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Level 3 Human Wizard, School of Necromancy 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Thoradin Balderk
Sage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Keen Mind. You always know which way is


STRENGTH Unarmored (12) 12 north.You always know the number of hours left
before the next sunrise or sunset.You can accurately
PROFICIENCY BONUS +2
8
SHIELD
AC recall anything you have seen or heard within the
past month.
N
CIE C

-1 Strength Arcane Recovery. Once per day when you finish a


Y
PROFI

-1 short rest, you can choose expended spell slots to


+2 Dexterity
recover. The spell slots can have a combined level
+2 Constitution ARMOR CLASS that is equal to or less than 2.
DEXTERITY
✘ +5 Intelligence
MAXIMUM HIT DICE TEMPORARY Necromancy Savant. The gold and time you must
14 ✘ +3 Wisdom

+0 Charisma
20 3d6 spend to copy a necromancy spell into your
spellbook is halved.
CONDITIONAL
Grim Harvest. Once per turn when you kill one or
+2 more creatures with a spell of 1st level or higher,
you regain hp equal to twice the spell’s level, or
CURRENT HIT POINTS three times its level if the spell belongs to the
CONSTITUTION DEATH SAVING THROWS
School of Necromancy. You don’t gain this benefit
SAVING THROWS
for killing constructs or undead.
14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +5 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

17 ✘ +5 History (Int)
+1 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +5 Investigation (Int)
+1 Medicine (Wis)
WISDOM +3 Nature (Int)

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

10 +1 Survival (Wis)
SKILLS

+0 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +1 vs AC 1d6-1 bludgeoning
Versatile
FEATURES & TRAITS
Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Dwarvish,


Undercommon

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Thoradin Balderk
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

There’s nothing I like more than a good mystery.


I’ve read every book in the world’s greatest
libraries— or I like to boast that I have.

PERSONALITY TRAITS

Knowledge. The path to power and self-


improvement is through knowledge. (Neutral)

IDEAL

I've been searching my whole life for the answer to a


certain question.

BOND

Most people scream and run when they see a


demon. I stop and take notes on its anatomy.

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

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 Hat of Wizardry. This antiquated, cone—shaped hat is
[Quarterstaff] 1 4 [Hat of Wizardry] 1 1 adorned with gold crescent moons and stars. While you
Crossbow, Light 1 5 are wearing it, you gain the following benefits:
Crossbow Bolt 20 1 • You can use the hat as a spellcasting focus for your
Spellbook 1 3 wizard spells.
Component Pouch 1 2 • You can try to cast a cantrip that you don’t know.
Explorer’s Pack 1 10 The cantrip must be on the wizard spell list, and you
must make a DC 10 Intelligence (Arcana) check. If the
check succeeds, you cast the spell. If the check fails, so
does the spell, and the action used to cast the spell is
wasted. In either case, you can’t use this property again
until you finish a long rest.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 250 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

31 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 +5 13 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Necromancy

CANTRIPS Chill Touch Fire Bolt


Poison Spray

1ST LEVEL 4 SPELL SLOTS ● Burning Hands ● Detect Magic


● Magic Missile ● Ray of Sickness ● Shield
Cause Fear Grease Thunderwave

2ND LEVEL 2 SPELL SLOTS ● Scorching Ray Shatter


Chill Touch Fire Bolt Poison Spray
Necromancy Cantrip Evocation Cantrip Conjuration Cantrip

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


RANGE 120 feet RANGE 120 feet RANGE 10 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a ghostly, skeletal hand in the space of a creature within You hurl a mote of fire at a creature or object within range. Make a You extend your hand toward a creature you can see within range
range. Make a ranged spell attack against the creature to assail it ranged spell attack against the target. On a hit, the target takes 1d10 and project a puff of noxious gas from your palm. The creature must
with the chill of the grave. On a hit, the target takes 1d8 necrotic fire damage. A flammable object hit by this spell ignites if it isn’t succeed on a Constitution saving throw or take 1d12 poison damage.
damage, and it can’t regain hit points until the start of your next turn. being worn or carried. This spell’s damage increases by 1d12 when you reach 5th level
Until then, the hand clings to the target. If you hit an undead target, This spell’s damage increases by 1d10 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
it also has disadvantage on attack rolls against you until the end of (2d10), 11th level (3d10), and 17th level (4d10).
your next turn. This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Burning Hands Cause Fear Detect Magic


1st-level evocation 1st-level necromancy 1st-level divination (ritual)

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


RANGE Self (15-foot cone) RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

As you hold your hands with thumbs touching and fingers spread, a You awaken the sense of mortality in one creature you can see within For the duration, you sense the presence of magic within 30 feet of
thin sheet of flames shoots forth from your outstretched fingertips. range. A construct or an undead is immune to this effect. The target you. If you sense magic in this way, you can use your action to see a
Each creature in a 15-foot cone must make a Dexterity saving throw. must succeed on a Wisdom saving throw or become frightened of faint aura around any visible creature or object in the area that bears
A creature takes 3d6 fire damage on a failed save, or half as much you until the spell ends. The frightened target can repeat the saving magic, and you learn its school of magic, if any. The spell can
damage on a successful one. The fire ignites any flammable objects in throw at the end of each of its turns, ending the effect on itself on a penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
the area that aren’t being worn or carried. success. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above level or higher, you can target one additional creature for each slot
1st. level above 1st. The creatures must be within 30 feet of each other
when you target them.

