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Level 3 Keldon Human Wizard, Technomancy 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Krusk
Hillsfar Merchant The Jeffler
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
Technomancy. Technomancers can make use of
+3 Strength technology as both conduit and a storage space for
Y
PROFI


+1 magic.
+2 Dexterity

+2 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
15 ✘ +1 Wisdom

-1 Charisma
21 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

14 N
CIE C

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

RT

EXPE

-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +7 Arcana (Int)
✘ +3 Athletics (Str)
INTELLIGENCE -1 Deception (Cha)

20 ✘


+7 History (Int)
+1 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+5 +5 Investigation (Int)
-1 Medicine (Wis) Icehaven Born. You are immune to the effects of
WISDOM
cold temperatures.
+5 Nature (Int)

9 -1 Perception (Wis)
-1 Performance (Cha)
✘ +1 Persuasion (Cha)
-1 +5 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

8 -1 Survival (Wis)
SKILLS

-1 9 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Staff 5 ft +1 vs AC +1

FEATURES & TRAITS


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

Pistol 30/90 +2 vs AC 1d10+2 piercing Armor Proficiencies. –


Ammunition, Loading
Weapon Proficiencies. Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light

Tool Proficiencies. Vehicles water, Vehicles land,


Hacking Tools

Languages. Common, Keldon

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'11" 160 lb.
GENDER AGE HEIGHT WEIGHT
Krusk
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family
operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the
Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated
I ask a lot of questions to get information about furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon’s Breath, a brandy-like
those with whom I am working and dealing. liquor. Regardless, you’ve largely given that life up for some reason and have chosen to seek adventure instead.
I fill my evenings with wine or mead and song. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.

PERSONALITY TRAITS

Charitable: I give generously to others. (Good)

IDEAL

Deals are sacrosanct. I never go back on my word.

BOND

I am a braggart. I promote myself shamelessly.

FLAW BACKGROUND STORY

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
Staff 1 4
Wand 1 1
Scholar’s Pack 1 10
[Dagger] 1 1
Pistol 1 3

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

19 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 +7 15 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, Technomancy

CANTRIPS Mage Hand On/Off


Prestidigitation

1ST LEVEL 4 SPELL SLOTS Comprehend Languages Distort Value


Identify Infallible Relay Magic Missile
Magnify Gravity Remote Access Witch Bolt

2ND LEVEL 2 SPELL SLOTS Find Vehicle Wristpocket


Mage Hand On/Off Prestidigitation
Conjuration Cantrip Transmutation Cantrip (technomagic) Transmutation Cantrip

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


RANGE 30 feet RANGE 60 feet RANGE 10 feet
DURATION 1 minute DURATION Instantaneous DURATION Up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A spectral, floating hand appears at a point you choose within range. This cantrip allows you to activate or deactivate any electronic device This spell is a minor magical trick that novice spellcasters use for
The hand lasts for the duration or until you dismiss it as an action. within range, as long as the device has a clearly defined on or off practice. You create one of the following magical effects within
The hand vanishes if it is ever more than 30 feet away from you or if function that can be easily accessed from the outside the device. Any range:
you cast this spell again. device that requires a software-based shutdown sequence to activate • You create an instantaneous, harmless sensory effect, such as a
You can use your action to control the hand. You can use the hand or deactivate cannot be affected by on/off. shower of sparks, a puff of wind, faint musical notes, or an odd odor.
to manipulate an object, open an unlocked door or container, stow or • You instantaneously light or snuff out a candle, a torch, or a
retrieve an item from an open container, or pour the contents out of small campfire.
a vial. You can move the hand up to 30 feet each time you use it. The • You instantaneously clean or soil an object no larger than 1 cubic
hand can’t attack, activate magic items, or carry more than 10 foot.
pounds. • 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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) UA: Modern Magic Spellcasting (Wizard) Player’s Handbook

Comprehend Languages Distort Value Identify


1st-level divination (ritual) 1st-level illusion 1st-level divination (ritual)

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


RANGE Self RANGE Touch RANGE Touch
DURATION 1 hour DURATION 8 hours DURATION Instantaneous
COMPONENTS V, S, M (a pinch of soot and salt) COMPONENTS V COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather)

