You are on page 1of 3

Wizard Abjuration 10 Sage - Scribe

CLASS & LEVEL BACKGROUND PLAYER NAME

Half-Elf 64000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
10 +0 30
Specialty - Scribe
Trait - I've read every book in the
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
world’s greatest libraries or I like to
boast that I have.
8 PERSONALITY TRAITS

Hit Point Maximum 72


-1
Strength
DEXTERITY Self-Improvement. The goal of a life

+0


+0

+3
Dexterity
Constitution
72 of study is the betterment of oneself.

CURRENT HIT POINTS IDEALS


● +9
Intelligence
10 ● +6
Wisdom
I have an ancient text that holds terrible
+0
Charisma secrets that must not fall into the wrong
CONSTITUTION SAVING THROWS hands.
TEMPORARY HIT POINTS BONDS

+3

+0
Acrobatics (Dex) Total 10d6 SUCCESSES I speak without really thinking through my
15+1 words, invariably insulting others.
+2
Animal Handling (Wis) 10 FAILURES

+9
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

+5 ●


+0

+9
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
--==Racial==--
***Race - Half-Elf***
Fire Bolt +9 2d10Fire *Ability Scores - Charisma +2, Intelligence +1 and Constitution +1

Insight (Wis)
*Size - Medium
15+5 +2
*Darkvision 60' - Dim=Bright, Dark=Dim(no color in Dark)
*Fey Ancestry - Advantage vs. Charm effects and Immunity vs. Sleep

+0
Intimidation (Cha) S. Grasp +9 2d8Lightni *Skill Versatility - Perception(Wis) and Nature(Int)
*Languages - Common, Elvish and Draconic

Investigation (Int)
--==Background==--
WISDOM ●
+9
***Background - Sage***
Dagger +4 1d4Piercin *Skills - Arcana(Int) and History(Int)

Medicine (Wis)
+2 *Languages - Celestial and Infernal

+2 ●

+9
Nature (Int) Fire Bolt - 120' 1 target ranged spell attack for 2d10 Fire
damage, flammable unworn or uncarried objects hit by this
--==Class==--
***Class - Wizard***
*Ability Scores - Intelligence +4
*Hit Dice - 10d6

Perception (Wis)
*Weapons - Daggers, Darts, Slings, Quarterstaffs and Light Crossbows

+6 spell ignite in flames. *Saving Throws - Intelligence and Wisdom
14 *Skills - Investigation(Int) and Religion(Int)

Performance (Cha)
*Starting Wealth - 160GP(4d4x10)
+0 Shocking Grasp - touch 1 target melee spell attack for 2d8 *Prepared Spells(15)
Lightning damage, Advantage vs. Metal Armor and target *Arcane Recovery(5) - you may recover combined Spell Slots equal to half your Wizard

Persuasion (Cha)
Level(rounded up) once per long rest after a short rest, you may not recover more than a
+0 cannot make Reactions until start of next turn.
CHARISMA 6th level slot.
*Ritual Casting - you may cast any spell you know with the "Ritual" tag as a Ritual without
expending a Spell Slot, doing so requires an additional 10 minutes.

+9
Religion (Int) Arcane Ward(25HP)

+0 +0
Sleight of Hand (Dex)
--==Archetype==--
***Archetype - Abjuration School***
*Abjuration Savant - copying Abjuration Spells into your Spellbook requires 1/2 time and
money.
*Arcane Ward(25HP) - when you cast an Abjuration Spell of 1st level or higher as a Free
+0
Stealth (Dex) Action you may use a strand of the spells power to construct a Magical Ward around
yourself that lasts until you finish a long rest. the ward has Hit Points equal to twice your
8+2 Wizard level plus your Intelligence Modifier, whenever you take damage the Ward takes the
+2
Survival (Wis) damage instead and any damage that brings the Ward below 0 is deducted from your Hit
Points. when the Ward is at 0 Hit Points or higher any Abjuration spell 1st level or higher
restores Hit Points to the Ward equal to twice the spell's level. once you create a Ward you
cannot create a new one until after a long rest.
SKILLS ATTACKS & SPELLCASTING *Projected Ward - when a visible creature within 30' of you takes damage you may use
your Arcane Ward to absorb the damage, any damage that reduces the Ward past 0 Hit
Points is deducted from the targeted creature.
*Improved Abjuration - whenever you cast an Abjuration Spell that requires an Ability Check
(ex. Dispel Magic and Counterspell) add your Proficiency Bonus to the Ability Check.

16 PASSIVE WISDOM (PERCEPTION)


Body - Common
CP

Clothes
SP RH - Dagger
LH - Spell Focus
EP (Staff)

GP 73 Misc - Spellbook

PP

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Background Equipment - A bottle of black ink, a quill, a small knife, a letter


from a dead colleague posing a question you
have not yet been able to answer, a set of common clothes, and a belt pouch
Wizard Starting Equipment - Dagger(2GP), Spell Focus(Staff - 5GP),
Spellbook(50GP), Diamond(50GP) and Scholar's Pack(40GP)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Prestidigitation ● Counterspell

Mage Hand ● Dispel Magic

Fire Bolt Fireball

Shocking Grasp ● Haste

True Strike ● Fly

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Shield

● Mage Armor
4 3
Chromatic Orb

Grease ● Dimension Door


SPELLS KNOWN

Find Familiar (Ritual) Banishment

● Sleep Arcane Eye

Detect Magic (Ritual)

Identify (Ritual)

2 3
● Mirror Image

● Invisibility

● Misty Step
5 2
Hold Person

● Wall of Force
9
Cone of Cold

● Hold Monster

Telekinesis

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

You might also like