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Wizard [Bladesinging] (9) Far Traveller

CLASS & LEVEL BACKGROUND PLAYER NAME


Kragnadur The Marked
Hobgoblin Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +3 30
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 65


-1 Strength
DEXTERITY
+3 Dexterity

+3 ●
+3 Constitution
+7 Intelligence
CURRENT HIT POINTS IDEALS

16 ●
+3 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 +3 Acrobatics (Dex) SUCCESSES

16 -1 Animal Handling (Wis)


9x(1d6+3)
FAILURES

+7 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+3 +1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

16 ●
+3 Insight (Wis)
Crossbow, hand +3 1d6+3 piercing
Backpack
WISDOM ●
+1 Intimidation (Cha)
+7 Investigation (Int)
Flame Tongue, Rapier
+3 1d8+3 piercing
Bedroll
-1 Medicine (Wis) Clothes, traveler’s
-1 +3 Nature (Int)
Lute

+3 Perception (Wis) Number of
8 ●
+5 Performance (Cha)
Attacks: 2 Mess kit
CHARISMA
+1 Persuasion (Cha)
+3 Religion (Int)
Pouch
+1 +3 Sleight of Hand (Dex) Rations (1 day)
12
+3 Stealth (Dex)
Survival (Wis)
x10
-1

SKILLS ATTACKS & SPELLCASTING


Rod
Rope, hempen
13 PASSIVE WISDOM (PERCEPTION)
CP Spellbook
SP
Studded
Tool Proficiencies: Lute
Tinderbox
Weapon Proficiencies:
Crossbow, light; Dagger; Dart;
EP
Torch x10
Quarterstaff; Sling GP
20 Waterskin
Armor Proficiencies: Light PP

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

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
28 1,80 90
AGE HEIGHT WEIGHT
Kragnadur The Marked yellow red black
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 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Fire Bolt Counterspell
Mind Sliver Fireball
Minor Illusion Haste
Prestidigitation Slow

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Arcane Weapon

Burning Hands
4 3
Charm Person

Jim's Magic Missile Arcane Eye


SPELLS KNOWN

Longstrider Charm Monster

Magic Missile Greater Invisibility

Shield Polymorph

Sleep

2 3
Arcane Lock

Cloud of Daggers
Gift of Gab
5 1
Scorching Ray
Hold Monster
9
Wall of Force

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

Darkvision: 60 ft.

-----------Other Traits------------
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as
foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the
friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to
hear stories of your homeland. You can parley this attention into access to people and places you might not
otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few,
might be interested in hearing about your distant homeland and people.

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

Bladesong. Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't
wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if
you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You
can also dismiss the Bladesong at any time you choose (no action required).

While your Bladesong is active, you gain the following benefits:

- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus
equals your Intelligence modifier (minimum of +1).

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Equipment. You possess any one musical instrument or gaming set you are proficient with. If you choose a musical
instrument, select it from the instrument section on the equipment page. If you choose a gaming set enter it
manually.

You also possess poorly wrought maps from your homeland that depict where you are in Faerûn, and a small piece
of jewelry worth 10 gp in the style of your homeland's craftsmanship. Enter these manually as custom items.

Extra Attack. Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.

Martial Training. Martial Training. You are proficient with two martial weapons of your choice and with light armor.

Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss
with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of
allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until
you finish a short or long rest.

Sharpshooter. You have mastered ranged weapons and can make shots that others find impossible. You gain the
following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half cover and three-quarters cover.

Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to
the attack roll. If the attack hits, you add +10 to the attack's damage.

