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Level 5 Human Wizard, Bladesinging 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Reymont
Cloistered Scholar Neutral Constantinos2
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Fighting Initiate. Your martial training has helped


STRENGTH Studded Leather 14 you develop a particular style of fighting. When you
gain Ability Score Improvement feature, you can
PROFICIENCY BONUS +3
8
SHIELD
AC replace this feat’s fighting style with another one.
Blind Fighting. You have blindsight with a range of
N
CIE C
10 feet. Within that range, you can effectively see
-1 Strength anything that isn’t behind total cover, even if you’re
Y
PROFI

-1 blinded or in darkness. Moreover, you can see an


+2 Dexterity
invisible creature within that range, unless the
+2 Constitution ARMOR CLASS creature successfully hides from you.
DEXTERITY
✘ +7 Intelligence
MAXIMUM HIT DICE TEMPORARY Blindsight. You perceive your surroundings without
14 ✘ +4 Wisdom

+0 Charisma
32 5d6 relying on sight, within a specific radius.

CONDITIONAL
Arcane Recovery. Once per day when you finish a
short rest, you can choose expended spell slots to
+2 recover. The spell slots can have a combined level
that is equal to or less than 3.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Bladesong (3/Long Rest). You can use a bonus
SAVING THROWS
action to start the Bladesong, which lasts for 1
14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
minute. +4 AC, +10 walking speed, advantage on
Acrobatics checks, +4 to concentration checks.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +7 Arcana (Int) Blindsight

-1 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

18 ✘


+7 History (Int)
+4 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+4 ✘ +7 Investigation (Int)
+1 Medicine (Wis)
WISDOM +4 Nature (Int)

12 ✘
+1 Perception (Wis)
+3 Performance (Cha)
+0 Persuasion (Cha)
+1 +4 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)

10 +1 Survival (Wis)
SKILLS

+0 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Modified Cane 5 ft +7 vs AC 1d8+4 piercing
Finesse
FEATURES & TRAITS
Modified Cane 5 ft +7 vs AC 1d6+4 bludgeoning
Finesse
Armor Proficiencies. Light Armor

Weapon Proficiencies. Rapier, Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Draconic, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 57 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Reymont Dark Brown White White
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Reymont is a wizard, coming from a relatively wealthy family in Matura. He was always a curious kid, and eventually
found his way to Nosnarth's institude of the Arcane. After graduating, he was offered a position in Nosnarth's library and
he accepted. He read a lot of books in his time as a librarian and soon grew curious to discover new types of magic
I find magic intriguing in all its forms, be it magical outside the usual schools. Eventually, he managed to collect multiple books from around the library on bladesinging
items, creatures, books on magic etc. and pieced together enough to teach himself this rarer type of magic.
I’ve read every book in the world’s greatest
libraries— or I like to boast that I have.
One day, while he was distracted by one of his books instead of paying attention to the students coming and going in
the library, a young wizard found the opportunity to steal five books from the library and escape the town with them.
Upon discovering the missing books and the note left by the missing student, the administration figured out what has
PERSONALITY TRAITS
happened and placed the blame for it entirely on Reymont. They fired and banned him from the Institue, and because of
the Institute's influence, he could not find any suitable job in Nosnarth.
Knowledge. The path to power and self-
improvement is through knowledge. (Neutral) Eventualy, he decided to use what he learned about bladesinging, travel the world and take up mercenary jobs to
support himself financially. His jorney led him to Matura, where he found employment under Sira, one of the City's
powerful Merchants.
IDEAL

