You are on page 1of 10

Wizard (3) Waterdhavian Noble Joana M.

CLASS & LEVEL BACKGROUND PLAYER NAME


Corinne Gallach Trisleth
Half-Elf Neutral 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 26


+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 3d6 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

Crossbow, light
ATK BONUS DAMAGE/TYPE

+1 1d8 - 1 piercing Darkvision: 60 ft.


+2 +2 Insight (Wis)
Damage Resistances:
+2 Intimidation (Cha) Dagger +3 1d4 + 1 piercing
nonmagical
WISDOM +2 Investigation (Int)
+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 (1);
restorative ointment (1); bracers of
others have disadvantage
defense (1); potion of greater healing
(8); amulet of proof against detection
on Perception checks to
Tool Proficiencies:
SP
10 and location (1); Book (1); cap of
water breathing (2); boots of
see you (see DMG 158).
Three-Dragon Ante Set levitation (1); amulet of health (1);
Signet Ring or Brooch (1); cloak of
EP
elvenkind (1); ring of three wishes
(1); Ink pen (1); Bag of Sand (1);
Levitate. Cast levitate at
Weapon Proficiencies: Skin of fine zzar or wine (1); Blanket will (see DMG 155).
Crossbow, light; Dagger; Dart; GP
20 (1); Breastplate (1); Parchment (10);
Backpack (1); Armor of
Quarterstaff; Sling Invulnerability (1); Clothes, fine (1);
PP
Chain Shirt (1); Spellbook (1); Ink
(1); Purse (1); potion of flying (3)
(additional features &
Language Proficiencies: traits on page 2)
Celestial; Common; Elvish;
Primordial
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 2, and each must be 5th level or lower.
(use once/day, see PHB 115).

Divination Savant. Time and money to copy an divination spell is


halved (see PHB 116).

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).

Portent. Roll 2 d20s after long rest, can replace rolls you or a
creature you can see make with these (use once/long rest).

ADDITIONAL FEATURES & TRAITS

Net +3 (1); Crossbow, light +3 (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 4 7
EPAR
SPELL NAME
ED
PR

Faerie Fire

4
SPELLS KNOWN

2 2

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
Control Flames
Poison Spray
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Comprehend Languages

Detect Magic
4
Expeditious Retreat

Feather Fall
SPELLS KNOWN

Identify

Jump
Longstrider

2 2
Alter Self

Detect Thoughts
Enlarge/Reduce
5
Knock

Levitate
9
Locate Object
Magic Weapon

Rope Trick
See Invisibility

Spider Climb

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

Evocation cantrip Level-1 evocation Level-2 transmutation


Dancing Lights Faerie Fire Alter Self
1 act. 120 ft V,S,M Conc, 1 min 1 act. 60 ft V Conc, 1 min 1 act. Self V,S Conc, 1 hr
You create up to four torch-sized lights within Each object in a 20-foot cube within range is You assume a different form. When you cast
range, making them appear as torches, outlined in blue, green, or violet light (your the spell, choose one of the following options,
lanterns, or glowing orbs that hover in the air choice). Any creature in the area when the the effects of which last for the duration of the
for the duration. You can also combine the spell is cast is also outlined in light if it fails a spell. While the spell lasts, you can end one
four lights into one glowing vaguely humanoid Dexterity saving throw. For the duration, option as an action to gain the benefits of a
form of Medium size. Whichever form you objects and affected creatures shed dim light different one. Aquatic Adaptation. You adapt
choose, each light sheds dim light in a 10-foot in a 10-foot radius. Any attack roll against an your body to an aquatic environment,
radius. As a bonus action on your turn, you affected creature or object has advantage if sprouting gills and growing webbing between
can move the lights up to 60 feet to a new the attacker can see it, and the affected your fingers. You can breathe underwater
spot within range. A light must be within 20 creature or object can't benefit from being and gain a swimming speed equal to your
feet of another light created by this spell, and invisible. walking speed. Change Appearance. You
a light winks out if it exceeds the spell's transform your appearance. You decide what
range. you look like, including your height, weight,
facial features, sound of your voice, hair
length, coloration, and distinguishing
characteristics, if any. You can make yourself
appear as a member of another race, though
none of your statistics change. You also can't
appear as a creature of a different size than
you, and your basic shape stays the same; if
you're bipedal, you can't use this spell to
Dark Elf DC 12 Mod +4 Dark Elf DC 12 Mod +4 Wizard DC 12 Mod +4

Level-1 divination Transmutation cantrip Level-1 divination


Comprehend Languages Control Flames Detect Magic
1 act. Self V,S,M 1 hr 1 act. Touch S Inst 1 act. Self V,S Conc, 10 mins
For the duration, you understand the literal (see EE 16 for more details) For the duration, you sense the presence of
meaning of any spoken language that you magic within 30 feet of you. If you sense
hear. You also understand any written magic in this way, you can use your action to
language that you see, but you must be see a faint aura around any visible creature
touching the surface on which the words are or object in the area that bears magic, and
written. It takes about 1 minute to read one you learn its school of magic, if any. The spell
page of text. This spell doesn't decode secret can penetrate most barriers, but it is blocked
messages in a text or a glyph, such as an by 1 foot of stone, 1 inch of common metal, a
arcane sigil, that isn't part of a written thin sheet of lead, or 3 feet of wood or dirt.
language.

