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9 Wizard Enchantment Sage - Discredited Academic

CLASS & LEVEL BACKGROUND PLAYER NAME

High Elf 48000


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

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.

I am horribly horribly awkward in social situations.

-1 PERSONALITY TRAITS

Hit Point Maximum 56


-1
Strength
DEXTERITY Knowledge is the path to
14


+2

+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

16 PASSIVE WISDOM (PERCEPTION) A bottle of black ink & quill


CP
small knife
common clothes
Armor = No Proficiency SP Backpack
Weapons = Daggers, darts, 10 x rations
EP Waterskin
slings, quarterstaffs, light Bedroll
crossbows, longsword, Component Pouch
shotbow, longbow GP 85 10 x Torch
Tools = No Proficiency Tinder Box
PP
Languages = Common, Elf,
Sylvan, Draconic

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

High Elf Traits


Dex +2, Int +1
Darkvision = 60 feet of vision in dark as dim and dim as bright.
Keen Senses = Proficiency in the Perception Skill.
Fey Ancestry = Advantage on saving throws vs. charmed and magic cannot put you to
sleep.
Trance = Elves do not need sleep. A long rest is only 4 hours to you.
Cantrip = You know one cantrip of your choice from the Wiz spell list. Int is the ability
mod used for casting this cantrip.
Elf Weapon Training = Proficiency with longsword, shortswords, shortbow and longbow.
Extra Language = One extra language of your choice you can read, speak and write.

ADDITIONAL FEATURES & TRAITS

a letter from a dead colleague posing a question you have not yet
been able to answe

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
Prestidigitation (Racial) ● Fireball

Fire Bolt Fly

Mage Hand ● Haste

Minor Illusion Remove Curse

Ray of Frost Lightning Bolt

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Grease

Color Spray
4 3
● Mage Armor

● Shield Evard's Black Tentacles


SPELLS KNOWN

Detect Magic (Ritual) ● Conjure Minor Elementals

Identify (Ritual) Leomond's Secret Chest

● 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.

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