Training in War and Song. When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you
gain proficiency with one type of one-handed melee weapon of your choice (enter the weapon proficiency manually).
You also gain proficiency in the Performance skill if you don't already have it.
Page 1

Fire Bolt Mind Sliver Minor Illusion


Wizard Cantrip Evocation DC 15 Spell Mod +7 Wizard Cantrip Enchantment DC 15 Spell Mod +7 Wizard Cantrip Illusion DC 15 Spell Mod +7
1 Act. 120 ft V,S Inst 1 Act. 60 ft V 1 Rnd 1 Act. 30 ft S,M 1 min
A bit of fleece

You hurl a mote of fire at a creature or object You drive a disorienting spike of psychic You create a sound or an image of an object
within range. Make a ranged spell attack energy into the mind of one creature you can within range that lasts for the duration. The
against the target. On a hit, the target takes see within range. The target must make an illusion also ends if you dismiss it as an action
1d10 fire damage. A flammable object hit by Intelligence saving throw. Unless the saving or cast this spell again. If you create a sound,
this spell ignites if it isn’t being worn or throw is successful, the target takes 1d6 its volume can range from a whisper to a
carried. This spell’s damage increases by 1d10 psychic damage, and the first time it makes a scream. It can be your voice, someone else's
when you reach 5th level (2d10), 11th level saving throw before the end of your next turn, voice, a lion's roar, a beating of drums, or any
(3d10), and 17th level (4d10). it must roll a d4 and subtract the number other sound you choose. The sound continues
rolled from the save. This spell's damage unabated throughout the duration, or you can
increases by 1d6 when you reach certain make discrete sounds at different times before
levels: 5th level (2d6), 11th level (3d6), and 17th the spell ends. If you create an image of an
level (4d6). object—such as a chair, muddy footprints, or a
small chest—it must be no larger than a 5-foot
cube. The image can't create sound, light,
smell, or any other sensory effect. Physical
interaction with the image reveals it to be an
illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is

Prestidigitation Arcane Weapon Burning Hands


Wizard Cantrip Transmutation DC 15 Spell Mod +7 Wizard Level 1 Transmutation DC 15 Spell Mod +7 Wizard Level 1 Evocation DC 15 Spell Mod +7
1 Act. 10 ft V,S Up to 1 hr 1 B.A. Self V,S Conc, 1 hr 1 Act. Self V,S Inst

This spell is a minor magical trick that novice You channel arcane energy into one simple or As you hold your hands with thumbs touching
spellcasters use for practice. You create one of martial weapon you're holding, and choose and fingers spread, a thin sheet of flames
the following magical effects within range: • one damage type: acid, cold, fire, lightning, shoots forth from your outstretched
You create an instantaneous, harmless poison, or thunder. Until the spell ends, you fingertips. Each creature in a 15-foot cone
sensory effect, such as a shower of sparks, a deal an extra 1d6 damage of the chosen type to must make a Dexterity saving throw. A
puff of wind, faint musical notes, or an odd any target you hit with the weapon. If the creature takes 3d6 fire damage on a failed
odor. • You instantaneously light or snuff out a weapon isn't magical, it becomes a magic save, or half as much damage on a successful
candle, a torch, or a small campfire. • You weapon for the spell's duration. As a bonus one. The fire ignites any flammable objects in
instantaneously clean or soil an object no action, you can change the damage type, the area that aren't being worn or carried. At
larger than 1 cubic foot. • You chill, warm, or choosing from the options above. At Higher Higher Levels. When you cast this spell using a
flavor up to 1 cubic foot of nonliving material Levels.When you cast this spell using a spell spell slot of 2nd level or higher, the damage
for 1 hour. • You make a color, a small mark, or slot of 3rd level or higher, you can maintain increases by 1d6 for each slot level above 1st.
a symbol appear on an object or a surface for 1 your concentration on the spell for up to 8
hour. • You create a nonmagical trinket or an hours.
illusory image that can fit in your hand and
that lasts until the end of your next turn. 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

Charm Person Jim's Magic Missile Longstrider


Wizard Level 1 Enchantment DC 15 Spell Mod +7 Wizard Level 1 Evocation DC 15 Spell Mod +7 Wizard Level 1 Transmutation DC 15 Spell Mod +7
1 Act. 30 ft V,S 1 hr 1 Act. 120 ft V,S Inst 1 Act. Touch V,S,M 1 hr
A pinch of dirt

