1d4 less damage (this can’t reduce the damage below 1).

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything

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