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LVL 1 Wizard Unknown Luis

CLASS & LEVEL BACKGROUND PLAYER NAME


UK
High Elf Neutral 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +3 30 ft UK
+0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
High intelligence (?)

11 PERSONALITY TRAITS

Hit Point Maximum 8


+0
Strength
DEXTERITY UK
+3


+3

+2
Dexterity
Constitution
6+MCON = 8 Moon elf exploration?
CURRENT HIT POINTS IDEALS
● +6
Intelligence
16 ● +4
Wisdom
+1
Charisma UK
CONSTITUTION SAVING THROWS
Why are we here?
TEMPORARY HIT POINTS BONDS
+2
+3
Acrobatics (Dex) Total SUCCESSES
15 UK
+2
Animal Handling (Wis) 1d6 FAILURES

+6
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+0
Athletics (Str)

+4 +1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+4
History (Int) Darkvision
Quarterstaff +2 1d6 Blud/Vers (1d8)
18 +2
Insight (Wis) Accustomed to twilit forests and the
+1
Intimidation (Cha) Fire Bolt +6 1d10 Fire Damage night sky, you have superior vision in
dark and dim conditions. You can see
WISDOM ●
+6
Investigation (Int) in dim light within 60 feet of you as if it
Ray of Frost +6 1d8 Cold Damage
+2
Medicine (Wis) were bright light, and in darkness as if
+2 +4
Nature (Int) it were dim light. You can’t discern
color in darkness, only shades of gray.
14

+4
Perception (Wis)
+1
Performance (Cha) Keen Senses
CHARISMA +1
Persuasion (Cha) You have proficiency in the Perception
+4
Religion (Int) skill.
+1 +3
Sleight of Hand (Dex)
Fey Ancestry
+3
Stealth (Dex) You have advantage on saving throws
13
+2
Survival (Wis) against being charmed, and magic
SKILLS ATTACKS & SPELLCASTING
can’t put you to sleep.

Trance
14 PASSIVE WISDOM (PERCEPTION)
Quarterstaff Elves don’t need to sleep. Instead,
CP
they meditate deeply, remaining
semiconscious, for 4 hours a day. (The
SP Component pouch Common word for such meditation is
Common “trance.”) While meditating, you can
Elvish Scholar pack: dream after a fashion; such dreams
EP
Draconian (extra-language) Backpack, book of lore, are actually mental exercises that have
Armor: None ink, ink pen, parchment become reflexive through years of
GP practice. After resting in this way, you
Shortbow, Shortsword, (10), little bag of sand, gain the same benefit that a human
Longsword, Longbow, Daggers, PP
small knife. does from 8 hours of sleep.
Darts, Slings, Quarterstaffs,
Light-crossbows. Spell book

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
450 5 ft Pending
AGE HEIGHT WEIGHT

Blue Alabaster Black


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Preparing and casting spells


You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of
wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of
one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard
spells requires time spent studying your spellbook and memorizing the incantations and gestures you
must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Learning Spells of 1st Level and Higher


Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for
free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard
table. On your adventures, you might find other spells that you can add to your spellbook (see the
“Your Spellbook” sidebar).

Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day
when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have
a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots
can be 6th level or higher.

Number of prepared spells = MINT+LVL

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
INT 8+4+2=14 4+2=6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mage hand
Fire Bolt
Prestidigitation
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 0 7
EPAR
SPELL NAME
ED
PR

Thunderwave

Witch Bolt
4
Magic Missile

Mage armor
SPELLS KNOWN

Burning Hands

Identify

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

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