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Level 3 High Elf Wizard, School of Abjuration 2650

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bagec
Sage Neutral Good Corellon Larethian Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (13) 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Arcane Recovery. Once per day when you finish a
N
CIE C
short rest, you can choose expended spell slots to
+0 Strength recover. The spell slots can have a combined level
Y
PROFI

+0 that is equal to or less than 2.


+3 Dexterity

+3 Constitution ARMOR CLASS Abjuration Savant. The gold and time you must
DEXTERITY
✘ +5 Intelligence
spend to copy an abjuration spell into your
MAXIMUM HIT DICE TEMPORARY spellbook is halved.
16 ✘ +3 Wisdom

+1 Charisma
23 3d6
Arcane Ward (1/Long Rest). When you cast an
CONDITIONAL
abjuration spell of 1st level or higher, you can
create a magical ward on yourself that lasts until
+3 you finish a long rest. The ward has 9 hp. Whenever
you take damage, the ward takes the damage
CURRENT HIT POINTS instead. If this damage reduces the ward to 0 hp,
CONSTITUTION DEATH SAVING THROWS
you take any remaining damage.While the ward has
SAVING THROWS
0 hp, it can’t absorb damage, but its magic remains.
16 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Whenever you cast an abjuration spell of 1st level
or higher, the ward regains a number of hp equal to
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION twice the level of the spell.


+1 Animal Handling (Wis)
+3 ✘ +5 Arcana (Int) Darkvision

+0 Athletics (Str)
INTELLIGENCE +1 Deception (Cha)

16 ✘ +5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +5 Investigation (Int)
+1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+3 Nature (Int)

12 ✘ +3 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+1 Performance (Cha) hours a day.
+1 Persuasion (Cha)
+1 ✘ +5 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

12 +1 Survival (Wis)
SKILLS

+1 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


FIRE BOLT 120 feet +5 vs AC d10 Fire

FEATURES & TRAITS


SHOCKING GRASP Touch +5 vs AC d8 Lightning

Armor Proficiencies. –

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Gnomish, Dwarvish,


Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 126 5'7" 123 lb.
GENDER AGE HEIGHT WEIGHT
Bagec Blue White Long, Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

I’m willing to listen to every side of an argument


before I make my own judgment.There’s nothing I
like more than a good mystery.

PERSONALITY TRAITS

Knowledge. The path to power and self-


improvement is through knowledge. (Neutral)

IDEAL

BOND

I am easily distracted by the promise of information.

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Scholar’s Pack 1 10 Potion of Healing 1 .5
Dagger 1 1
Component Pouch 1 2
Rations (1 day) 2 4

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

17.5 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +5 13 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Abjuration

CANTRIPS Mage Hand Minor Illusion


Shocking Grasp

1ST LEVEL 4 SPELL SLOTS Absorb Elements Chromatic Orb


Detect Magic Mage Armor Magic Missile
Shield Silent Image Sleep

2ND LEVEL 2 SPELL SLOTS

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Fire Bolt (High Elf)


Fire Bolt Mage Hand Minor Illusion
Evocation Cantrip Conjuration Cantrip Illusion Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS S, M (a bit of fleece)

You hurl a mote of fire at a creature or object within range. Make a A spectral, floating hand appears at a point you choose within range. You create a sound or an image of an object within range that lasts
ranged spell attack against the target. On a hit, the target takes 1d10 The hand lasts for the duration or until you dismiss it as an action. for the duration. The illusion also ends if you dismiss it as an action or
fire damage. A flammable object hit by this spell ignites if it isn’t The hand vanishes if it is ever more than 30 feet away from you or if cast this spell again. If you create a sound, its volume can range from
being worn or carried. you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a
This spell’s damage increases by 1d10 when you reach 5th level You can use your action to control the hand. You can use the hand lion’s roar, a beating of drums, or any other sound you choose. The
(2d10), 11th level (3d10), and 17th level (4d10). to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make
retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create
a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small
hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t
pounds. create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Cantrip (High Elf) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Shocking Grasp Absorb Elements Chromatic Orb


Evocation Cantrip 1st-level abjuration 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action
thunder damage
RANGE Touch RANGE Self RANGE 90 feet
DURATION Instantaneous DURATION 1 round DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS V, S, M (a diamond worth at least 50 gp)

Lightning springs from your hand to deliver a shock to a creature you The spell captures some of the incoming energy, lessening its effect You hurl a 4-inch-diameter sphere of energy at a creature that you
try to touch. Make a melee spell attack against the target. You have on you and storing it for your next melee attack. You have resistance can see within range. You choose acid, cold, fire, lightning, poison, or
advantage on the attack roll if the target is wearing armor made of to the triggering damage type until the start of your next turn. Also, thunder for the type of orb you create, and then make a ranged spell
metal. On a hit, the target takes 1d8 lightning damage, and it can’t the first time you hit with a melee attack on your next turn, the attack against the target. If the attack hits, the creature takes 3d8
take reactions until the start of its next turn. target takes an extra 1d6 damage of the triggering type, and the spell damage of the type you choose.
The spell’s damage increases by 1d8 when you reach 5th level ends. At Higher Levels. When you cast this spell using a spell slot of 2nd
(2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above
level or higher, the extra damage increases by 1d6 for each slot level 1st.
above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook

