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Divination Wizard LVL 3

CLASS & LEVEL BACKGROUND PLAYER NAME


Mezznix (Jandar)
Human(Variant)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Dislikes Wizards with formal training,
13 +3 30 mistrusts those with power and
9 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
questions figures of authority.
Secretive about his past
-1 PERSONALITY TRAITS

Hit Point Maximum


-1
Strength
DEXTERITY Freedom in general as well
16


+3

+3
Dexterity
Constitution
24 as from debt or obligation,
CURRENT HIT POINTS IDEALS
● +6
Intelligence
+3 ● +1
Wisdom
Mogrin a Friend of Jandar's while he lived in the city
0
Charisma and his conspirator when he faked his death, Mogrin
is the only person who knows Jandar is still alive.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
+3
Acrobatics (Dex) Total SUCCESSES
+3
Paranoid, Overconfident in
-1
Animal Handling (Wis) 3d6 FAILURES
his own abilities

+6
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

19 ●
+3
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

+6
History (Int)
M.Missle1 auto (1d4+1)x3 Portent()
+4 -1
Insight (Wis)
+1
Intimidation (Cha) S.Ray2 +6 (2d6)x3 Arcane Recovery
WISDOM ●
+6
Investigation (Int)
-1
Medicine (Wis)
9 +4
Nature (Int)
Telekinetic
Mind Sliver Int(14) saving
-1
Perception (Wis)
-1 throw 1d6 psychic -1d4 on Owl Familiar
+1
Performance (Cha)
next saving throw
CHARISMA +1
Persuasion (Cha)
+4
Religion (Int)
Telekinetic Bonus action
12 ●
+5
Sleight of Hand (Dex)
Move 5ft strength(14) saving
+3
Stealth (Dex)
+1 throw
+0
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

9 PASSIVE WISDOM (PERCEPTION)


CP Quarterstaff

SP
Common, Elvish, Dwarfish,
Draconic EP

GP 0

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
29 5'9 150
AGE HEIGHT WEIGHT
Mezznix(Jandar)
Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Born into a band of highwaymen Jandar lived a


simple life as a child among bandits, living off
whatever could be robbed off caravans on the
road. One day his father returned from a
successful heist on a courier caravan with a
variety of packages, one such package was a
spell book which he quickly took a liking too,
learning some of the simpler spells in the large
book as a child without any tutelage.

When he turned 16 Jandar left his family behind


to pursue a formal education in magic in a city.
He quickly found himself shunned away from all
potential schools of magic and mentors due to
his lack of connections and lack of wealth.
Determined to keep pushing on in his study of
the arcane he continued self teaching himself,
borrowing money from underworld loan sharks
in order to buy tomes and scrolls to aid in his
studies, while continuing to use to original
spellbook he got as a child.

Eventually he felt himself hit a brick wall in his ADDITIONAL FEATURES & TRAITS
progress, unable to push into the more
advanced magic in the tome while staying in the
city. With his stunted progress and his debts to
dangerous individuals piling up he knew he had Quarterstaff, Component Pouch, Scholars Pack, Spellbook. ,
to leave, using what magic he had and the help
of a friend to fake his death as convincingly as
Pearl
he could before escaping the city.

After leaving the city he stoped using the name


Jandar and assumed a new identity of Mezznix,
the name of the wizard who had owned the spell
book before it was stolen.

With his new identity Mezznix set out on the


adventurers path hoping to increase his
knowledge of the Arcane.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard int(+4) 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mind Sliver
Minor Illusion
Mage Hand (Telekenetic)
Shape Water

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Identify(Ritual)

Comprehend Languages (Ritual)


4
Protection from Evil and Good

● Magic Missle
SPELLS KNOWN

Find Familiar(Ritual)

● Silvery Barbs

Detect Magic(Ritual)

2 2
● Maximilian's Earthen Grasp

Hold Person

● Scorching Ray
5
● Mirror Image

● Phantasmal Force
9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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