To travel the world, fight and discover its secrets

BOND

I find young people somewhat irritating

FLAW BACKGROUND STORY

Feature: Library Access


Though others must often endure extensive interviews
and significant fees to gain access to even the most
common archives in your library, you have free and easy
access to the majority of the library, though it might also
have repositories of lore that are too valuable, magical, or
secret to permit anyone immediate access. You have a
working knowledge of your cloister's personnel and
bureaucracy, and you know how to navigate those
connections with some ease.Additionally, you are likely to
gain preferential treatment at other libraries across the
Realms, as professional courtesy shown to a fellow
scholar.
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 Ruby of the War Mage. Etched with eldritch runes, this
[Modified Cane] 1 2 [Ruby of the War Mage] 1 — 1—inch-diameter ruby allows you to use a simple or
Backpack 1 5 martial weapon as a spellcasting focus for your spells.
Bedroll 1 7 For this property to work, you must attach the ruby to
Mess Kit 1 1 the weapon by pressing the ruby against it for at least 10
Tinderbox 1 1 minutes. Thereafter, the ruby can’t be removed unless
Torch 10 10 you detach it as an action or the weapon is destroyed.
Rations (1 day) 10 20 Not even an antimagic fieid causes it to fall off. The ruby
Waterskin 1 5 does fall off the weapon if your attunement to the ruby
Rope, Hempen (50 feet) 1 10 ends.
[Studded Leather] 1 13

ATTUNED MAGIC ITEMS 1 / 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

74 lb / 120 lb 240 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 +7 15 9

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, Bladesinging

CANTRIPS Booming Blade Prestidigitation


Sword Burst Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● Magic Missile ● Shield


Catapult Comprehend Languages Detect Magic
Find Familiar Fog Cloud Unseen Servant

2ND LEVEL 3 SPELL SLOTS ● Darkness ● Levitate


● Shadow Blade ● Suggestion

3RD LEVEL 2 SPELL SLOTS ● Blink ● Haste


Booming Blade Prestidigitation Sword Burst
Evocation Cantrip Transmutation Cantrip Conjuration Cantrip

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


RANGE Self (5-foot radius) RANGE 10 feet RANGE Self (5-foot radius)
DURATION 1 round DURATION Up to 1 hour DURATION Instantaneous
COMPONENTS V, M (a melee weapon worth at least 1 sp) COMPONENTS V, S COMPONENTS V

You brandish the weapon used in the spell’s casting and make a This spell is a minor magical trick that novice spellcasters use for You create a momentary circle of spectral blades that sweep around
melee attack with it against one creature within 5 feet of you. On a practice. You create one of the following magical effects within you. All other creatures within 5 feet of you must succeed on a
hit, the target suffers the weapon attack’s normal effects and then range: Dexterity saving throw or take 1d6 force damage.
becomes sheathed in booming energy until the start of your next • You create an instantaneous, harmless sensory effect, such as a This spell’s damage increases by 1d6 when you reach 5th level
turn. If the target willingly moves 5 feet or more before then, the shower of sparks, a puff of wind, faint musical notes, or an odd odor. (2d6), 11th level (3d6), and 17th level (4d6).
target takes 1d8 thunder damage, and the spell ends. • You instantaneously light or snuff out a candle, a torch, or a
This spell’s damage increases when you reach certain levels. At 5th small campfire.
level, the melee attack deals an extra 1d8 thunder damage to the • You instantaneously clean or soil an object no larger than 1 cubic
target on a hit, and the damage the target takes for moving increases foot.
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) • You chill, warm, or flavor up to 1 cubic foot of nonliving material
and again at 17th level (3d8 and 4d8). for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Wizard) Tasha’s Cauldron of Everything Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Sword Coast Adventurer’s Guide

Toll the Dead Catapult Comprehend Languages


Necromancy Cantrip 1st-level transmutation 1st-level divination (ritual)

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


RANGE 60 feet RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS S COMPONENTS V, S, M (a pinch of soot and salt)

You point at one creature you can see within range, and the sound of Choose one object weighing 1 to 5 pounds within range that isn’t For the duration, you understand the literal meaning of any spoken
a dolorous bell fills the air around it for a moment. The target must being worn or carried. The object flies in a straight line up to 90 feet language that you hear. You also understand any spoken language
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If in a direction you choose before falling to the ground, stopping early that you hear. You also understand any written language that you
the target is missing any of its hit points, it instead takes 1d12 if it impacts against a solid surface. If the object would strike a see, but you must be touching the surface of which the words are
necrotic damage. creature, that creature must make a Dexterity saving throw. On a written. It takes about 1 minute to read one page of text. This spell
The spell’s damage increases by one die when you reach 5th level failed save, the object strikes the target and stops moving. When the doesn’t decode secret messages in a text or glyph, such as an arcane
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). object strikes something, the object and what it strikes each take 3d8 sigil, that isn’t part of a written language.
bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the maximum weight of objects that you can target
with this spell increases by 5 pounds, and the damage increases by
1d8, for each slot level above 1st.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook

