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Halfling Wizard: Backpack Bag of Coins

The document outlines the character details of a Halfling Wizard, including their weapons, armor, languages, and special abilities. The wizard can cast spells such as Light, Mage Armor, and Magic Missile, with specific casting requirements and effects. Additionally, the character has a lawful alignment and carries various items including a dagger, staff, and coins.

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0% found this document useful (0 votes)
38 views2 pages

Halfling Wizard: Backpack Bag of Coins

The document outlines the character details of a Halfling Wizard, including their weapons, armor, languages, and special abilities. The wizard can cast spells such as Light, Mage Armor, and Magic Missile, with specific casting requirements and effects. Additionally, the character has a lawful alignment and carries various items including a dagger, staff, and coins.

Uploaded by

usmc99nw
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Ad WEAPONS: Dagger, staff; ARMOR: None

[Link] LANGUAGES: Common, Diabolic, Draconic, Reptilian, Sylvan

Halfling: STEALTHY: Once per day become invisible for 3 rounds.

Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with
DC 15 INT check
11 +0 16 +3 Halfling Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+3 vs a DC
equal to 10 + the spell's tier.

Wizard-1: STAT BONUS: +2 to Intelligence

SPELLS: Light, Mage Armor, Magic Missile (ADV)

12 +1 10 +0 Wizard

5 -3 9 -1 1 0 10

29 6 9
Apprentice
1 11 Dagger

Staff Backpack
Bag of coins (44)
Flask or bottle

Lawful Flint and steel

Pole

STAFF: +0, 1d4 (2H) Torch

DAGGER: +0/+1 (N), 1d4 (FIN)


Crafter

Odin
LIGHT (Tier 1, Wizard), DC 11 to cast
Duration: 1 hour real time
Range: Close
One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time.

MAGE ARMOR (Tier 1, Wizard), DC 11 to cast


Duration: 10 rounds
Range: Self
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell's
duration.

MAGIC MISSILE (Tier 1, Wizard), DC 11 to cast (always cast with advantage)


Duration: Instant
Range: Far
You have advantage on your check to cast this spell.
A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.

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