You attempt to charm a humanoid you can see Royalty Component (1 gp) Jim's magic missile You touch a creature. The target's speed
within range. It must make a Wisdom saving is an ancient and powerful spell, as well as increases by 10 feet until the spell ends. At
throw, and does so with advantage if you or being the name of my band in Wizard Higher Levels. When you cast this spell using a
your companions are fighting it. If it fails the Academy.— Jim Darkmagic Any apprentice spell slot of 2nd level or higher, you can target
saving throw, it is charmed by you until the wizard can cast a boring old magic missile. one additional creature for each slot level
spell ends or until you or your companions do Sure, it always strikes its target. Yawn. Do above 1st.
anything harmful to it. The charmed creature away with the drudgery of your grandfather's
regards you as a friendly acquaintance. When magic with this improved version of the spell,
the spell ends, the creature knows it was as used by Jim Darkmagic! You create three
charmed by you. At Higher Levels. When you twisting, whistling, hypoallergenic,
cast this spell using a spell slot of 2nd level or gluten-free darts of magical force. Each dart
higher, you can target one additional creature targets a creature of your choice that you can
for each slot level above 1st. The creatures see within range. Make a ranged spell attack
must be within 30 feet of each other when you for each missile. On a hit, a missile deals 2d4
target them. force damage to its target. If the attack roll
scores a critical hit, the target of that missile
takes 5d4 force damage instead of you rolling
damage twice for a critical hit. If the attack roll
for any missile is a 1, all missiles miss their
Page 1 (reverse)

Minor Illusion (reverse)


an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.

Prestidigitation (reverse)
such an effect as an action.

Jim's Magic Missile (reverse)


targets and blow up in your face, dealing 1
force damage per missile to you. At Higher
Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates
one more dart, and the royalty component
increases by 1 gp, for each slot level above 1st.
Page 2

Magic Missile Shield Sleep


Wizard Level 1 Evocation DC 15 Spell Mod +7 Wizard Level 1 Abjuration DC 15 Spell Mod +7 Wizard Level 1 Enchantment DC 15 Spell Mod +7
1 Act. 120 ft V,S Inst 1 reAct. Self V,S 1 Rnd 1 Act. 90 ft V,S,M 1 min
A pinch of fine sand, rose petals, or a cricket

You create three glowing darts of magical An invisible barrier of magical force appears This spell sends creatures into a magical
force. Each dart hits a creature of your choice and protects you. Until the start of your next slumber. Roll 5d8; the total is how many hit
that you can see within range. A dart deals 1d4 turn, you have a +5 bonus to AC, including points of creatures this spell can affect.
+ 1 force damage to its target. The darts all against the triggering attack, and you take no Creatures within 20 feet of a point you choose
strike simultaneously, and you can direct damage from magic missile. within range are affected in ascending order of
them to hit one creature or several. At Higher their current hit points (ignoring unconscious
Levels. When you cast this spell using a spell creatures). Starting with the creature that has
slot of 2nd level or higher, the spell creates the lowest current hit points, each creature
one more dart for each slot level above 1st. affected by this spell falls unconscious until
the spell ends, the sleeper takes damage, or
someone uses an action to shake or slap the
sleeper awake. Subtract each creature's hit
points from the total before 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 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

Arcane Lock Cloud of Daggers Gift of Gab


Wizard Level 2 Abjuration DC 15 Spell Mod +7 Wizard Level 2 Conjuration DC 15 Spell Mod +7 Wizard Level 2 Enchantment DC 15 Spell Mod +7
1 Act. Touch V,S,M Until dispelled 1 Act. 60 ft V,S,M Conc, 1 min 1 reAct. Self V,S Inst
Gold dust worth at least 25 gp, which the spell A sliver of glass
consumes

