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Level 1 High Elf Wizard 250

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Dr. Vakzyn
Sage Chaotic Neutral Kelemvor JV
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Unarmored (12) 12 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 1.


+2 Dexterity

+0 Constitution ARMOR CLASS


DEXTERITY
✘ +5 Intelligence
MAXIMUM HIT DICE TEMPORARY

15 ✘ +4 Wisdom

+0 Charisma
6 1d6
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

10 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+0 ✘ +5 Arcana (Int) Darkvision

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

16 ✘ +5 History (Int)
+2 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int)
✘ +4 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+3 Nature (Int)

14 ✘ +4 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+0 Performance (Cha) hours a day.
+0 Persuasion (Cha)
+2 +3 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

10 +2 Survival (Wis)
SKILLS

+0 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Emblem 5 ft +0 vs AC +0

FEATURES & TRAITS


Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
Armor Proficiencies. –

Weapon Proficiencies. Longsword, Shortsword,


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

Tool Proficiencies. –

Languages. Common, Elvish, Abyssal, Infernal,


Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 24 6'4" 140 lb
GENDER AGE HEIGHT WEIGHT
Dr. Vakzyn Green Brown Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Vel was once a university student who studies medicine. He was always ahead of his peers because of his insatible
curiosity striving to be the best doctor there is. But he cant seem to translate his knowledge into practice. All of his
patients were dying. He couldn't cope with the embarrassment of his patients dying. So he decides to learn the
There’s nothing I like more than a good mystery. forbidden texts of necromancy hidden in the restricted section of the library believing it would stop his patients from
I’m used to helping out those who aren’t as smart as dying. With the text currently in possession, he considers that it's only a matter of time before he could find the scientific
I am, and I patiently explain anything and everything source of immortality. Hoping it would restore his name and would make him the best doctor there is. But because his
to others.
methods defy the laws of the school and therefore shunned, he calls upon the spirits of the dead, and humbly request
that they assist him of their own free will. Now with a target on his back, Vel seeks protection to continue his research
and in return, he promises immortality.
PERSONALITY TRAITS

No Limits. Nothing should fetter the infinite


possibility inherent in all existence. (Chaotic)

IDEAL

I've been searching my whole life for the answer to a


certain question.

BOND

Most people scream and run when they see a


demon. I stop and take notes on its anatomy.

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
Amulet 1 1
Scholar’s Pack 1 10
[Dagger] 1 1
Longsword 1 3

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

15 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 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard

CANTRIPS Acid Splash Poison Spray


Ray of Frost

1ST LEVEL 2 SPELL SLOTS Disguise Self False Life


Fog Cloud Ray of Sickness Sleep
Unseen Servant

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Chill Touch (High Elf)


Acid Splash Chill Touch Poison Spray
Conjuration Cantrip Necromancy Cantrip Conjuration Cantrip

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


RANGE 60 feet RANGE 120 feet RANGE 10 feet
DURATION Instantaneous DURATION 1 round DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You hurl a bubble of acid. Choose one creature you can see within You create a ghostly, skeletal hand in the space of a creature within You extend your hand toward a creature you can see within range
range, or choose two creatures you can see within range that are range. Make a ranged spell attack against the creature to assail it and project a puff of noxious gas from your palm. The creature must
within 5 feet of each other. A target must succeed on a Dexterity with the chill of the grave. On a hit, the target takes 1d8 necrotic succeed on a Constitution saving throw or take 1d12 poison damage.
saving throw or take 1d6 acid damage. damage, and it can’t regain hit points until the start of your next turn. This spell’s damage increases by 1d12 when you reach 5th level
This spell’s damage increases by 1d6 when you reach 5th level Until then, the hand clings to the target. If you hit an undead target, (2d12), 11th level (3d12), and 17th level (4d12).
(2d6), 11th level (3d6), and 17th level (4d6). it also has disadvantage on attack rolls against you until the end of
your next turn. This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

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

Ray of Frost Disguise Self False Life


Evocation Cantrip 1st-level illusion 1st-level necromancy

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


RANGE 60 feet RANGE Self RANGE Self
DURATION Instantaneous DURATION 1 hour DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a small amount of alcohol or distilled spirits)

A frigid beam of blue-white light streaks toward a creature within You make yourself—including your clothing, armor, weapons, and Bolstering yourself with a necromantic facsimile of life, you gain 1d4
range. Make a ranged spell attack against the target. On a hit, it takes other belongings on your person—look different until the spell ends + 4 temporary hit points for the duration.
1d8 cold damage, and its speed is reduced by 10 feet until the start of or until you use your action to dismiss it. You can seem 1 foot shorter At Higher Levels. When you cast this spell using a spell slot of 2nd
your next turn. The spell’s damage increases by 1d8 when you reach or taller and can appear thin, fat, or in between. You can’t change level or higher, you gain 5 additional temporary hit points for each
5th level (2d8), 11th level (3d8), and 17th level (4d8). your body type, so you must adopt a form that has the same basic slot level above 1st.
arrangement of limbs. Otherwise, the extent of the illusion is up to
you.
The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Fog Cloud Ray of Sickness Sleep


1st-level conjuration 1st-level necromancy 1st-level enchantment

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


RANGE 120 feet RANGE 60 feet RANGE 90 feet
DURATION Concentration, up to 1 hour DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

You create a 20-foot-radius sphere of fog centered on a point within A ray of sickening greenish energy lashes out toward a creature This spell sends creatures into a magical slumber. Roll 5d8, the total
range. The sphere spreads around corners, and its area is heavily within range. Make a ranged spell attack against the target. On a hit, is how many hit points of creatures this spell can affect. Creatures
obscured, It lasts for the duration or until a wind of moderate or the target takes 2d8 poison damage and must make a Constitution within 20 feet of a point you choose within range are affected in
greater speed (at least 10 miles per hour) disperses it. saving throw. On a failed save, it is also poisoned until the end of ascending order of their current hit points (ignoring unconscious
At Higher Levels. When you cast this spell using a spell slot of 2nd your next turn. creatures).
level or higher, the radius of the fog increases by 20 feet for each slot At Higher Levels. When you cast this spell using a spell slot of 2nd Starting with the creature that has the lowest current hit points,
level above 1st. level or higher, the damage increases by 1d8 for each slot level above each creature affected by this spell falls unconscious until the spell
1st. ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
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
Unseen Servant
1st-level conjuration (ritual)

CASTING TIME 1 action


RANGE 60 feet
DURATION 1 hour
COMPONENTS V, S, M (a piece of string and a bit of wood)

This spell creates an invisible, mindless, shapeless, Medium force that


performs simple tasks at your command until the spell ends. The
servant springs into existence in an unoccupied space on the ground
within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally
command the servant to move up to 15 feet and interact with an
object. The servant can perform simple tasks that a human servant
could do, such as fetching things, cleaning, mending, folding clothes,
lighting fires, serving food, and pouring wine. Once you give the
command, the servant performs the task to the best of its ability until
it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Spellcasting (Wizard) Player’s Handbook


Amulet Scholar’s Pack Dagger
Spellcasting Focus Equipment Packs Weapons

A holy symbol is a representation of a god or pantheon. It Includes a backpack, a book of lore, a bottle of ink, an ink
might be an amulet depicting a symbol representing a pen, 10 sheets of parchment, a little bag of sand, and a
deity, the same symbol carefully engraved or inlaid as an small knife.
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

1 lb. Player’s Handbook 10 lbs. Player’s Handbook 1 lb. Player’s Handbook

Longsword
Weapons

3 lb. Player’s Handbook

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