Detect Magic Find Familiar Fog Cloud


1st-level divination (ritual) 1st-level conjuration (ritual) 1st-level conjuration

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


RANGE Self RANGE 10 feet RANGE 120 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S
consumed by fire in a brass brazier)

For the duration, you sense the presence of magic within 30 feet of You gain the service of a familiar, a spirit that takes an animal form you choose: You create a 20-foot-radius sphere of fog centered on a point within
you. If you sense magic in this way, you can use your action to see a bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish range. The sphere spreads around corners, and its area is heavily
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
faint aura around any visible creature or object in the area that bears space within range, the familiar has the statistics of the chosen form, though it is a obscured, It lasts for the duration or until a wind of moderate or
magic, and you learn its school of magic, if any. The spell can celestial, fey or fiend (your choice) instead of a beast. greater speed (at least 10 miles per hour) disperses it.
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Your familiar acts independently of you, but it always obeys your commands. In At Higher Levels. When you cast this spell using a spell slot of 2nd
common metal, a thin sheet of lead, or 3 feet of wood or dirt. combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, level or higher, the radius of the fog increases by 20 feet for each slot
but it can take other actions as normal. level above 1st.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Magic Missile Shield Unseen Servant
1st-level evocation 1st-level abjuration 1st-level conjuration (ritual)

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


RANGE 120 feet RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION 1 round DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a piece of string and a bit of wood)

You create three glowing darts of magical force. Each dart hits a Reaction trigger: You are hit by an attack or targeted by the magic This spell creates an invisible, mindless, shapeless, Medium force that
creature of your choice that you can see within range. A dart deals missile spell An invisible barrier of magical force appears and protects performs simple tasks at your command until the spell ends. The
1d4 + 1 force damage to its target. The darts all strike simultaneously, you. Until the start of your next turn, you have a +5 bonus to AC, servant springs into existence in an unoccupied space on the ground
and you can direct them to hit one creature or several. including against the triggering attack, and you take no damage from within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
At Higher Levels. When you cast this spell using a spell slot of 2nd magic missile. attack. If it drops to 0 hit points, the spell ends.
level or higher, the spell creates one more dart for each slot level Once on each of your turns as a bonus action, you can mentally
above 1st. 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 Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Darkness Levitate Shadow Blade


2nd-level evocation 2nd-level transmutation 2nd-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE 60 feet RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, M (bat fur and a drop of pitch or piece of coal) COMPONENTS V, S, M (either a small leather loop or a piece of golden wire bent COMPONENTS V, S
into a cup shape with a long shank on one end)

Magical darkness spreads from a point you choose within range to fill One creature or loose object of your choice that you can see within You weave together threads of shadow to create a sword of solidified
a 15-foot radius sphere for the duration. The darkness spreads range rises vertically, up to 20 feet, and remains suspended there for gloom in your hand. This magic sword lasts until the spell ends. It
around corners. A creature with darkvision can’t see through this the duration. The spell can levitate a target that weighs up to 500 counts as a simple melee weapon with which you are proficient. It
darkness, and nonmagical light can’t illuminate it. pounds. An unwilling creature that succeeds on a Constitution saving deals 2d8 psychic damage on a hit and has the finesse, light, and
If the point you choose is on an object you are holding or one that throw is unaffected. The target can move only by pushing or pulling thrown properties (range 20/60). In addition, when you use the
isn’t being worn or carried, the darkness emanates from the object against a fixed object or surface within reach (such as a wall or a sword to attack a target that is in dim light or darkness, you make the
and moves with it. Completely covering the source of the darkness ceiling), which allows it to move as if it were climbing. You can attack roll with advantage.
with an opaque object, such as a bowl or a helm, blocks the darkness. change the target’s altitude by up to 20 feet in either direction on If you drop the weapon or throw it, it dissipates at the end of the
If any of this spell’s area overlaps with an area of light created by a your turn. If you are the target, you can move up or down as part of turn. Thereafter, while the spell persists, you can use a bonus action
spell of 2nd level or lower, the spell that created the light is dispelled. your move. Otherwise, you can use your action to move the target, to cause the sword to reappear in your hand.
which must remain within the spell’s range. When the spell ends, the At Higher Levels. When you cast this spell using a 3rd- or 4th-level
target floats gently to the ground if it is still aloft. spell slot, the damage increases to 3d8. When you cast it using a 5th-
or 6th-level spell slot, the damage increases to 4d8. When you cast it
using a spell slot of 7th level or higher, the damage increases to 5d8.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything