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

Level-2 divination Level-2 transmutation Level-1 transmutation


Detect Thoughts Enlarge/Reduce Expeditious Retreat
1 act. Self V,S,M Conc, 1 min 1 act. 30 ft V,S,M Conc, 1 min 1 b.a. Self V,S Conc, 10 mins
For the duration, you can read the thoughts of You cause a creature or an object you can This spell allows you to move at an incredible
certain creatures. When you cast the spell see within range to grow larger or smaller for pace. When you cast this spell, and then as a
and as your action on each turn until the spell the duration. Choose either a creature or an bonus action on each of your turns until the
ends, you can focus your mind on any one object that is neither worn nor carried. If the spell ends, you can take the Dash action.
creature that you can see within 30 feet of target is unwilling, it can make a Constitution
you. If the creature you choose has an saving throw. On a success, the spell has no
Intelligence of 3 or lower or doesn't speak any effect. If the target is a creature, everything it
language, the creature is unaffected. You is wearing and carrying changes size with it.
initially learn the surface thoughts of the Any item dropped by an affected creature
creature—what is most on its mind in that returns to normal size at once. Enlarge. The
moment. As an action, you can either shift target's size doubles in all dimensions, and its
your attention to another creature's thoughts weight is multiplied by eight. This growth
or attempt to probe deeper into the same increases its size by one category— from
creature's mind. If you probe deeper, the Medium to Large, for example. If there isn't
target must make a Wisdom saving throw. If it enough room for the target to double its size,
fails, you gain insight into its reasoning (if the creature or object attains the maximum
any), its emotional state, and something that possible size in the space available. Until the
looms large in its mind (such as something it spell ends, the target also has advantage on
worries over, loves, or hates). If it succeeds, Strength checks and Strength saving throws.
the spell ends. Either way, the target knows The target's weapons also grow to match its
that you are probing into its mind, and unless new size. While these weapons are enlarged,
Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4
Page 1 (reverse)

Alter Self (reverse)


become quadrupedal, for instance. At any
time for the duration of the spell, you can use
your action to change your appearance in this
way again. Natural Weapons. You grow
claws, fangs, spines, horns, or a different
natural weapon of your choice. Your unarmed
strikes deal 1d6 bludgeoning, piercing, or
slashing damage, as appropriate to the
natural weapon you chose, and you are
proficient with your unarmed strikes. Finally,
the natural weapon is magic and you have a
+1 bonus to the attack and damage rolls you
make using it.

Enlarge/Reduce (reverse) Detect Thoughts (reverse)


the target's attacks with them deal 1d4 extra you shift your attention to another creature's
damage. Reduce. The target's size is halved thoughts, the creature can use its action on
in all dimensions, and its weight is reduced to its turn to make an Intelligence check
one-eighth of normal. This reduction contested by your Intelligence check; if it
decreases its size by one category—from succeeds, the spell ends. Questions verbally
Medium to Small, for example. Until the spell directed at the target creature naturally shape
ends, the target also has disadvantage on the course of its thoughts, so this spell is
Strength checks and Strength saving throws. particularly effective as part of an
The target's weapons also shrink to match its interrogation. You can also use this spell to
new size. While these weapons are reduced, detect the presence of thinking creatures you
the target's attacks with them deal 1d4 less can't see. When you cast the spell or as your
damage (this can't reduce the damage below action during the duration, you can search for
1). thoughts within 30 feet of you. The spell can
penetrate barriers, but 2 feet of rock, 2 inches
of any metal other than lead, or a thin sheet
of lead blocks you. You can't detect a
creature with an Intelligence of 3 or lower or
one that doesn't speak any language. Once
you detect the presence of a creature in this
way, you can read its thoughts for the rest of
the duration as described above, even if you
can't see it, but it must still be within range.
Page 2

Level-1 transmutation Level-1 divination Level-1 transmutation


Feather Fall Identify Jump
1 react. 60 ft V,M 1 min 1 min Touch V,S,M Inst 1 act. Touch V,S,M 1 min
Choose up to five falling creatures within You choose one object that you must touch You touch a creature. The creature's jump
range. A falling creature's rate of descent throughout the casting of the spell. If it is a distance is tripled until the spell ends.
slows to 60 feet per round until the spell magic item or some other magic-imbued
ends. If the creature lands before the spell object, you learn its properties and how to
ends, it takes no falling damage and can land use them, whether it requires attunement to
on its feet, and the spell ends for that use, and how many charges it has, if any.
creature. You learn whether any spells are affecting the
item and what they are. If the item was
created by a spell, you learn which spell
created it. If you instead touch a creature
throughout the casting, you learn what spells,
if any, are currently affecting it.

