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Wizard (1) Waterdhavian Noble Joana M.

CLASS & LEVEL BACKGROUND PLAYER NAME


Corinne Gallach Trisleth
Half-Elf Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

13 +2 PROFICIENCY BONUS
18
ARMOR
CLASS
-1 30
INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 10


+1 Strength
DEXTERITY
-1 Dexterity

9 ●
+4 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

-1 ●
+4 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

19 -1 Acrobatics (Dex) Total 1d6 SUCCESSES

+4 +2 Animal Handling (Wis) FAILURES



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

15 ●
+2 Deception (Cha)
+4 History (Int)
NAME

Dagger
ATK BONUS DAMAGE/TYPE

+3 1d4 + 1 piercing Darkvision: 60 ft.


+2 +2 Insight (Wis)
Damage Resistances:
+2 Intimidation (Cha) Crossbow, light +3 +4 1d8 + 2 piercing
nonmagical
WISDOM +2 Investigation (Int)
Net +3 +2 d+2
+4 Medicine (Wis)
15

---------------Actions---------
+2 Nature (Int)
+2 Perception (Wis)
-----
+2 Cap of Water Breathing.
+2 Performance (Cha)

+4 Persuasion (Cha)
Create a bubble of air
CHARISMA
+2 Religion (Int)
around you head in which
14 -1 Sleight of Hand (Dex)
-1 Stealth (Dex)
you can breathe normally
(see DMG 157).
+2 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Cloak of Elvenkind. Pull
hood up and gain
12 PASSIVE WISDOM (PERCEPTION)
Crystal (1); potion of healing (1);
advantage on Stealth and
CP Knife, Small (1); rope of climbing others have disadvantage
(1); restorative ointment (1);
bracers of defense (1); potion of on Perception checks to
Tool Proficiencies:
SP
10 greater healing (8); amulet of
proof against detection and see you (see DMG 158).
Three-Dragon Ante Set location (1); Book (1); cap of
EP water breathing (2); boots of
levitation (1); amulet of health Levitate. Cast levitate at
Weapon Proficiencies: (1); Signet Ring or Brooch (1);
will (see DMG 155).
cloak of elvenkind (1); ring of
Crossbow, light; Dagger; Dart; GP
20 three wishes (1); Ink pen (1);
Quarterstaff; Sling Bag of Sand (1); Skin of fine
PP
zzar or wine (1); Blanket (1);
Parchment (10); Backpack (1);
(additional features &
Language Proficiencies: Armor of Invulnerability (1); traits on page 2)
Clothes, fine (1); Spellbook (1);
Celestial; Common; Elvish; Ink (1); Purse (1); potion of
Primordial flying (3)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Corinne Gallach Trisleth
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Arcane Recovery. When you finish a short


rest, regain spell slots totalling no more than
1, and each must be 5th level or lower. (use
once/day, see PHB 115).

Fey Ancestry. Advantage on charmed saves


and immune to sleep magic (see PHB 39).

Kept in Style. 2 GP per day of living expenses


in the North are covered (see SCAG 154).

ADDITIONAL FEATURES & TRAITS

Crossbow, light (1)

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6
Dancing Lights

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

0 CANTRIPS 3 6
Chill Touch
Control Flames
Poison Spray

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Alarm
4
Disguise Self

Fog Cloud
SPELLS KNOWN

Grease

Illusory Script
Mage Armor

Magic Missile
Protection from Evil and Good
Ray of Sickness
8
Shield
Sleep

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1

Evocation cantrip Level-1 abjuration Level-1 abjuration


Dancing Lights Absorb Elements Alarm
1 act. 120 ft V,S,M Conc, 1 min 1 react. Self S 1 rnd 1 min 30 ft V,S,M 8 hrs
You create up to four torch-sized lights within Until the start of your next turn, you have You set an alarm against unwanted intrusion.
range, making them appear as torches, resistance to the triggering damage and your Choose a door, a window, or an area within
lanterns, or glowing orbs that hover in the air first melee attack hit next turn deals 1d6 of range that is no larger than a 20-foot cube.
for the duration. You can also combine the the same type of damage. The damage Until the spell ends, an alarm alerts you
four lights into one glowing vaguely humanoid increases by 1d6 per additional level spell whenever a Tiny or larger creature touches or
form of Medium size. Whichever form you slot. (see EE 15 for more details) enters the warded area. When you cast the
choose, each light sheds dim light in a 10-foot spell, you can designate creatures that won't
radius. As a bonus action on your turn, you set off the alarm. You also choose whether
can move the lights up to 60 feet to a new the alarm is mental or audible. A mental
spot within range. A light must be within 20 alarm alerts you with a ping in your mind if
feet of another light created by this spell, and you are within 1 mile of the warded area. This
a light winks out if it exceeds the spell's ping awakens you if you are sleeping. An
range. audible alarm produces the sound of a hand
bell for 10 seconds within 60 feet.

