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Wizard [School of Conjuration] (3) Cloistered Scholar

CLASS & LEVEL BACKGROUND PLAYER NAME

Human/Mulan Neutral Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
12 +2 30
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

16 PERSONALITY TRAITS

Hit Point Maximum 20


+3 Strength
DEXTERITY
+2 Dexterity

+2 ●
+2 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS

15 ●
+2 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +2 Acrobatics (Dex) SUCCESSES

14 0 Animal Handling (Wis)


3x(1d6+2)
FAILURES

+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+3 Athletics (Str)

+1 ●
-1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

13 0 Insight (Wis) Backpack


WISDOM
-1 Intimidation (Cha)
+1 Investigation (Int)
Bag of Sand
+2 Medicine (Wis) Book
0

+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

SKILLS ATTACKS & SPELLCASTING


Parchment
Pouch
10 PASSIVE WISDOM (PERCEPTION)
CP Robes
SP
Spellbook
Weapon Proficiencies:
Crossbow, light; EP

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

Snilloc’s Snowball Swarm


9
Spell Flux
Starlight Spear

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).

Conjuration Savant. Beginning when you select this school at 2nd


level, the gold and time you must spend to copy a conjuration spell
into your spellbook is halved.

Library Access. Though others must often endure extensive


interviews and significant fees to gain access to even the most
common archives in your library, you have free and easy access to
the majority of the library, though it might also have repositories of
lore that are too valuable, magical, or secret to permit anyone
immediate access. You have a working knowledge of your cloister's
personnel and bureaucracy, and you know how to navigate those
connections with some ease. Additionally, you are likely to gain
preferential treatment at other libraries across the Realms, as
professional courtesy shown to a fellow scholar.

Minor Conjuration. Starting at 2nd level when you select this


school, you can use your action to conjure up an inanimate object
in your hand or on the ground in an unoccupied space that you can
see within 10 feet of you.

- This object can be no larger than 3 feet on a side and weigh no


more than 10 pounds
- Its form must be that of a nonmagical object that you have seen.
- The object is visibly magical, radiating dim light out to 5 feet.
- The object disappears after 1 hour, when you use this feature
again, or if it takes any damage.

Skill Proficiencies. Choose one proficiency from among Arcana,


Nature, and Religion. Enter this manually.
Page 1

Aganazzar’s Scorcher Alarm Arcane Lock


Wizard Level 2 Evocation DC 11 Spell Mod +3 Wizard Level 1 Abjuration DC 11 Spell Mod +3 Wizard Level 2 Abjuration DC 11 Spell Mod +3
1 Act. 30 ft V,S,M Inst 1 min 30 ft V,S,M 8 hrs 1 Act. Touch V,S,M Until dispelled
A red dragon’s scale A tiny bell and a piece of fine silver wire Gold dust worth at least 25 gp, which the spell
consumes

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.

Fire Bolt Gust Barrier Hold Person


Wizard - Evocation cantrip DC 11 Spell Mod +3 Wizard - Evocation cantrip DC 11 Spell Mod +3 Wizard Level 2 Enchantment DC 11 Spell Mod +3
1 Act. 120 ft V,S Inst 1 Act. Self S 1 Rnd 1 Act. 60 ft V,S,M Conc, 1 min
A small, straight piece of iron

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.

Magic Missile Maximilian’s Earthen Grasp Shield


Wizard Level 1 Evocation DC 11 Spell Mod +3 Wizard Level 2 Transmutation DC 11 Spell Mod +3 Wizard Level 1 Abjuration DC 11 Spell Mod +3
1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S,M Conc, 1 min 1 reAct. Self V,S 1 Rnd
A miniature hand sculpted from clay

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)

Maximilian’s Earthen Grasp (reverse)


space within range. The hand releases a
restrained target if you do either.
Page 2

Snilloc’s Snowball Swarm Spell Flux Starlight Spear


Wizard Level 2 Evocation DC 11 Spell Mod +3 Wizard Level 2 Abjuration DC 11 Spell Mod +3 Wizard Level 2 Conjuration DC 11 Spell Mod +3
1 Act. 90 ft V,S,M Inst 1 B.A. Self V Conc, 1 min 1 B.A. Self V,S Conc, 1 min
A piece of ice or a small white rock chip

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

You create a burst of thunderous sound that


can be heard up to 100 feet away. Each
creature within range, other than you, must
succeed on a Constitution saving throw or take
1d6 thunder damage. The spell’s damage
increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
Page 2 (reverse)

Starlight Spear (reverse)


spell slot of 7th level or higher, the damage
increases to 5d12.

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