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

Grease Magic Missile Ray of Sickness


1st-level conjuration 1st-level evocation 1st-level necromancy

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


RANGE 60 feet RANGE 120 feet RANGE 60 feet
DURATION 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a bit of pork rind or butter) COMPONENTS V, S COMPONENTS V, S

Slick grease covers the ground in a 10-foot square centered on a You create three glowing darts of magical force. Each dart hits a A ray of sickening greenish energy lashes out toward a creature
point within range and turns it into difficult terrain for the duration. creature of your choice that you can see within range. A dart deals within range. Make a ranged spell attack against the target. On a hit,
When the grease appears, each creature standing in its area must 1d4 + 1 force damage to its target. The darts all strike simultaneously, the target takes 2d8 poison damage and must make a Constitution
succeed on a Dexterity saving throw or fall prone. A creature that and you can direct them to hit one creature or several. saving throw. On a failed save, it is also poisoned until the end of
enters the area or ends its turn there must also succeed on a At Higher Levels. When you cast this spell using a spell slot of 2nd your next turn.
Dexterity saving throw or fall prone. level or higher, the spell creates one more dart for each slot level At Higher Levels. When you cast this spell using a spell slot of 2nd
above 1st. level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Shield Thunderwave Scorching Ray
1st-level abjuration 1st-level evocation 2nd-level evocation

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


RANGE Self RANGE Self (15-foot cube) RANGE 120 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

Reaction trigger: You are hit by an attack or targeted by the magic A wave of thunderous force sweeps out from you. Each creature in a You create three rays of fire and hurl them at targets within range.
missile spell An invisible barrier of magical force appears and protects 15-foot cube originating from you must make a Constitution saving You can hurl them at one target or several. Make a ranged spell
you. Until the start of your next turn, you have a +5 bonus to AC, throw. On a failed save, a creature takes 2d8 thunder damage and is attack for each ray. On a hit, the target takes 2d6 fire damage.
including against the triggering attack, and you take no damage from pushed 10 feet away from you. On a successful save, the creature At Higher Levels. When you cast this spell using a spell slot of 3rd
magic missile. takes half as much damage and isn’t pushed. In addition, unsecured level or higher, you create one additional ray for each slot level above
objects that are completely within the area of effect are 2nd.
automatically pushed 10 feet away from you by the spell’s effect, and
the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Shatter
2nd-level evocation

CASTING TIME 1 action


RANGE 60 feet
DURATION Instantaneous
COMPONENTS V, S, M (a chip of mica)

A sudden loud ringing noise, painfully intense, erupts from a point of


your choice within range. Each creature in a 10-foot-radius sphere
centered on that point must make a Constitution saving throw. A
creature takes 3d8 thunder damage on a failed save, or half as much
damage on a successful one. A creature made of inorganic material
such as stone, crystal, or metal has disadvantage on this saving
throw. A nonmagical object that isn’t being worn or carried also takes
the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot level above
2nd.

Spellcasting (Wizard) Player’s Handbook


Hat of Wizardry Quarterstaff Crossbow, Light
Wondrous Items Weapons Weapons

This antiquated, cone—shaped hat is adorned with gold


crescent moons and stars. While you are wearing it, you
gain the following benefits:
• You can use the hat as a spellcasting focus for your
wizard spells.
• You can try to cast a cantrip that you don’t know. The
cantrip must be on the wizard spell list, and you must make
a DC 10 Intelligence (Arcana) check. If the check succeeds,
you cast the spell. If the check fails, so does the spell, and
the action used to cast the spell is wasted. In either case,
you can’t use this property again until you finish a long rest.

1 lb. Xanathar’s Guide to Everything 4 lb. Player’s Handbook 5 lb. Player’s Handbook

Crossbow Bolt Spellbook Component Pouch


Ammunition Adventuring Gear Adventuring Gear

Crossbow bolts are used with a crossbow to make a ranged Essential for wizards, a spellbook is a leather-bound tome A component pouch is a small, watertight leather belt
attack. with 100 blank vellum pages suitable for recording spells. pouch that has compartments to hold all the material
components and other special items you need to cast your
spells, except for those components that have a specific
cost (as indicated in a spell's description).

1/20 lb. Player’s Handbook 3 lb. Player’s Handbook 2 lb. Player’s Handbook

Explorer’s Pack
Equipment Packs

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10


torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook

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