Professional Documents
Culture Documents
INSPIRATION
Specialty - Discredited Academic
STRENGTH
13 +2 30 Trait - I . . . speak . . . slowly . . . when talking . . . to
idiots, . . . which . . . almost . . . everyone . . . is . . .
8 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
compared . . . to me.
-1 PERSONALITY TRAITS
+2
Dexterity
Constitution
56 power and domination.
CURRENT HIT POINTS IDEALS
● +9
Intelligence
+2 ● +6
Wisdom
My life's work is a series of tomes
-1
Charisma
related to a specific field of Lore.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
+2
Acrobatics (Dex) Total 9 SUCCESSES I speak without really thinking through my
+2 words, invariably insulting others.
+2
Animal Handling (Wis) 1d6 FAILURES
●
+9
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)
20 ●
-1
+9
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
-Lvl 1, Ritual Casting - you may cast any spell with the "
Ritual" tag in your spellbook as a Ritual without consuming a
S.Sword +6 1d6+2 Spell Slot, doing so requires 10 minutes extra.
+5 +2
Insight (Wis) -Lvl 1, Arcane Recovery - once per day after a Short Rest
you may recover Spell Slots of a combined level equal to 1/2
-1
Intimidation (Cha) S.Sword +6 1d6+2 your Wizard level rounded up and no higher than a 6th level
slot.
WISDOM ●
+9
Investigation (Int) -Lvl 2, Enchantment Savant, the gold and time spent
copying divination spells is halved.
+2
Medicine (Wis)
14
+5
Nature (Int) ShortSword, 1d6 Piercing, 2lb,
-Lvl 2, Hypnotic Gaze, Action, Choose one creature that you
can see within 5 feet of you. If the target can hear or see you
then it must make a Wisdom saving throw or be charmed by
●
+6
Perception (Wis)
finesse, light you until the end of your next turn. The charmed creatures
+2 speed drops to 0 and is incapacitated and dazed. You can
maintain this charm with your standard action. This ends if
-1
Performance (Cha) you move more then 5 feet away from the charmed creature.
Robe +1 11 AC, 5lb. Once the charm ends or if the creature succeeds on the
CHARISMA -1
Persuasion (Cha) initial saving throw you cannot use it on that creature again
until you have finished a long rest.
●
+9
Religion (Int) -Lvl 4, Ability Score Improvement - +2 Int
8 +2
Sleight of Hand (Dex)
-Lvl 6, Instinctive Charm, If a creature within you feet of you
makes an attack against you, you can use your reaction to
divert the attack to another creature as long as it is within
+2
Stealth (Dex) range of the attack. The attacker makes a Wisdom saving
-1 throw and on a fail it can make the attack. If the save is
+2
Survival (Wis) successful then you cannot try this again on the creature until
-Lvl 8, Ability Score Improvement - +2 Int
SKILLS ATTACKS & SPELLCASTING
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
a letter from a dead colleague posing a question you have not yet
been able to answe
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
Prestidigitation (Racial) ● Fireball
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
● Grease
Color Spray
4 3
● Mage Armor
● Thunderwave
● Sleep
2 3
● Invisibility
Scorching Ray
● Levitate
5 1
Misty Step
● Cloud Kill
9
Hold Monster
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.