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20 Wizard Conjuration Sage - Discredited Academic

CLASS & LEVEL BACKGROUND PLAYER NAME

High Elf 355000


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Specialty - Discredited Academic
14 +7 30 Trait - I . . . speak . . . slowly . . . when talking . . . to
idiots, . . . which . . . almost . . . everyone . . . is . . .
8 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
compared . . . to me.

-1 PERSONALITY TRAITS

Hit Point Maximum 162


-1 Strength
DEXTERITY Knowledge is the path to
14
+2

+2
Dexterity
Constitution
162 power and domination.
CURRENT HIT POINTS IDEALS
● +11 Intelligence

+2 ● +8 Wisdom
-1 Charisma
My life's work is a series of tomes
related to a specific field of Lore.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14
+2 Acrobatics (Dex) Total 20 SUCCESSES I speak without really thinking through my
+2 Animal Handling (Wis) words, invariably insulting others.
+2
1d6 FAILURES
● +11 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

20 ●
-1

+11
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
-Lvl 1, Ritual Casting - you may cast any spell with the "
Ritual" tag in your spellbook as a Ritual without consuming a
Insight (Wis)
S.Sword +8 1d6+2 Spell Slot, doing so requires 10 minutes extra.
+5 +2
-Lvl 1, Arcane Recovery - once per day after a Short Rest
you may recover Spell Slots of a combined level equal to 1/2
-1 Intimidation (Cha) S.Sword +8 1d6+2 your Wizard level rounded up and no higher than a 6th level
slot.
WISDOM ● +11 Investigation (Int) -Lvl 2, Conjuration Savant, the gold and time spent copying
conjuration spells is halved.
+2 Medicine (Wis)
14 +5 Nature (Int) ShortSword, 1d6 Piercing, 2lb,
-Lvl 2, Minor Conjuration, Action, You can conjure up an
inanimate object within 10 feet of you. The ite can be no
larger then 3 feet on a side and weigh no more than 10 lbs.
● +8 Perception (Wis) finesse, light Nonmagical items only and only things you have seen. The
+2 item sheds light at dim 5 feet. Disappears after 1 hour.
-Lvl 4, Ability Score Improvement - +2 Int
-1 Performance (Cha) -Lvl 6, Benign Transposition, Action, you can teleport up to
Robe +2 11 AC, 5lb. 30 feet to an unoccupied space you can see. If there is a
-1 Persuasion (Cha) willing creature then you can switch spaces within 30 feet.
CHARISMA
Once you use this feature you need a long rest OR cast a
● +11 Religion (Int) Conjuration spell of 1st level or higher.
8 +2 Sleight of Hand (Dex)
-Lvl 8, Ability Score Improvement - +2 Int
-Lvl 10, Focused Conjuration, When concentrating on a
Conjuration spell, your concentration CANNOT be broken.
+2 Stealth (Dex) -Lvl 12, Ability Score Improvement, FEAT, War Caster,
-1 +2 Survival (Wis)
Advantage on Concentration Saving Throws, You perform
the somatic components of spells if both hands have a
weapon and shield, when a creature provokes an opportunity
SKILLS ATTACKS & SPELLCASTING attack you can use a reaction to cast a single target spell at
that target. The spell must be an action spell.
-Lvl 14, Durable Summons, Any creature that you summon
or create with a conjuration spell has 30 temp HP.
18 PASSIVE WISDOM (PERCEPTION) A bottle of black ink & quill -Lvl 16, Ability Score Improvement, FEAT, Tough, +2 HP lvl.
-Lvl 18, Spell Mastery, You can choose both a lvl 1 and lvl 2
CP
small knife spell that you can cast at will in its lowest form without
expending any spell slots. You have to spend spells slots for
common clothes higher versions of the spell. You can also spend 8 hours
Backpack changing one or both of these spells for different spells.
Armor = No Proficiency SP
-Lvl 19, Ability Score Improvement, Feat, ALERT
Weapons = Daggers, darts, 10 x rations + 5 Initiative Bonus, You cannot be surprised while
conscious, Other creatures do not gain advantage on attack
EP Waterskin rolls against you from being hidden.
slings, quarterstaffs, light Bedroll -Lvl 20, Signature Spell, Choose two lvl 3 spells in your
spellbook. These spells are ALWAYS prepared and can cast
crossbows, shortsword, Component Pouch these spells without expending spells slots. You must expend
longsword, shortbow, longbow GP 85 10 x Torch
higher level spell slots as normal with these spells. You can
change these spells using an 8 hour ritual.
Tools = No Proficiency Tinder Box
Languages = Common, Elf,
PP 100
Sylvan, Draconic

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

High Elf Traits


Dex +2, Int +1
Darkvision = 60 feet of vision in dark as dim and dim as bright.
Keen Senses = Proficiency in the Perception Skill.
Fey Ancestry = Advantage on saving throws vs. charmed and magic cannot put you to
sleep.
Trance = Elves do not need sleep. A long rest is only 4 hours to you.
Cantrip = You know one cantrip of your choice from the Wiz spell list. Int is the ability
mod used for casting this cantrip.
Elf Weapon Training = Proficiency with longsword, shortswords, shortbow and longbow.
Extra Language = One extra language of your choice you can read, speak and write.

ADDITIONAL FEATURES & TRAITS

a letter from a dead colleague posing a question you have not yet
been able to answe

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 19 +11
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 2
Prestidigitation (Racial) ● Fireball Disintegrate

Fire Bolt Fly ● Arcane gate

Mage Hand ● Haste Chain Lightning

Minor Illusion Remove Curse True Seeing

Ray of Frost Lightning Bolt

Acid Splash

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 2
EPAR
SPELL NAME Delayed Blast Fireball
ED
PR

● Grease ● Mordenkainen's Magnificent Mansion

Color Spray
4 3 Prismatic Spray

● Mage Armor Plane Shift

● Shield Evard's Black Tentacles


SPELLS KNOWN

Detect Magic (Ritual) ● Conjure Minor Elementals

Identify (Ritual) Leomond's Secret Chest

● Thunderwave

● Sleep

8 1
● Incendiary Cloud

● Maze

2 3 ● Anitimagic Field

● Dominate Monster

● Invisibility

Scorching Ray

● Levitate
5 3
Misty Step

● Cloud Kill
9 1
Hold Monster

Teleportation Circle ● Time Stop

● Meteor swarm

● Wish

● Power Word Kill

Gate

Imprisonment

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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