Suggestion Blink Haste


2nd-level enchantment 3rd-level transmutation 3rd-level transmutation

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


RANGE 30 feet RANGE Self RANGE 30 feet
DURATION Concentration, up to 8 hours DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, M (a snake’s tongue and either a bit of honeycomb or a drop of COMPONENTS V, S COMPONENTS V, S, M (a shaving of licorice root)
sweet oil)

You suggest a course of activity (limited to a sentence or two) and Roll a d20 at the end of each of your turns for the duration of the Choose a willing creature that you can see within range. Until the
magically influence a creature you can see within range that can hear spell. On a roll of 11 or higher, you vanish from your current plane of spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it
and understand you. Creatures that can’t be charmed are immune to existence and appear in the Ethereal Plane (the spell fails and the has advantage on Dexterity saving throws, and it gains an additional
this effect. The suggestion must be worded in such a manner as to casting is wasted if you were already on that plane). At the start of action on each of its turns. That action can be used only to take the
make the course of action sound reasonable. Asking the creature to you next turn, and when the spell ends if you are on the Ethereal Attack (one weapon attack only), Dash, Disengage, Hide, or Use an
stab itself, throw itself onto a spear, immolate itself, or do some Plane, you return to an unoccupied space of your choice that you can Object action. When the spell ends, the target can’t move or take
other obviously harmful act ends the spell. see within 10 feet of the space you vanished from. If no unoccupied actions until after its next turn, as a wave of lethargy sweeps over it.
The target must make a Wisdom saving throw. On a failed save, it space is available within that rang, you appear in the nearest
purses the course of action you described to the best of its ability. unoccupied space (chosen at random if more that one space is
The suggested course of action can continue for the entire duration. equally near). You can dismiss this spell as an action. While on the
If the suggested activity can be completed in a shorter time, the spell Ethereal Plane, you can see and hear the plane you originated from,
ends when the subject finishes what it was asked to do. which is cast in shades of gray, and you can’t see anything more than
You can also specify conditions that will trigger a special activity 60 feet away.You can only affect and be affected by other creatures
during the duration. For example, you might suggest that a knight on the Ethereal Plane. Creature that aren’t there can’t perceive you
five her warhorse to the first beggar she meets. or interact with you, unless they have the ability to do so.
If the condition isn’t met before the spell expires, the activity isn’t
preformed. If you or any of your companions damage the target, the
spell ends.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Modified Cane Backpack Bedroll
Weapons Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook

Mess Kit Tinderbox Torch


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook
Studded Leather Ruby of the War Mage
Armor Wondrous Items

Made from tough but flexible leather, studded leather is Etched with eldritch runes, this 1—inch-diameter ruby
reinforced with close-set rivets or spikes. allows you to use a simple or martial weapon as a
spellcasting focus for your spells. For this property to work,
you must attach the ruby to the weapon by pressing the
ruby against it for at least 10 minutes. Thereafter, the ruby
can’t be removed unless you detach it as an action or the
weapon is destroyed. Not even an antimagic fieid causes it
to fall off. The ruby does fall off the weapon if your
attunement to the ruby ends.

13 lb. Player’s Handbook 0 lb. Xanathar’s Guide to Everything

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