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Wiz 1 (diviner) Sage (Researcher) Suaw

CLASS & LEVEL BACKGROUND PLAYER NAME


Orlando Burczymucha
Strongheart Halfling NE
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I’m willing to listen to every side of an
12 2 25 argument before I make my own judgment.
9 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum 8


-1
Strength
DEXTERITY Power. Knowledge is the path to power and
+2
Dexterity domination. (Evil)

15 +2
Constitution
CURRENT HIT POINTS IDEALS
● +4
Intelligence
+2 ● +3
Wisdom
I've been searching my whole life for the
+1
Charisma answer to a certain question.
CONSTITUTION (overcoming mortality)
SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 1
2
Acrobatics (Dex) Total SUCCESSES I am easily distracted by the promise of
+2 information.
1
Animal Handling (Wis) d6 FAILURES

4
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

15 1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

4
History (Int) Lucky: When I roll a 1 for an attack roll, ability
Dagger +4 1d4+2 piercing check, or saving throw, I can reroll the die and
+2 1
Insight (Wis) must use the new roll.
1
Intimidation (Cha) Shocking Grasp +4 1d8 lightning
Advantage on saving throws against being
WISDOM ●
4
Investigation (Int) frightened.
1
Medicine (Wis)
13 2
Nature (Int)
Advantage on saving throws against being
poisoned.
+1 1
Perception (Wis)
Resistance against poison damage.
1
Performance (Cha)

CHARISMA 1
Persuasion (Cha) Halfling Nimbleness: I can move through the
space of any creature that is of a size larger

4
Religion (Int) than mine.
12 2
Sleight of Hand (Dex)
Researcher: When I attempt to learn or recall a
2
Stealth (Dex) piece of lore, if I do not know that information, I
+1
1
Survival (Wis) often know where and from whom I can obtain
it.
SKILLS ATTACKS & SPELLCASTING
Spellcasting

11 PASSIVE WISDOM (PERCEPTION) set of common clothes, Ritual casting: The ritual version of a spell
CP takes 10 minutes longer to cast than normal. It
backpack, belt pouch
also doesn’t expend a spell slot, which means
component pouch, spellbook the ritual version of a spell can’t be cast at a
Languages: Common,
SP 40 higher level.
bottle of black ink, bottle of green
Draconic, Halfling, Infernal EP
ink, quill, ink pen, 10 sheets of Arcane Recovery: Once per day when I
parchment, little bag of sand, 2 finish a short rest, I can choose expended spell
Proficiencies: small knives, slots to recover. The spell slots can have a
Armor: None GP
combined level 1
+letter from a dead colleague+
Weapons: Daggers, darts, +book of lore+
slings, quarterstaffs, PP +arcane focus (staff)+
+dagger+
light crossbows
Tools: None
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
111 y 90 cm 42 kg
AGE HEIGHT WEIGHT
Orlando Burczymucha
gray pale, wrinkled white
CHARACTER NAME EYES SKIN HAIR

Viggo Ternbeak *ja baldurski*


Oreo i Gina Ternbeak *rodzice* NAME
Osso i Ugo Ternbeak *synowie*
Fiona Ternbeak *żona, zmarła przy porodzie* familiar
były (chyba) członek gildii złodziei we Wrotach Baldura
były uczony w Candlekeep

wyznawca Oghmy

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Przez dużą część życia ciężko i nieuczciwie


pracowałem we Wrotach Baldura - lombardy,
paserstwo, a jeszcze wcześniej (na samym
początku): zwykłe złodziejstwo. Teraz to przeszłość,
bo synkowie, w swej niespożytej chciwości, przestali
zadowalać się wydzielaną przeze mnie działką i
przejęli interesy. właściwie przez ponad 10 lat to oni
zawiadywali wszystkim a ja skupiałem się na swojej
"ciekawości" i zgłębiałem tajemnice.

Wrota nie były już miastem mojej młodości, w


którym znałem każdą wartą znania osobę - moi
ludzie odeszli - starość i sztylety pozbawiły mnie
wpływów wśród możnych półświatka, kolejne
pokolenia budowały nowe wpływy. Decyzję o
opuszczeniu rodzinnego miasta przyspieszyła
pewność, że chłopcy zorientują się w tym jak wiele
środków pochłonęły moje badania i w jakim stopniu
zadłużone były moje nieruchomości. Na pewno by
tego nie zrozumieli.

