Professional Documents
Culture Documents
INSPIRATION
STRENGTH
12 +2 30
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
16 PERSONALITY TRAITS
+2 ●
+2 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS
15 ●
+2 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 ●
-1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+1 Nature (Int)
0 Perception (Wis) Number of Component
11
-1 Performance (Cha)
Attacks: 1 pouch
CHARISMA
-1 Persuasion (Cha)
+1 Religion (Int)
Ink
-1 +2 Sleight of Hand (Dex) Ink pen
9
+2 Stealth (Dex)
Survival (Wis)
Knife, Small
0
Dagger; Dart;
Quarterstaff; Sling GP
10
PP
Language Proficiencies:
Aarakocra; Common;
Draconic; Infernal
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Fire Bolt
Gust Barrier
Thunderclap
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Alarm
Magic Missile
4
Shield
SPELLS KNOWN
2 2
Aganazzar’s Scorcher
Arcane Lock
Hold Person
5
Maximilian’s Earthen Grasp
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell slots
totalling no more than 2, and each must be 5th level or lower. (use
once/day).
A line of roaring flame 30 feet long and 5 feet You set an alarm against unwanted intrusion. You touch a closed door, window, gate, chest,
wide emanates from you in a direction you Choose a door, a window, or an area within or other entryway, and it becomes locked for
choose. Each creature in the line must make a range that is no larger than a 20-foot cube. the duration. You and the creatures you
Dexterity saving throw. A creature takes 3d8 Until the spell ends, an alarm alerts you designate when you cast this spell can open
fire damage on a failed save, or half as much whenever a Tiny or larger creature touches or the object normally. You can also set a
damage on a successful one. At Higher Levels: enters the warded area. When you cast the password that, when spoken within 5 feet of
When you cast this spell using a spell slot of spell, you can designate creatures that won't the object, suppresses this spell for 1 minute.
3rd level or higher, the damage increases by set off the alarm. You also choose whether the Otherwise, it is impassable until it is broken or
1d8 for each slot level above 2nd. alarm is mental or audible. A mental alarm the spell is dispelled or suppressed. Casting
alerts you with a ping in your mind if you are knock on the object suppresses arcane lock for
within 1 mile of the warded area. This ping 10 minutes. While affected by this spell, the
awakens you if you are sleeping. An audible object is more difficult to break or force open;
alarm produces the sound of a hand bell for 10 the DC to break it or pick any locks on it
seconds within 60 feet. increases by 10.
You hurl a mote of fire at a creature or object You spread your arms wide, allowing yourself Choose a humanoid that you can see within
within range. Make a ranged spell attack to become enveloped by the air around you. range. The target must succeed on a Wisdom
against the target. On a hit, the target takes Until the end of your next turn, any ranged saving throw or be paralyzed for the duration.
1d10 fire damage. A flammable object hit by attack made against you is done with At the end of each of its turns, the target can
this spell ignites if it isn’t being worn or disadvantage. Melee attackers who make another Wisdom saving throw. On a
carried. This spell’s damage increases by 1d10 successfully hit you must also make a success, the spell ends on the target. At Higher
when you reach 5th level (2d10), 11th level Constitution saving throw against your spell Levels. When you cast this spell using a spell
(3d10), and 17th level (4d10). save DC, being flung away from you up to 10 slot of 3rd level or higher, you can target one
feet and knocked prone on a failure. additional humanoid for each slot level above
2nd. The humanoids must be within 30 feet of
each other when you target them.
You create three glowing darts of magical You choose a 5-foot-square unoccupied space An invisible barrier of magical force appears
force. Each dart hits a creature of your choice on the ground that you can see within range. A and protects you. Until the start of your next
that you can see within range. A dart deals 1d4 Medium hand made from compacted soil rises turn, you have a +5 bonus to AC, including
+ 1 force damage to its target. The darts all there and reaches for one creature you can see against the triggering attack, and you take no
strike simultaneously, and you can direct within 5 feet of it. The target must make a damage from magic missile.
them to hit one creature or several. At Higher Strength saving throw. On a failed save, the
Levels. When you cast this spell using a spell target takes 2d6 bludgeoning damage and is
slot of 2nd level or higher, the spell creates restrained for the spell’s duration. As an
one more dart for each slot level above 1st. action, you can cause the hand to crush the
restrained target, which must make a Strength
saving throw. The target takes 2d6
bludgeoning damage on a failed save, or half
as much damage on a successful one. To break
out, the restrained target can use its action to
make a Strength check against your spell save
DC. On a success, the target escapes and is no
longer restrained by the hand. As an action,
you can cause the hand to reach for a different
creature or to move to a different unoccupied
Page 1 (reverse)
A flurry of magic snowballs erupts from a The best defense is to never be attacked. The You weave threads of starlight together to
point you choose within range. Each creature second best is this. You summon a writhing create a spear of solidified light in your hand.
in a 5-foot-radius sphere centered on that mass of unstable energy to guard your hand. This magic spear lasts until the spell ends. It
point must make a Dexterity saving throw. A You gain half cover from attacks and counts as a simple melee weapon with which
creature takes 3d6 cold damage on a failed damaging effects you can see, but you can only you are proficient. It deals 2d12 radiant
save, or half as much damage on a successful use this hand to perform somatic components damage on a hit and has the reach and thrown
one. At Higher Levels: When you cast this spell of spells you cast until this spell ends. If a (20/60ft.) properties. In addition, if you move
using a spell slot of 3rd level or higher, the ranged attack hits you, you can discharge the at least 20 feet straight toward a target, your
damage increases by 1d6 for each slot level spell flux as a reaction, deflecting the attack. next attack with this weapon deals an
above 2nd. Make a ranged spell attack targeting a creature additional 1d12 radiant damage on hit. If you
of your choosing within 30 feet of you. If you drop the weapon or throw it, it dissipates at
hit, the target takes the damage and effect of the end of the turn. Thereafter, while the spell
the original attack. Once you do this, the spell persists, you can use a bonus action to cause
ends. the spear to reappear in your hand. At Higher
Levels. When you cast this spell using a
3rd-or-4th-level spell slot, the damage
increases to 3d12. When you cast it using a
5th-or-6th-level spell slot, the damage is
increases to 4d12. When you cast it using a
Thunderclap
Wizard - Evocation cantrip DC 11 Spell Mod +3
1 Act. 5 ft S Inst