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Level 3 Human (Mark of Making) Wizard, Technomancy 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Fregory
Knight Neutral 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
11
SHIELD
AC that is equal to or less than 2.

N
CIE C
Technomancy. Technomancers can make use of
+0 Strength technology as both conduit and a storage space for
Y
PROFI

+0 magic.
+2 Dexterity

+1 Constitution ARMOR CLASS Technological Savant. You trade out your spellbook
DEXTERITY
✘ +7 Intelligence
for a specially attuned storage device of your
MAXIMUM HIT DICE TEMPORARY choosing, capable of recording magical data. Only
14 ✘ +6 Wisdom

-1 Charisma
18 3d6 one storage device can be attuned to you at any
given time. Spells can be copied into this device at
CONDITIONAL
half the cost of copying spells into a spellbook.
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

13 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 ✘ +7 Arcana (Int)
+0 Athletics (Str)
INTELLIGENCE -1 Deception (Cha)

20 ✘ +7 History (Int)
+4 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+5 +5 Investigation (Int)
+4 Medicine (Wis) Artisan’s Intuition. When you make an Arcana
WISDOM
check or an ability check involving artisan’s tools,
+5 Nature (Int) you can roll a d4 and add the number rolled to the

19 +4 Perception (Wis) ability check.


-1 Performance (Cha) Spellsmith (1/Long Rest). You know the mending
✘ +1 Persuasion (Cha) cantrip. You can also cast the magic weapon spell
+4 ✘ +7 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)

9 +4 Survival (Wis)
SKILLS

-1 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Smith’s tools, Three-Dragon Ante


set, Hacking Tools

Languages. Common, Primordial, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Fregory
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and
wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former
merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you
My eloquent flattery makes everyone I talk to feel could be an honest, hard-working landowner who cares deeply about the people who live and work on your land,
like the most wonderful and important person in the keenly aware of your responsibility to them.
world.The common folk love me for my kindness and
generosity.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble
title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to
your own children. Not only do you need to determine your noble title, but you should also work with the DM to
PERSONALITY TRAITS
describe your family and their influence on you.

Respect. Respect is due to me because of my Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and
position, but all people regardless of station deserve over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the
to be treated with dignity. (Good) common people regard them?

IDEAL What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How
do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as
long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you
I will face any challenge to win the approval of my in your family’s good graces, or shunned by the rest of your family?
family.
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the
time? An animal you regard as a symbol of your line or even a spiritual member of the family?
BOND
These details help establish your family and your title as features of the world of the campaign.
In fact, the world does revolve around me.
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a
knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner
retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to
FLAW
knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your
BACKGROUND STORY
armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other
Retainers token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be
your bond.)
You have the service of three retainers loyal to your
family. These retainers can be attendants or
messengers, and one might be a majordomo. Your
retainers are commoners who can perform mundane
tasks for you, but they do not fight for you, will not
follow you into obviously dangerous areas (such as
dungeons), and will leave if they are frequently
endangered or abused.

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
[Dagger] 1 1
Staff 1 4
Scholar’s Pack 1 10

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

15 lb / 165 lb 330 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 +7 15 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, Technomancy

CANTRIPS On/Off Prestidigitation


Shocking Grasp

1ST LEVEL 4 SPELL SLOTS Distort Value Feather Fall


Grease Healing Elixir Infallible Relay
Magic Missile Magnify Gravity Remote Access

2ND LEVEL 2 SPELL SLOTS Find Vehicle Jim’s Glowing Coin

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Mending (Mark of Making)


Mending On/Off Prestidigitation
Transmutation Cantrip Transmutation Cantrip (technomagic) Transmutation Cantrip

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


RANGE Touch RANGE 60 feet RANGE 10 feet
DURATION Instantaneous DURATION Instantaneous DURATION Up to 1 hour
COMPONENTS V, S, M (two lodestones) COMPONENTS V, S COMPONENTS V, S

