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Generic INTJ: Wizard (1) Acolyte Elf/High Elf Neutral Evil
Generic INTJ: Wizard (1) Acolyte Elf/High Elf Neutral Evil
INSPIRATION
STRENGTH
12 +2 PROFICIENCY BONUS
10
ARMOR
CLASS
0
INITIATIVE
30
SPEED
Mumbles weird stuff to
itself at times
+1 PERSONALITY TRAITS
10 ●
+1 Constitution
+4 Intelligence
CURRENT HIT POINTS
and research in silence.
IDEALS
0 ●
+4 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
15 0 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+2 ●
+4 Insight (Wis) Darkvision: 60 ft.
WISDOM ●
0 Intimidation (Cha)
+4 Investigation (Int)
Immunities:
+2 Medicine (Wis) magical-sleep
15 +2 Nature (Int)
●
+4 Perception (Wis)
+2
0 Performance (Cha) (additional
CHARISMA
0 Persuasion (Cha)
+4 Religion (Int)
features & traits
on last page)
●
10 0
0
Sleight of Hand (Dex)
Stealth (Dex)
0 +2 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
23 5'9'' 175 lbs
AGE HEIGHT WEIGHT
Generic INTJ Never seen Very untanned White
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
High Elf, Wizard
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Chill Touch
Fire Bolt
Minor Illusion
Ray of Frost
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Comprehend Languages
Disguise Self
4
False Life
Identify
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell
slots totalling no more than 1, and each must be 5th level or
lower. (use once/day).
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Level-1 enchantment
T.'s Hideous Laughter
1 act. 30 ft V,S,M Conc, 1 min
A creature of your choice that you can see
within range perceives everything as
hilariously funny and falls into fits of laughter
if this spell affects it. The target must succeed
on a Wisdom saving throw or fall prone,
becoming incapacitated and unable to stand
up for the duration. A creature with an
Intelligence score of 4 or less isn't affected. At
the end of each of its turns, and each time it
takes damage, the target can make another
Wisdom saving throw. The target has
advantage on the saving throw if it's triggered
by damage. On a success, the spell ends.
Wizard DC 12 Mod +4
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