You touch a closed door, window, gate, chest, You fill the air with spinning daggers in a cube Royalty Component (2 gp) When I met Jim
or other entryway, and it becomes locked for 5 feet on each side, centered on a point you Darkmagic, I wondered how he got anything
the duration. You and the creatures you choose within range. A creature takes 4d4 done in that outfit. I have since learned that
designate when you cast this spell can open slashing damage when it enters the spell's area most of his talents involve standing and
the object normally. You can also set a for the first time on a turn or starts its turn talking. His outfit is perfect for that.—
password that, when spoken within 5 feet of there. At Higher Levels. When you cast this Môrgæn Jim Darkmagic is said to have
the object, suppresses this spell for 1 minute. spell using a spell slot of 3rd level or higher, invented this spell, originally calling it I said
Otherwise, it is impassable until it is broken or the damage increases by 2d4 for each slot level what?! Have you ever been talking to the local
the spell is dispelled or suppressed. Casting above 2nd. monarch and accidentally mentioned how
knock on the object suppresses arcane lock for their son looks like your favorite hog from
10 minutes. While affected by this spell, the when you were growing up on the family
object is more difficult to break or force open; farm? We've all been there! But rather than
the DC to break it or pick any locks on it being beheaded for an honest slip of the
increases by 10. tongue, you can pretend it never
happened—by ensuring that no one knows it
happened. When you cast this spell, you
skillfully reshape the memories of listeners in
your immediate area, so that each creature of
your choice within 5 feet of you forgets

Scorching Ray Counterspell Fireball


Wizard Level 2 Evocation DC 15 Spell Mod +7 Wizard Level 3 Abjuration DC 15 Spell Mod +7 Wizard Level 3 Evocation DC 15 Spell Mod +7
1 Act. 120 ft V,S Inst 1 reAct. 60 ft S Inst 1 Act. 150 ft V,S,M Inst
A tiny ball of bat guano and sulfur

You create three rays of fire and hurl them at You attempt to interrupt a creature in the A bright streak flashes from your pointing
targets within range. You can hurl them at one process of casting a spell. If the creature is finger to a point you choose within range and
target or several. Make a ranged spell attack casting a spell of 3rd level or lower, its spell then blossoms with a low roar into an
for each ray. On a hit, the target takes 2d6 fire fails and has no effect. If it is casting a spell of explosion of flame. Each creature in a
damage. At Higher Levels. When you cast this 4th level or higher, make an ability check 20-foot-radius sphere centered on that point
spell using a spell slot of 3rd level or higher, using your spellcasting ability. The DC equals must make a Dexterity saving throw. A target
you create one additional ray for each slot 10 + the spell's level. On a success, the takes 8d6 fire damage on a failed save, or half
level above 2nd. creature's spell fails and has no effect. At as much damage on a successful one. The fire
Higher Levels: When you cast this spell using a spreads around corners. It ignites flammable
spell slot of 4th level or higher, the objects in the area that aren't being worn or
interrupted spell has no effect if its level is less carried. At Higher Levels. When you cast this
than or equal to the level of the spell slot you spell using a spell slot of 4th level or higher,
used. the damage increases by 1d6 for each slot level
above 3rd.
Page 2 (reverse)

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

Gift of Gab (reverse)


everything you said within the last 6 seconds.
Those creatures then remember that you
actually said the words you speak as the verbal
component of the spell.
Page 3

Haste Slow Arcane Eye


Wizard Level 3 Transmutation DC 15 Spell Mod +7 Wizard Level 3 Transmutation DC 15 Spell Mod +7 Wizard Level 4 Divination DC 15 Spell Mod +7
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 120 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 hr
A shaving of licorice root A drop of molasses A bit of bat fur

Choose a willing creature that you can see You alter time around up to six creatures of You create an invisible, magical eye within
within range. Until the spell ends, the target's your choice in a 40-foot cube within range. range that hovers in the air for the duration.
speed is doubled, it gains a +2 bonus to AC, it Each target must succeed on a Wisdom saving You mentally receive visual information from
has advantage on Dexterity saving throws, throw or be affected by this spell for the the eye, which has normal vision and
and it gains an additional action on each of its duration. An affected target's speed is halved, darkvision out to 30 feet. The eye can look in
turns. That action can be used only to take the it takes a -2 penalty to AC and Dexterity every direction. As an action, you can move
Attack (one weapon attack only), Dash, saving throws, and it can't use reactions. On the eye up to 30 feet in any direction. There is
Disengage, Hide, or Use an Object action. its turn, it can use either an action or a bonus no limit to how far away from you the eye can
When the spell ends, the target can't move or action, not both. Regardless of the creature's move, but it can't enter another plane of
take actions until after its next turn, as a wave abilities or magic items, it can't make more existence. A solid barrier blocks the eye's
of lethargy sweeps over it. than one melee or ranged attack during its movement, but the eye can pass through an
turn. If the creature attempts to cast a spell opening as small as 1 inch in diameter.
with a casting time of 1 action, roll a d20. On
an 11 or higher, the spell doesn't take effect
until the creature's next turn, and the creature
must use its action on that turn to complete
the spell. If it can't, the spell is wasted. A
creature affected by this spell makes another
Wisdom saving throw at the end of its turn.