Odpowiedzią na ówczesne moje potrzeby było


Candlekeep. Tam przyjąłem imię Orlando, tam
pozostawiłem dla potomności dwie obiektywnie
dość słabe dysertacje, tam też podjąłem decyzję by ADDITIONAL FEATURES & TRAITS
zostać magiem.

Moje zainteresowania się zmieniały. W związku z letter from a dead colleague posing a question you have not yet been able to answer, *loremaster Hela Bertz z
tym, że coraz bardziej przerażały mnie ostateczne Luskan, "czym jest zdarzenie konieczne? dlaczego pomimo wiedzy i woli nie potrafimy spowodować jego
konsekwencje upływu czasu, początkowo myślałem nieziszczenia?"*
o zostaniu nekromantą. Jednak badania które
prowadziłem nad tą nieestetyczną materią pozwoliły tome of lore *brak autora i tytułu, traktat o proroctwach w głównych religiach i ich wpływie na historię i
mi zrozumieć, że jest lepsza droga która prowadzi współczesność Faerunu, temat badany zarówno w ujęciu diachronicznym jak i synchronicznym, księga napisana
do mojego celu; piękniejsza i bliższa mojej naturze. najprawdopodobniej 120-130 lat temu, w infernalu, ale sporo elfickich glos na marginesach i wklejonych fiszkach*

Potrzebie odkrywana nieodkrytego zawdzięczam dagger *sztylet jest jedynym przedmiotem, który pozostał mi z czasów baldurskich, prezent od synów na 66
podróż na pirackie wyspy Nelanther,gdzie od urodziny, wykonany przez świętej pamięci mistrza Hefajstusa Roe, noszony, ale nigdy nie użyty*
pewnej kapłanki rzekomo Tymory, będącej
kapitanem rzekomo całkiem normalnego statku arcane focus (staff) *prezent od akademików z Candlekeep na jubileusz 20 lecia pracy*
miałem kupić pewną księgę. Dość powiedzieć, że
dzięki serii niefortunnych zdarzeń podróż ta
skończyła się w porcie Waterdeep.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard +2 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mage Hand
Minor Illusion
Shocking Grasp

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Detect Magic R

● Feather Fall
4
Find Familiar R

Grease
SPELLS KNOWN

● Mage Armor

● Sleep

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Mage Hand Shocking Grasp
Conjuration cantrip Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S Components: V, S
Duration: 1 minute Duration: Instantaneous

