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Wizard 3 Kmetija Klingon

Gianni Pergamena CLASS & LEVEL BACKGROUND PLAYER NAME

Gnome (rock) ?
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

10 +3 30
STRENGTH

-2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

7 PERSONALITY TRAITS

Hit Point Maximum 18


-2 Strength
DEXTERITY +3 Dexterity

+3 +2

+6
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

16 +2 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS

+2
BONDS

+3 Acrobatics (Dex) Total 3d6 SUCCESSES


14 +2 Animal Handling (Wis) FAILURES
+6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -2 Athletics (Str)

+4 0

+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
✨ Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell
slots can have a combined level that is equal to or less than half your wizard level (rounded up), and

19 +4 Insight (Wis) none of the slots can be 6th level or higher.

✨ Wizardly Quill
0 Intimidation (Cha) As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the
following properties:

WISDOM +4 Investigation (Int) ✧ The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the
writing surface.

+2
+2 Medicine (Wis) ✧ The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you
use the quill for the transcription.

+4 Nature (Int) ✧ You can erase anything you write with the quill if you wave the feather over the text as a bonus
action, provided the text is within 5 feet of you.
+4 Perception (Wis) This quill disappears if you create another one or if you die.
14
0 ✨ Awakened Spellbook
Performance (Cha) Using specially prepared inks and ancient incantations passed down by your wizardly order, you have
awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the
0 following benefits:
Persuasion (Cha)
CHARISMA ✧ You can use the book as a spellcasting focus for your wizard spells.
+4 Religion (Int)

0
✧ When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a
type that appears in another spell in your spellbook, which magically alters the spell's formula for this
+3 Sleight of Hand (Dex) casting only. The latter spell must be of the same level as the spell slot you expend.

✧ When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than
+5 Stealth (Dex) adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

11 +2 Survival (Wis)
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to
write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest,
your spellbook's consciousness is summoned into the new book, which the consciousness transforms
into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells
vanish from its pages.
SKILLS ATTACKS & SPELLCASTING
✧ Copying a Spell into the Book.
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell
level you can prepare and if you can spare the time to decipher and copy it. For each level of the spell,
the process takes 2 hours and costs 50 gp.
PASSIVE WISDOM (PERCEPTION)
✧ Copying from a Spell Scroll.
CP When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC
equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check
succeeds or fails, the spell scroll is destroyed.

✨ Ritual spellcasting
✨ Academic References SP The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell
Upon spending an hour, and succeeding on a medium-DC Intelligence (Investigation) check, you can find a contact within a library, slot, which means the ritual version of a spell can't be cast at a higher level.
academy, or place of knowledge. This contact begins as friendly to you and will answer questions you have regarding research.

✨ Artificer's Lore. ✨ Cantrip Formulas


Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one
twice your proficiency bonus, instead of any proficiency bonus you normally apply.
wizard cantrip you know with another cantrip from the wizard spell list.
✨ Darkvision
EP
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in ✨ Tinker.
darkness, only shades of gray. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10
✨ Gnome Cunning
gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use
GP your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up
✨ Dice Set
to three such devices active at a time. When you create a device, choose one of the following options:
If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.

✧ History. ✧ Clockwork Toy


Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When
figures involved with it.
placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random
✧ Insight. PP direction. It makes noises as appropriate to the creature it represents.
Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies
from their truths and read their mood.
✧ Fire Starter
✧ Sleight of Hand. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using
Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, the device requires your action.
engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing
attempt.
✧ Music Box
When opened, this music box plays a single song at a moderate volume. The box stops playing when it
reaches the song's end or when it is closed.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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