This spell repairs a single break or tear in an object you touch, such as This cantrip allows you to activate or deactivate any electronic device This spell is a minor magical trick that novice spellcasters use for
broken chain link, two halves of a broken key, a torn cloak, or a within range, as long as the device has a clearly defined on or off practice. You create one of the following magical effects within
leaking wineskin. As long as the break or tear is no larger than 1 foot function that can be easily accessed from the outside the device. Any range:
in any dimension, you mend it, leaving no trace of the former device that requires a software-based shutdown sequence to activate • You create an instantaneous, harmless sensory effect, such as a
damage. This spell can physically repair a magic item or construct, or deactivate cannot be affected by on/off. shower of sparks, a puff of wind, faint musical notes, or an odd odor.
but the spell can’t restore magic to such an object. • You instantaneously light or snuff out a candle, a torch, or a
small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an 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 such
an effect as an action.

Spellsmith (Mark of Making) Player’s Handbook Spellcasting (Wizard) UA: Modern Magic Spellcasting (Wizard) Player’s Handbook

Shocking Grasp Distort Value Feather Fall


Evocation Cantrip 1st-level illusion 1st-level transmutation

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


RANGE Touch RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION 8 hours DURATION 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V, M (a small feather or piece of down)

Lightning springs from your hand to deliver a shock to a creature you Do you need to squeeze a few more gold pieces out of a merchant as Reaction: When you or a creature within 60 feet of you falls Choose
try to touch. Make a melee spell attack against the target. You have you try to sell that weird octopus statue you liberated from the chaos up to five falling creatures within range. A falling creature’s rate of
advantage on the attack roll if the target is wearing armor made of temple? Do you need to downplay the worth of some magical assets descent slows to 60 feet per round until the spell ends. If the creature
metal. On a hit, the target takes 1d8 lightning damage, and it can’t when the tax collector stops by? Distort value has you covered. lands before the spell ends, it takes no falling damage and can land
take reactions until the start of its next turn. You cast this spell on an object no more than 1 foot on a side, on its feet, and the spell ends for that creature.
The spell’s damage increases by 1d8 when you reach 5th level doubling the object’s perceived value by adding illusory nourishes or
(2d8), 11th level (3d8), and 17th level (4d8). polish to it, or reducing its perceived value by half with the help of
illusory scratches, dents, and other unsightly features. Anyone
examining the object can ascertain its true value with a successful
Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the maximum size of the object increases by 1 foot
for each slot level above 1st.

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

Grease Healing Elixir Infallible Relay


1st-level conjuration 1st-level conjuration 1st-level divination (technomagic)

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


RANGE 60 feet RANGE Self RANGE Self
DURATION 1 minute DURATION 24 hours DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a bit of pork rind or butter) COMPONENTS V, S, M (alchemist’s supplies) COMPONENTS V, S, M (a mobile phone)

Slick grease covers the ground in a 10-foot square centered on a You create a healing elixir in a simple vial that appears in your hand. With this spell, you can target any creature with whom you have
point within range and turns it into difficult terrain for the duration. The elixir retains its potency for the duration or until it’s consumed, spoken previously, as long as the two of you are on the same plane of
When the grease appears, each creature standing in its area must at which point the vial vanishes. existence When you cast the spell, the nearest functioning telephone
succeed on a Dexterity saving throw or fall prone. A creature that As an action, a creature can drink the elixir or administer it to or similar communications device within 100 feet of the target begins
enters the area or ends its turn there must also succeed on a another creature. The drinker regains 2d4 + 2 hit points. to ring. If there is no suitable device close enough to the target, the
Dexterity saving throw or fall prone. spell fails.
The target must make a successful Charisma saving throw or be
compelled to answer your call. Once the connection is established,
the call is crystal clear and cannot be dropped until conversation has
ended or the spell's duration ends. You can end the conversation at
any time, but target must succeed on a Charisma saving throw to end
the conversation.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) UA: Starter Spells Spellcasting (Wizard) UA: Modern Magic
Magic Missile Magnify Gravity Remote Access
1st-level evocation 1st-level transmutation (dunamancy) 1st-level transmutation (technomagic)