A spectral, floating hand appears at a point you Lightning springs from your hand to deliver a
choose within range. The hand lasts for the shock to a creature you try to touch. Make a melee
duration or until you dismiss it as an action. The spell attack against the target. You have advantage
hand vanishes if it is ever more than 30 feet away on the attack roll if the target is wearing armor
from you or if you cast this spell again. made of metal. On a hit, the target takes 1d8
lightning damage, and it can't take reactions until
You can use your action to control the hand. You the start of its next turn.
can use the hand to manipulate an object, open an
unlocked door or container, stow or retrieve an The spell's damage increases by 1d8 when you
item from an open container, or pour the contents reach 5th level (2d8), 11th level (3d8), and 17th
out of a vial. You can move the hand up to 30 feet level (4d8).
each time you use it.
Detect Magic
The hand can't attack, activate magic items, or 1st-level divination
carry more than 10 pounds.
Casting Time: 1 action
Range: Self
Minor Illusion Components: V, S
Illusion cantrip Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Range: 30 feet For the duration, you sense the presence of magic
Components: S, M within 30 feet of you. If you sense magic in this
Duration: 1 minute way, you can use your action to see a faint aura
around any visible creature or object in the area
You create a sound or an image of an object within that bears magic, and you learn its school of magic,
range that lasts for the duration. The illusion also if any.
ends if you dismiss it as an action or cast this spell
again. The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal,
If you create a sound, its volume can range from a a thin sheet of lead, or 3 feet of wood or dirt.
whisper to a scream. It can be your voice, someone
else's voice, a lion's roar, a beating of drums, or any Feather Fall
other sound you choose. The sound continues 1st-level transmutation
unabated throughout the duration, or you can
make discrete sounds at different times before the Casting Time: 1 reaction
spell ends. Range: 60 feet
Components: V, M
If you create an image of an object--such as a chair, Duration: 1 minute
muddy footprints, or a small chest--it must be no
larger than a 5-foot cube. The image can't create Choose up to five falling creatures within range. A
sound, light, smell, or any other sensory effect. falling creature's rate of descent slows to 60 feet
Physical interaction with the image reveals it to be per round until the spell ends. If the creature lands
an illusion, because things can pass through it. before the spell ends, it takes no falling damage
and can land on its feet, and the spell ends for that
If a creature uses its action to examine the sound creature.
or image, the creature can determine that it is an
illusion with a successful Intelligence Find Familiar
(Investigation) check against your spell save DC. If 1st-level conjuration
a creature discerns the illusion for what it is, the
illusion becomes faint to the creature. Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10gp worth of charcoal,
incense, and herbs that must be consumed by fire
in a brass brazier.) Slick grease covers the ground in a 10-foot square
Duration: Instantaneous centered on a point within range and turns it into
difficult terrain for the duration.
You gain the service of a familiar, a spirit that takes
an animal form you choose: bat, cat, crab, frog When the grease appears, each creature standing
(toad), hawk, lizard, octopus, owl, poisonous in its area must succeed on a Dexterity saving
snake, fish (quipper), rat, raven, sea horse, spider, throw or fall prone. A creature that enters the area
or weasel. Appearing in an unoccupied space or ends its turn there must also succeed on a
within range, the familiar has the statistics of the Dexterity saving throw or fall prone.
chosen form, though it is a celestial, fey, or fiend
(your choice) instead of a beast.
Mage Armor
1st-level abjuration
Your familiar acts independently of you, but it
always obeys your commands. In combat, it rolls Casting Time: 1 action
its own initiative and acts on its own turn. A Range: Touch
familiar can't attack, but it can take other actions Components: V, S, M
as normal. Duration: 8 hours

When the familiar drops to 0 hit points, it You touch a willing creature who isn't wearing
disappears, leaving behind no physical form. It armor, and a protective magical force surrounds it
reappears after you cast this spell again. until the spell ends. The target's base AC becomes
13 + its Dexterity modifier. The spell ends if the
While your familiar is within 100 feet of you, you target dons armor or if you dismiss the spell as an
can communicate with it telepathically. action.
Additionally, as an action, you can see through
your familiar's eyes and hear what it hears until Sleep
the start of your next turn, gaining the benefits of 1st-level enchantment
any special senses that the familiar has. During
this time, you are deaf and blind with regard to Casting Time: 1 action
your own senses. Range: 90 feet
Components: V, S, M
As an action, you can temporarily dismiss your Duration: 1 minute
familiar. It disappears into a pocket dimension
where it awaits your summons. Alternatively, you This spell sends creatures into a magical slumber.
can dismiss it forever. As an action while it is Roll 5d8; the total is how many hit points of
temporarily dismissed, you can cause it to creatures this spell can affect. Creatures within 20
reappear in any unoccupied space within 30 feet of feet of a point you choose within range are affected
you. in ascending order of their current hit points
(ignoring unconscious creatures).
You can't have more than one familiar at a time. If
you cast this spell while you already have a Starting with the creature that has the lowest
familiar, you instead cause it to adopt a new form. current hit points, each creature affected by this
Choose one of the forms from the above list. Your spell falls unconscious until the spell ends, the
familiar transforms into the chosen creature. sleeper takes damage, or someone uses an action
to shake or slap the sleeper awake. Subtract each
Finally, when you cast a spell with a range of creature's hit points from the total before moving
touch, your familiar can deliver the spell as if it had on to the creature with the next lowest hit points.
cast the spell. Your familiar must be within 100 A creature's hit points must be equal to or less than
feet of you, and it must use its reaction to deliver the remaining total for that creature to be affected.
the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the Undead and creatures immune to being charmed
roll. aren't affected by this spell.

Grease When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot
1st-level conjuration
level above 1st.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: 1 minute

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