Dark Elf DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4

Necromancy cantrip Transmutation cantrip Level-1 illusion


Chill Touch Control Flames Disguise Self
1 act. 120 ft V,S 1 rnd 1 act. Touch S Inst 1 act. Self V,S 1 hr
You create a ghostly, skeletal hand in the (see EE 16 for more details) You make yourself—including your clothing,
space of a creature within range. Make a armor, weapons, and other belongings on
ranged spell attack against the creature to your person— look different until the spell
assail it with the chill of the grave. On a hit, ends or until you use your action to dismiss it.
the target takes 1d8 necrotic damage, and it You can seem 1 foot shorter or taller and can
can't regain hit points until the start of your appear thin, fat, or in between. You can't
next turn. Until then, the hand clings to the change your body type, so you must adopt a
target. If you hit an undead target, it also has form that has the same basic arrangement of
disadvantage on attack rolls against you until limbs. Otherwise, the extent of the illusion is
the end of your next turn. This spell's damage up to you. The changes wrought by this spell
increases by 1d8 when you reach 5th level fail to hold up to physical inspection. For
(2d8), 11th level (3d8), and 17th level (4d8). 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
Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4

Level-1 conjuration Level-1 conjuration Level-1 illusion


Fog Cloud Grease Illusory Script
1 act. 120 ft V,S Conc, 1 hr 1 act. 60 ft V,S,M 1 min 1 min Touch S,M 10 days
You create a 20-foot-radius sphere of fog Slick grease covers the ground in a 10-foot You write on parchment, paper, or some
centered on a point within range. The sphere square centered on a point within range and other suitable writing material and imbue it
spreads around corners, and its area is turns it into difficult terrain for the duration. with a potent illusion that lasts for the
heavily obscured. It lasts for the duration or When the grease appears, each creature duration. To you and any creatures you
until a wind of moderate or greater speed (at standing in its area must succeed on a designate when you cast the spell, the writing
least 10 miles per hour) disperses it. At Dexterity saving throw or fall prone. A appears normal, written in your hand, and
Higher Levels. When you cast this spell using creature that enters the area or ends its turn conveys whatever meaning you intended
a spell slot of 2nd level or higher, the radius there must also succeed on a Dexterity when you wrote the text. To all others, the
of the fog increases by 20 feet for each slot saving throw or fall prone. writing appears as if it were written in an
level above 1st. unknown or magical script that is
unintelligible. Alternatively, you can cause the
writing to appear to be an entirely different
message, written in a different hand and
language, though the language must be one
you know. Should the spell be dispelled, the
original script and the illusion both disappear.
A creature with truesight can read the hidden
message.

Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4


Page 1 (reverse)

Disguise Self (reverse)


on an Intelligence (Investigation) check
against your spell save DC.
Page 2

Level-1 abjuration Level-1 evocation Conjuration cantrip


Mage Armor Magic Missile Poison Spray
1 act. Touch V,S,M 8 hrs 1 act. 120 ft V,S Inst 1 act. 10 ft V,S Inst
You touch a willing creature who isn't wearing You create three glowing darts of magical You extend your hand toward a creature you
armor, and a protective magical force force. Each dart hits a creature of your choice can see within range and project a puff of
surrounds it until the spell ends. The target's that you can see within range. A dart deals noxious gas from your palm. The creature
base AC becomes 13 + its Dexterity modifier. 1d4 + 1 force damage to its target. The darts must succeed on a Constitution saving throw
The spell ends if the target dons armor or if all strike simultaneously, and you can direct or take 1d12 poison damage. This spell’s
you dismiss the spell as an action. them to hit one creature or several. At Higher damage increases by 1d12 when you reach
Levels. When you cast this spell using a spell 5th level (2d12), 11th level (3d12), and 17th
slot of 2nd level or higher, the spell creates level (4d12).
one more dart for each slot level above 1st.

Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4

Level-1 abjuration Level-1 necromancy Level-1 abjuration


Protection from Evil and Good Ray of Sickness Shield
1 act. Touch V,S,M Conc, 10 mins 1 act. 60 ft V,S Inst 1 react. Self V,S 1 rnd
Until the spell ends, one willing creature you Make a ranged spell attack. The target takes An invisible barrier of magical force appears
touch is protected against certain types of 2d8 poison damage on hit, and is poisoned and protects you. Until the start of your next
creatures: aberrations, celestials, elementals, until the end of your next turn if it fails a CON turn, you have a +5 bonus to AC, including
fey, fiends, and undead. The protection save. Increase the damage by 1d8 for each against the triggering attack, and you take no
grants several benefits. Creatures of those spell slot above 1st. (see PHB 271 for more damage from magic missile.
types have disadvantage on attack rolls details)
against the target. The target also can't be
charmed, frightened, or possessed by them.
If the target is already charmed, frightened, or
possessed by such a creature, the target has
advantage on any new saving throw against
the relevant effect.

Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4

Level-1 enchantment
Sleep
1 act. 90 ft V,S,M 1 min
This spell sends creatures into a magical
slumber. Roll 5d8; the total is how many hit
points of creatures this spell can affect.
Creatures within 20 feet of a point you
choose within range are affected in
ascending order of their current hit points
(ignoring unconscious creatures). Starting
with the creature that has the lowest current
hit points, each creature affected by this spell
falls unconscious until the spell 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
Wizard DC 12 Mod +4
Page 2 (reverse)

Sleep (reverse)
additional 2d8 for each slot level above 1st.

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