Detect Magic Mage Armor Magic Missile


1st-level divination (ritual) 1st-level abjuration 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE Touch RANGE 120 feet
DURATION Concentration, up to 10 minutes DURATION 8 hours DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S

For the duration, you sense the presence of magic within 30 feet of You touch a willing creature who isn’t wearing armor, and a You create three glowing darts of magical force. Each dart hits a
you. If you sense magic in this way, you can use your action to see a protective magical force surrounds it until the spell ends. The target’s creature of your choice that you can see within range. A dart deals
faint aura around any visible creature or object in the area that bears base AC becomes 13 + its Dexterity modifier. The spell ends it if the 1d4 + 1 force damage to its target. The darts all strike simultaneously,
magic, and you learn its school of magic, if any. The spell can target dons armor or if you dismiss the spell as an action. and you can direct them to hit one creature or several.
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of At Higher Levels. When you cast this spell using a spell slot of 2nd
common metal, a thin sheet of lead, or 3 feet of wood or dirt. level or higher, the spell creates one more dart for each slot level
above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Shield Silent Image Sleep
1st-level abjuration 1st-level illusion 1st-level enchantment

CASTING TIME 1 reaction CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 60 feet RANGE 90 feet
DURATION 1 round DURATION Concentration, up to 10 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a bit of fleece) COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

Reaction trigger: You are hit by an attack or targeted by the magic You create the image of an object, a creature, or some other visible This spell sends creatures into a magical slumber. Roll 5d8, the total
missile spell An invisible barrier of magical force appears and protects phenomenon that is no larger than a 15-foot cube. The image is how many hit points of creatures this spell can affect. Creatures
you. Until the start of your next turn, you have a +5 bonus to AC, appears at a spot within range and lasts for the duration. The image within 20 feet of a point you choose within range are affected in
including against the triggering attack, and you take no damage from is purely visual; it isn’t accompanied by sound, smell, or other sensory ascending order of their current hit points (ignoring unconscious
magic missile. effects. creatures).
You can use your action to cause the image to move to any spot Starting with the creature that has the lowest current hit points,
within range. As the image changes location, you can alter its each creature affected by this spell falls unconscious until the spell
appearance so that its movements appear natural for the image. For ends, the sleeper takes damage, or someone uses an action to shake
example, if you create an image of a creature and move it, you can or slap the sleeper awake. Subtract each creature’s hit points from
alter the image so that it appears to be walking. the total before moving on to the creature with the next lowest hit
Physical interaction with the image reveals it to be an illusion, points. A creature’s hit points must be equal to or less than the
because things can pass through it. A creature that uses its action to remaining total for that creature to be affected.
examine the image can determine that it is an illusion with a Undead and creatures immune to being charmed aren’t affected
successful Intelligence (Investigation) check against your spell save by this spell.
DC. If a creature discerns the illusion for what it is, the creature can At Higher Levels. When you cast this spell using a spell slot of 2nd
see through the image. level or higher, roll an additional 2d8 for each slot level above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Potion of Healing Scholar’s Pack Dagger
Potions Equipment Packs Weapons

You regain 2d4 + 2 hit points when you drink this potion. Includes a backpack, a book of lore, a bottle of ink, an ink
Whatever its potency, the potion’s red liquid glimmers pen, 10 sheets of parchment, a little bag of sand, and a
when agitated. small knife.

½ lb. Dungeon Master’s Guide 10 lbs. Player’s Handbook 1 lb. Player’s Handbook

Component Pouch Rations (1 day)


Adventuring Gear Adventuring Gear

A component pouch is a small, watertight leather belt Rations consist of dry foods suitable for extended travel,
pouch that has compartments to hold all the material including jerky, dried fruit, hardtack, and nuts.
components and other special items you need to cast your
spells, except for those components that have a specific
cost (as indicated in a spell's description).

2 lb. Player’s Handbook 2 lb. Player’s Handbook


Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.

Elf Player’s Handbook Elf Player’s Handbook Elf Player’s Handbook

Arcane Recovery Abjuration Savant Arcane Ward


Class Feature Archetype Feature Archetype Feature

You have learned to regain some of your magical energy by Beginning when you select this school at 2nd level, the gold Starting at 2nd level, you can weave magic around yourself
studying your spellbook. Once per day when you finish a and time you must spend to copy an abjuration spell into for protection. When you cast an abjuration spell of 1st
short rest, you can choose expended spell slots to recover. your spellbook is halved. level or higher, you can simultaneously use a strand of the
The spell slots can have a combined level that is equal to or spell’s magic to create a magical ward on yourself that lasts
less than half your wizard level (rounded up), and none of until you finish a long rest. The ward has hit points equal to
the slots can be 6th level or higher. twice your wizard level + your Intelligence modifier.
For example, if you’re a 4th-level wizard, you can recover Whenever you take damage, the ward takes the damage
up to two levels worth of spell slots. You can recover either instead. If this damage reduces the ward to 0 hit points,
a 2nd-level spell slot or two 1st-level spell slots. you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage,
but its magic remains. Whenever you cast an abjuration
spell of 1st level or higher, the ward regains a number of hit
points equal to twice the level of the spell.
Once you create the ward, you can't create it again until
you finish a long rest.

Wizard Player’s Handbook School of Abjuration Player’s Handbook School of Abjuration Player’s Handbook

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