Charm Monster Greater Invisibility Polymorph


Wizard Level 4 Enchantment DC 15 Spell Mod +7 Wizard Level 4 Illusion DC 15 Spell Mod +7 Wizard Level 4 Transmutation DC 15 Spell Mod +7
1 Act. 30 ft V,S 1 hr 1 Act. Touch V,S Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 hr
A caterpillar cocoon

You attempt to charm a creature you can see You or a creature you touch becomes invisible This spell transforms a creature that you can
within range. It must make a Wisdom saving until the spell ends. Anything the target is see within range into a new form. An
throw, and it does so with advantage if you or wearing or carrying is invisible as long as it is unwilling creature must make a Wisdom
your companions are fighting it. If it fails the on the target's person. saving throw to avoid the effect. The spell has
saving throw, it is charmed by you until the no effect on a shapechanger or a creature with
spell ends or until you or your companions do 0 hit points. The transformation lasts for the
anything harmful to it. The charmed creature duration, or until the target drops to 0 hit
is friendly to you. When the spell ends, the points or dies. The new form can be any beast
creature knows it was charmed by you. At whose challenge rating is equal to or less than
Higher Levels. When you cast this spell using a the target's (or the target's level, if it doesn't
spell slot of 5th level or higher, you can target have a challenge rating). The target's game
one additional creature for each slot level statistics, including mental ability scores, are
above 4th. The creatures must be within 30 replaced by the statistics of the chosen beast.
feet of each other when you target them. It retains its alignment and personality. The
target assumes the hit points of its new form.
When it reverts to its normal form, the
creature returns to the number of hit points it
had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess

Hold Monster Wall of Force


Wizard Level 5 Enchantment DC 15 Spell Mod +7 Wizard Level 5 Evocation DC 15 Spell Mod +7
1 Act. 90 ft V,S,M Conc, 1 min 1 Act. 120 ft V,S,M Conc, 10 mins
A small, straight piece of iron A pinch of powder made by crushing a clear gemstone

Choose a creature that you can see within An invisible wall of force springs into
range. The target must succeed on a Wisdom existence at a point you choose within range.
saving throw or be paralyzed for the duration. The wall appears in any orientation you
This spell has no effect on undead. At the end choose, as a horizontal or vertical barrier or at
of each of its turns, the target can make an angle. It can be free floating or resting on a
another Wisdom saving throw. On a success, solid surface. You can form it into a
the spell ends on the target. At Higher Levels. hemispherical dome or a sphere with a radius
When you cast this spell using a spell slot of of up to 10 feet, or you can shape a flat surface
6th level or higher, you can target one made up of ten 10-foot-by-10-foot panels.
additional creature for each slot level above Each panel must be contiguous with another
5th. The creatures must be within 30 feet of panel. In any form, the wall is 1/4 inch thick. It
each other when you target them. lasts for the duration. If the wall cuts through
a creature's space when it appears, the
creature is pushed to one side of the wall (your
choice which side). Nothing can physically
pass through the wall. It is immune to all
damage and can't be dispelled by dispel magic.
A disintegrate spell destroys the wall
instantly, however. The wall also extends into
Page 3 (reverse)

Slow (reverse)
On a successful save, the effect ends for it.

Polymorph (reverse)
damage carries over to its normal form. As
long as the excess damage doesn't reduce the
creature's normal form to 0 hit points, it isn't
knocked unconscious. The creature is limited
in the actions it can perform by the nature of
its new form, and it can't speak, cast spells, or
take any other action that requires hands or
speech. The target's gear melds into the new
form. The creature can't activate, use, wield, or
otherwise benefit from any of its equipment.

Wall of Force (reverse)


the Ethereal Plane, blocking ethereal travel
through the wall.

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