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

Level-2 transmutation Level-2 transmutation Level-2 divination


Knock Levitate Locate Object
1 act. 60 ft V Inst 1 act. 60 ft V,S,M Conc, 10 mins 1 act. Self V,S,M Conc, 10 mins
Choose an object that you can see within One creature or object of your choice that you Describe or name an object that is familiar to
range. The object can be a door, a box, a can see within range rises vertically, up to 20 you. You sense the direction to the object's
chest, a set of manacles, a padlock, or feet, and remains suspended there for the location, as long as that object is within 1,000
another object that contains a mundane or duration. The spell can levitate a target that feet of you. If the object is in motion, you
magical means that prevents access. A target weighs up to 500 pounds. An unwilling know the direction of its movement. The spell
that is held shut by a mundane lock or that is creature that succeeds on a Constitution can locate a specific object known to you, as
stuck or barred becomes unlocked, unstuck, saving throw is unaffected. The target can long as you have seen it up close—within 30
or unbarred. If the object has multiple locks, move only by pushing or pulling against a feet—at least once. Alternatively, the spell
only one of them is unlocked. If you choose a fixed object or surface within reach (such as a can locate the nearest object of a particular
target that is held shut with arcane lock, that wall or a ceiling), which allows it to move as if kind, such as a certain kind of apparel,
spell is suppressed for 10 minutes, during it were climbing. You can change the target's jewelry, furniture, tool, or weapon. This spell
which time the target can be opened and shut altitude by up to 20 feet in either direction on can't locate an object if any thickness of lead,
normally. When you cast the spell, a loud your turn. If you are the target, you can move even a thin sheet, blocks a direct path
knock, audible from as far away as 300 feet, up or down as part of your move. Otherwise, between you and the object.
emanates from the target object. you can use your action to move the target,
which must remain within the spell's range.
When the spell ends, the target floats gently
to the ground if it is still aloft.

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

Level-1 transmutation Level-2 transmutation Conjuration cantrip


Longstrider Magic Weapon Poison Spray
1 act. Touch V,S,M 1 hr 1 b.a. Touch V,S Conc, 1 hr 1 act. 10 ft V,S Inst
You touch a creature. The target's speed You touch a nonmagical weapon. Until the You extend your hand toward a creature you
increases by 10 feet until the spell ends. At spell ends, that weapon becomes a magic can see within range and project a puff of
Higher Levels. When you cast this spell using weapon with a +1 bonus to attack rolls and noxious gas from your palm. The creature
a spell slot of 2nd level or higher, you can damage rolls. At Higher Levels. When you must succeed on a Constitution saving throw
target one additional creature for each slot cast this spell using a spell slot of 4th level or or take 1d12 poison damage. This spell’s
level above 1st. higher, the bonus increases to +2. When you damage increases by 1d12 when you reach
use a spell slot of 6th level or higher, the 5th level (2d12), 11th level (3d12), and 17th
bonus increases to +3. level (4d12).

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


Page 2 (reverse)
Page 3

Transmutation cantrip Level-2 transmutation Level-2 divination


Prestidigitation Rope Trick See Invisibility
1 act. 10 ft V,S Up to 1 hr 1 act. Touch V,S,M 1 hr 1 act. Self V,S,M 1 hr
This spell is a minor magical trick that novice You touch a length of rope that is up to 60 For the duration, you see invisible creatures
spellcasters use for practice. You create one feet long. One end of the rope then rises into and objects as if they were visible, and you
of the following magical effects within range: • the air until the whole rope hangs can see into the Ethereal Plane. Ethereal
You create an instantaneous, harmless perpendicular to the ground. At the upper end creatures and objects appear ghostly and
sensory effect, such as a shower of sparks, a of the rope, an invisible entrance opens to an translucent.
puff of wind, faint musical notes, or an odd extradimensional space that lasts until the
odor. • You instantaneously light or snuff out spell ends. The extradimensional space can
a candle, a torch, or a small campfire. • You be reached by climbing to the top of the rope.
instantaneously clean or soil an object no The space can hold as many as eight
larger than 1 cubic foot. • You chill, warm, or Medium or smaller creatures. The rope can
flavor up to 1 cubic foot of nonliving material be pulled into the space, making the rope
for 1 hour. • You make a color, a small mark, disappear from view outside the space.
or a symbol appear on an object or a surface Attacks and spells can't cross through the
for 1 hour. • You create a nonmagical trinket entrance into or out of the extradimensional
or an illusory image that can fit in your hand space, but those inside can see out of it as if
and that lasts until the end of your next turn. If through a 3-foot-by-5- foot window centered
you cast this spell multiple times, you can on the rope. Anything inside the
have up to three of its non-instantaneous extradimensional space drops out when the
effects active at a time, and you can dismiss spell ends.
such an effect as an action.

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

Level-2 transmutation
Spider Climb
1 act. Touch V,S,M Conc, 1 hr
Until the spell ends, one willing creature you
touch gains the ability to move up, down, and
across vertical surfaces and upside down
along ceilings, while leaving its hands free.
The target also gains a climbing speed equal
to its walking speed.

Wizard DC 12 Mod +4
Page 3 (reverse)

You might also like