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


RANGE 120 feet RANGE 60 feet RANGE 120 feet
DURATION Instantaneous DURATION 1 round DURATION 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create three glowing darts of magical force. Each dart hits a The gravity in a 10-foot-radius sphere centered on a point you can You can use any electronic device within range as if it were in your
creature of your choice that you can see within range. A dart deals see within range increases for a moment. Each creature in the sphere hands. This is not a telekinesis effect. Rather, this spell allows you to
1d4 + 1 force damage to its target. The darts all strike simultaneously, on the turn when you cast the spell must make a Constitution saving simulate a device's mechanical functions electronically. You are able
and you can direct them to hit one creature or several. throw. On a failed save, a creature takes 2d8 force damage, and its to access only functions that a person using the device manually
At Higher Levels. When you cast this spell using a spell slot of 2nd speed is halved until the end of the next turn. On a successful save, a would be able to access. You can use remote access with only one
level or higher, the spell creates one more dart for each slot level creature takes half as much damage and suffers no reduction to its device at a time.
above 1st. speed.
Until the start of your next turn, any object that isn’t being worn or
carried in the sphere requires a successful Strength check against
your spell save DC to pick up or move.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Explorer’s Guide to Wildemount Spellcasting (Wizard) UA: Modern Magic

Find Vehicle Jim’s Glowing Coin


2nd-level conjuration 2nd-level enchantment

CASTING TIME 10 minutes CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet
DURATION 8 hours DURATION 1 minute
COMPONENTS V, S COMPONENTS S, M (a coin)
You summon a spirit that assumes the form of a nonmilitary land vehicle of Of the many tactics employed by master magician and renowned
your choice, appearing in an unoccupied space within range. The vehicle has adventurer Jim Darkmagic, the old glowing coin trick is a time-
the statistics of normal vehicle of its sort, though it is celestial, fey, or honored classic. When you cast the spell, you hurl the coin that is the
fiendish (your choice) in origin. The physical characteristics of the vehicle spell’s material component to any spot within range. The coin lights
reflect its origin to some degree. For example, a fiendish SUV might be jet
black in color, with tinted windows and a sinister-looking front grille. up as if under the effect of a light spell. Each creature of your choice
You have a supernatural bond with the conjured vehicle that allows you to that you can see within 30 feet of the coin must succeed on a
drive beyond normal ability. While driving the conjured vehicle, you are Wisdom saving throw or be distracted for the duration. While
considered proficient with vehicles of its type, and you add double your distracted, a creature has disadvantage on Wisdom (Perception)
proficiency bonus to ability checks related to driving the vehicle. While checks and initiative rolls.
driving the vehicle, you can make any spell you cast that targets only you
also target the vehicle.
If the vehicle drops to 0 hit points, it disappears, leaving behind no
physical form. You can also dismiss the vehicle at any time as an action,
causing it to disappear.
You can't have more than one vehicle bonded by this spell at a time. As an
action, you can release the vehicle from its bond at any time, causing it to
disappear.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, you can conjure a nonmilitary water vehicle large enough to carry six
Medium creatures. When you cast this spell using a spell slot of 5th level or
higher, you can conjure a nonmilitary air vehicle large enough to carry ten
Medium creatures. When you cast this spell using a spell slot of 7th or
higher, you can conjure any type of vehicle, subject to the DM's approval.

Spellcasting (Wizard) UA: Modern Magic Spellcasting (Wizard) Acquisitions Incorporated


Dagger Staff Scholar’s Pack
Weapons Spellcasting Focus Equipment Packs

An arcane focus is a special item—an orb, a crystal, a rod, a Includes a backpack, a book of lore, a bottle of ink, an ink
specially constructed staff, a wand—like length of wood, or pen, 10 sheets of parchment, a little bag of sand, and a
some similar item designed to channel the power of arcane small knife.
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

1 lb. Player’s Handbook 4 lb. Player’s Handbook 10 lbs. Player’s Handbook

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