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Wizard (1) / Fighter (1) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Malcore Dragonborn Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
11 +1 30
14 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum 16


+2 Strength
DEXTERITY
+1 Dexterity

13 ●
+2 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

+1 ●
+1 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 +1 Acrobatics (Dex) SUCCESSES


1x(1d6+2)
+2 -1 Animal Handling (Wis)
1x(1d10+2) FAILURES

+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)

15 0 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+2 ●
+1 Insight (Wis)
Quarterstaff +4 1d6+2 bludgeoning
Amulet
0 Intimidation (Cha) Flame Tongue, Scimitar
+4 1d6+2 slashing Backpack
WISDOM +2 Investigation (Int)
+1 Medicine (Wis)
Bedroll
8

+2 Nature (Int) Clothes, common


-1 Perception (Wis)
Number of Attacks: 1 Incense x5
-1
0 Performance (Cha) - Breath Weapon. Mess kit
CHARISMA
0 Persuasion (Cha) Fire, 15 ft. cone, 2d6 Pouch
+4 Religion (Int)

fire damage, DC12


11 +1 Sleight of Hand (Dex)
dex save.
Prayer Book
0
+1 Stealth (Dex)
-1 Survival (Wis)
Rations (1 day) x10
SKILLS ATTACKS & SPELLCASTING
Rope, hempen
Spellbook
9 PASSIVE WISDOM (PERCEPTION)
CP
Tinderbox
Torch x10
Weapon Proficiencies:
SP
Totem
Martial; Simple EP Vestements
Armor Proficiencies: Light; Wand
Medium; Shields
GP
15 Water Vehicles
Language Proficiencies:
PP Waterskin
Celestial; Common;
Draconic; Infernal
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
30 6"2 250
AGE HEIGHT WEIGHT
Malcore red red none
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

own race for helping injured poachers


he found himself stumbling from town
to town at the age of 18 getting drunk
and sleeping with anyone who was
willing, 12 years later after believing
hes at his lowest point he turns to
religon aquiring knowlidge of magic
and mystic arts and he started to pray
to Tiamat, the origanal dragon, and
after 6 moths of thinking it was all in
vain he starts to have extremly vivid
dreams as if he's being transported to
another world and each time he sees a
faint shadow of a humoungus beast
and every time it gets near he wakes
up in a pool of his own sweat and
tears.
TREASURE CHARACTER BACKSTORY

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
Acid Splash
Fire Bolt
Poison Spray

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.
FEATURES & TRAITS

Damage Resistances: fire

----------Bonus Actions----------
Second Wind. Regain 1d10 +1 HPs (use once/rest).

-----------Other Traits------------
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).

Defense Fighting Style. While you are wearing armor, you gain
a +1 bonus to AC.

Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
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Acid Splash Fire Bolt Poison Spray


Wizard Cantrip Conjuration DC 12 Spell Mod +4 Wizard Cantrip Evocation DC 12 Spell Mod +4 Wizard Cantrip Conjuration DC 12 Spell Mod +4
1 Act. 60 ft V,S Inst 1 Act. 120 ft V,S Inst 1 Act. 10 ft V,S Inst

You hurl a bubble of acid. Choose one creature You hurl a mote of fire at a creature or object You extend your hand toward a creature you
within range, or choose two creatures within within range. Make a ranged spell attack can see within range and project a puff of
range that are within 5 feet of each other. A against the target. On a hit, the target takes noxious gas from your palm. The creature
target must succeed on a Dexterity saving 1d10 fire damage. A flammable object hit by must succeed on a Constitution saving throw
throw or take 1d6 acid damage. This spell's this spell ignites if it isn’t being worn or or take 1d12 poison damage. This spell’s
damage increases by 1d6 when you reach 5th carried. This spell’s damage increases by 1d10 damage increases by 1d12 when you reach 5th
level (2d6), 11th level (3d6), and 17th level when you reach 5th level (2d10), 11th level level (2d12), 11th level (3d12), and 17th level
(4d6). (3d10), and 17th level (4d10). (4d12).
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