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Wizard 3/Artificer 1 Criminal

Finir Voyant CLASS & LEVEL BACKGROUND PLAYER NAME

Changling Chaotic-neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

Shapechanger. As an action, you can


+4 PROFICIENCY BONUS
10 +0 30 ft. change your appearance and your
voice. You determine the specifics of
INSPIRATION ARMOR
CLASS
the changes, including your coloration,
INITIATIVE SPEED
hair length, and sex. You can also
adjust your height and weight, but not
+1 +1 SAVING THROWS HIT POINT MAXIMUM 35
+1 ATHLETICS so much that your size changes. You
can make yourself appear as a member
12 of another race, though none of your
STRENGTH game statistics change. You can't
CURRENT HIT POINTS
duplicate the appearance of a creature
+0 you've never seen, and you must adopt
+0 SAVING THROWS
a form that has the same basic
+0 ACROBATICS
arrangement of limbs that you have.
11 +0
+4
SLEIGHT OF HAND
Your clothing and equipment aren't
● STEALTH TEMPORARY HIT POINTS
DEXTERITY changed by this trait.
Total 3d6 + 1d8 SUCCESSES You stay in the new form until you use
+7 SAVING THROWS an action to revert to your true form or
+3 FAILURES
until you die.
16
HIT DICE DEATH SAVES
TRAITS

CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Spellcasting. As a student of arcane
Dagger +5 1d4 + 1 magic, you have a spellbook containing
+6
+2 ◆ +6
SAVING THROWS
spells that show the first glimmerings
● ARCANA Pistol +0 1d6
of your true power. See chapter 10 for
15 +2
+6
HISTORY
the general rules of spellcasting and
● +2
INVESTIGATION Quarterstaff +5 1d6
INTELLIGENCE NATURE chapter 11 for the wizard spell list.
+2 RELIGION

+6
Cantrips:
+2 ◆ +2
SAVING THROWS
At 1st level, you know three cantrips of
ANIMAL HANDLING
your choice from the wizard spell list.
15 +6
+2
INSIGHT
MEDICINE You learn an additional wizard cantrip
+2
WISDOM PERCEPTION of your choice at 4th level, and another
+2 SURVIVAL at 10th level.
+4
+4 SAVING THROWS
Spellbook:
+1
● DECEPTION
At 1st level, you have a spellbook
18 +8
+4
INTIMIDATION
PERFORMANCE containing six 1st-level wizard spells of
+8
CHARISMA PERSUASION your choice.

12 PASSIVE WISDOM (PERCEPTION)


Preparing and Casting Spells:
ATTACKS FEATURES

Armor. none Dagger, Arcane Focus, Spellbook, Gold (gp) x 443, Pistol , Quarterstaff
Weapons. daggers, darts, slings,
quarterstaffs, light crossbows Backpack. Ink (1 ounce bottle), Ink pen, Parchment (one sheet) x 10, Bag of sand,
Tools. none Small knife, Book of lore
Armor. Light armor, medium armor,
shields.
Weapons. Simple weapons
Tools. Thieves tools, tinker’s tools, one
type of artisan''s tools of your choice
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT
25 Changes Changes
Finir Voyant AGE HEIGHT WEIGHT

Changes Changes Changes


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

They are gender fluid, when they


look like a man they go by he/him
pronouns and vice versa

PERSONALITY TRAITS

People always deserve a second


chance

IDEALS

They work for a academy over seas

BONDS

They are terrified of mirrors


CHARACTER BACKSTORY

FLAWS

TREASURE
Intelligence 14 +6
Wizard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Mage Hand
Minor Conjuration
Minor Illusion
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 0
EPAR
SPELL NAME
ED
PR

Comprehend Languages
False Life
4 0
Find Familiar
Magic Missile
SPELLS KNOWN

8 0

2 2

Enlarge/Reduce
Invisibility

5 0

9 0

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