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INSPIRATION
I can easily keep calm under pressure.
15
STRENGTH
45 ft. When I'm not working, you'll probably find
+1 ARMOR me either reading or playing with Aryre.
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED
13 PERSONALITY TRAITS
20 ● +6 Wisdom
I was very young when an injusred dragon
CONSTITUTION
+5 Charisma
SAVING THROWS
10 crashed just outside the village. I saved her and
treated her wounds. Now we're inseparable.
TEMPORARY HIT POINTS BONDS
+4
Acrobatics (Dex) Total SUCCESSES If you interrupt my reading, I will fling a
19 fifth-level fireball spell at you. I don't care who
Animal Handling (Wis)
8d6 FAILURES
you are or what the consequences will be.
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
+5 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
OBSCURUS ARCANA:
History (Int)
Dagger +8 1d4 + 5 piercing Beginning when you select this arcane tradition at second level, you
20 Insight (Wis) physical and mental conditioning allow you to hide your spellcasting
from others. When you cast a wizard spell, you don't need to provide
Intimidation (Cha) verbal components for it as long as you can provide somatic
components. Additionally, the current contents of your spellbook, as
WISDOM Investigation (Int)
well as any spells you learn by gaining wizard levels, are committed
to memory. Your memory is considered a spellbook. you can add
+3
Medicine (Wis)
spells to your memory as you would a spellbook by spending time
Nature (Int) and gold as normal, to utilize mnemonic tools and purchase research
materials.
Perception (Wis)
17 SUPPRESS MEMORY:
Performance (Cha) Also at second level, you can befuddle a creature's mind with nothing
more than a gesture. As an action, you can force a creature that you
● Persuasion (Cha) can see within 30 feet of you to make a Wisdom saving throw against
CHARISMA
your wizard spell save DC. On a failed save, you can force the
Religion (Int) creature to forget a single aspect of a conversation, observation, or
+2 Sleight of Hand (Dex) encounter it just had, that you know of, in the last ten minutes, such
as your physical appearance, a question it was asked, or a short
Stealth (Dex) action an ally performed. A Remove Curse or Greater Restoration
15 spell cast on the creature can restore its memory to normal. Whether
Survival (Wis) the creature succeeds or fails the saving throw, you cannot use this
feature again until you finish a long rest.
SKILLS ATTACKS & SPELLCASTING OUT OF MIND'S EYE:
At 6th level, you can erase yourself from a creatures sight
momentarily. As a bonus action, choose a creature within 60 feet of
14 PASSIVE WISDOM (PERCEPTION)
Component Pouch
you. That creature must make a Wisdom saving throw against your
CP 10 wizard spell save DC. On a failed save, you become invisible to the
creature for 1 minute, or until you affect it with a spell or attack. Once
Explorer's Pack you use this feature, you can't use it again until you finish a short or
long rest.
Languages: Common, Draconic SP 4 ARCANE RECOVERY:
You have learned to regain some of your magical energy by studying
Tools: Calligrapher's supplies your spellbook. Once per day, at the end of a short rest, you can
EP 0 choose expended spell slots to recover. The spell slots can have a
Armor: none combined total level equal to or less then half your wizard level
(rounded up), and none of the slots can be 6th level or higher.
Weapons: Daggers, Darts, Slings, GP 19
Quarterstaffs, Light Crossbows
PP 0
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
17 6' 2" 125 lbs.
Aleo Tsunauchi
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Blade Ward
Light
Mending
Encode Thoughts
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Mage Armor
Shield
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.