For the duration, you understand the literal meaning of any spoken Do you need to squeeze a few more gold pieces out of a merchant as You choose one object that you must touch throughout the casting of
language that you hear. You also understand any spoken language you try to sell that weird octopus statue you liberated from the chaos the spell. If it is a magic item or some other magic-imbued object, you
that you hear. You also understand any written language that you temple? Do you need to downplay the worth of some magical assets learn its properties and how to use them, whether it requires
see, but you must be touching the surface of which the words are when the tax collector stops by? Distort value has you covered. attunement to use, and how many charges it has, if any. You learn
written. It takes about 1 minute to read one page of text. This spell You cast this spell on an object no more than 1 foot on a side, whether any spells are affecting the item and what they are. If the
doesn’t decode secret messages in a text or glyph, such as an arcane doubling the object’s perceived value by adding illusory nourishes or item was created by a spell, you learn which spell created it. If you
sigil, that isn’t part of a written language. polish to it, or reducing its perceived value by half with the help of instead touch a creature throughout the casting, you learn what
illusory scratches, dents, and other unsightly features. Anyone spells, if any, are currently affecting it.
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

Infallible Relay Magic Missile Magnify Gravity


1st-level divination (technomagic) 1st-level evocation 1st-level transmutation (dunamancy)

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


RANGE Self RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION 1 round
COMPONENTS V, S, M (a mobile phone) COMPONENTS V, S COMPONENTS V, S

With this spell, you can target any creature with whom you have 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
spoken previously, as long as the two of you are on the same plane of 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
existence When you cast the spell, the nearest functioning telephone 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
or similar communications device within 100 feet of the target begins 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 ring. If there is no suitable device close enough to the target, the 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
spell fails. 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
The target must make a successful Charisma saving throw or be above 1st. speed.
compelled to answer your call. Once the connection is established, Until the start of your next turn, any object that isn’t being worn or
the call is crystal clear and cannot be dropped until conversation has carried in the sphere requires a successful Strength check against
ended or the spell's duration ends. You can end the conversation at your spell save DC to pick up or move.
any time, but target must succeed on a Charisma saving throw to end At Higher Levels. When you cast this spell using a spell slot of 2nd
the conversation. level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) UA: Modern Magic Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Explorer’s Guide to Wildemount
Remote Access Witch Bolt Find Vehicle
1st-level transmutation (technomagic) 1st-level evocation 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 10 minutes


RANGE 120 feet RANGE 30 feet RANGE 30 feet
DURATION 10 minutes DURATION Concentration, up to 1 minute DURATION 8 hours
COMPONENTS V, S COMPONENTS V, S, M (a twig from a tree that has been struck by lightning) COMPONENTS V, S

You can use any electronic device within range as if it were in your A beam of crackling, blue energy lances out toward a creature within You summon a spirit that assumes the form of a nonmilitary land vehicle of
hands. This is not a telekinesis effect. Rather, this spell allows you to range, forming a sustained arc of lightning between you and the your choice, appearing in an unoccupied space within range. The vehicle has
simulate a device's mechanical functions electronically. You are able target. Make a ranged spell attack against that creature. On a hit, the the statistics of normal vehicle of its sort, though it is celestial, fey, or
to access only functions that a person using the device manually target takes 1d12 lightning damage, and on each of your turns for the fiendish (your choice) in origin. The physical characteristics of the vehicle
reflect its origin to some degree. For example, a fiendish SUV might be jet
would be able to access. You can use remote access with only one duration, you can use your action to deal 1d12 lightning damage to black in color, with tinted windows and a sinister-looking front grille.
device at a time. the target automatically. The spell ends if you use your action to do You have a supernatural bond with the conjured vehicle that allows you to
anything else. The spell also ends if the target is ever outside the drive beyond normal ability. While driving the conjured vehicle, you are
spell’s range or if it has total cover from you. considered proficient with vehicles of its type, and you add double your
At Higher Levels. When you cast this spell using a spell slot of 2nd proficiency bonus to ability checks related to driving the vehicle. While
level or higher, the initial damage increases by 1d12 for each slot driving the vehicle, you can make any spell you cast that targets only you
level above 1st. 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) Player’s Handbook Spellcasting (Wizard) UA: Modern Magic

Wristpocket
2nd-level conjuration (ritual, dunamancy)

CASTING TIME 1 action


RANGE Self
DURATION Concentration, up to 1 hour
COMPONENTS S

You flick your wrist, causing one object in your hand to vanish. The
object, which only you can be holding and can weigh no more than 5
pounds, is transported to an extradimensional space, where it
remains for the duration.
Until the spell ends, you can use your action to summon the object
to your free hand, and you can use your action to return the object to
the extradimensional space. An object still in the pocket plane when
the spell ends appears in your space, at your feet.

Spellcasting (Wizard) Explorer’s Guide to Wildemount


Staff Wand Scholar’s Pack
Spellcasting Focus Spellcasting Focus Equipment Packs

An arcane focus is a special item—an orb, a crystal, a rod, a 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 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 some similar item designed to channel the power of arcane small knife.
spells. A sorcerer, warlock, or wizard can use such an item spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus. as a spellcasting focus.

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

Dagger Pistol
Weapons Weapons

1 lb. Player’s Handbook 3 lb. Dungeon Master’s Guide

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