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Level 1 Human Wizard 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Saegan Hightower
Sage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Fey Touched. You can cast this feat’s spells without
STRENGTH Unarmored (12) 12 a spell slot once. You can also cast these spells using
spell slots you have of the appropriate level. Your
PROFICIENCY BONUS +2
8
SHIELD
AC spellcasting ability for these spells is intelligence.

N
CIE C
Arcane Recovery. Once per day when you finish a
-1 Strength short rest, you can choose expended spell slots to
Y
PROFI

-1 recover. The spell slots can have a combined level


+2 Dexterity
that is equal to or less than 1.
+2 Constitution ARMOR CLASS
DEXTERITY
✘ +5 Intelligence
MAXIMUM HIT DICE TEMPORARY

14 ✘ +2 Wisdom

+1 Charisma
8 1d6
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

14 N
CIE C

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

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +5 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE ✘ +3 Deception (Cha)

17 ✘


+5 History (Int)
+2 Insight (Wis)
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +5 Investigation (Int)
+0 Medicine (Wis)
WISDOM +3 Nature (Int)

10 +0 Perception (Wis)
+1 Performance (Cha)
+1 Persuasion (Cha)
+0 +3 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

12 +0 Survival (Wis)
SKILLS

+1 10 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
Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Draconic, Celestial, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Saegan Hightower
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.

I’m willing to listen to every side of an argument


before I make my own judgment.

PERSONALITY TRAITS

No Limits. Nothing should fetter the infinite


possibility inherent in all existence. (Chaotic)

IDEAL

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


certain question.

BOND

I speak without really thinking through my words,


invariably insulting others.

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
Crystal 1 1
Explorer’s Pack 1 10
[Dagger] 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

12 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 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard

CANTRIPS Frostbite Ray of Frost


Toll the Dead

1ST LEVEL 2 SPELL SLOTS Chromatic Orb Find Familiar


Grease Mage Armor Sleep
Thunderwave

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Heroism (Fey Touched)

2ND LEVEL Misty Step (Fey Touched)


Frostbite Ray of Frost Toll the Dead
Evocation Cantrip Evocation Cantrip Necromancy Cantrip

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


RANGE 60 feet RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You cause numbing frost to form on one creature that you can see A frigid beam of blue-white light streaks toward a creature within You point at one creature you can see within range, and the sound of
within range. The target must make a Constitution saving throw. On a range. Make a ranged spell attack against the target. On a hit, it takes a dolorous bell fills the air around it for a moment. The target must
failed save, the target takes 1d6 cold damage, and it has 1d8 cold damage, and its speed is reduced by 10 feet until the start of succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
disadvantage on the next weapon attack roll it makes before the end your next turn. The spell’s damage increases by 1d8 when you reach the target is missing any of its hit points, it instead takes 1d12
of its next turn. 5th level (2d8), 11th level (3d8), and 17th level (4d8). necrotic damage.
The spell’s damage increases by 1d6 when you reach 5th level The spell’s damage increases by one die when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6). (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

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

Chromatic Orb Find Familiar Grease


1st-level evocation 1st-level conjuration (ritual) 1st-level conjuration

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


RANGE 90 feet RANGE 10 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S, M (a bit of pork rind or butter)
consumed by fire in a brass brazier)

You hurl a 4-inch-diameter sphere of energy at a creature that you You gain the service of a familiar, a spirit that takes an animal form you choose: Slick grease covers the ground in a 10-foot square centered on a
can see within range. You choose acid, cold, fire, lightning, poison, or bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish point within range and turns it into difficult terrain for the duration.
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
thunder for the type of orb you create, and then make a ranged spell space within range, the familiar has the statistics of the chosen form, though it is a When the grease appears, each creature standing in its area must
attack against the target. If the attack hits, the creature takes 3d8 celestial, fey or fiend (your choice) instead of a beast. succeed on a Dexterity saving throw or fall prone. A creature that
damage of the type you choose. Your familiar acts independently of you, but it always obeys your commands. In 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 combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, Dexterity saving throw or fall prone.
level or higher, the damage increases by 1d8 for each slot level above but it can take other actions as normal.
1st. When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

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

Heroism Mage Armor Sleep


1st-level enchantment 1st-level abjuration 1st-level enchantment

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


RANGE Touch RANGE Touch RANGE 90 feet
DURATION Concentration, up to 1 minute DURATION 8 hours DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

A willing creature you touch is imbued with bravery. Until the spell You touch a willing creature who isn’t wearing armor, and a This spell sends creatures into a magical slumber. Roll 5d8, the total
ends, the creature is immune to being frightened and gains protective magical force surrounds it until the spell ends. The target’s is how many hit points of creatures this spell can affect. Creatures
temporary hit points equal to your spellcasting ability modifier at the base AC becomes 13 + its Dexterity modifier. The spell ends it if the within 20 feet of a point you choose within range are affected in
start of each of its turns. When the spell ends, the target loses any target dons armor or if you dismiss the spell as an action. ascending order of their current hit points (ignoring unconscious
remaining temporary hit points from this spell. creatures).
At Higher Levels. When you cast this spell using a spell slot of 2nd Starting with the creature that has the lowest current hit points,
level or higher, you can target one additional creature for each slot each creature affected by this spell falls unconscious until the spell
level above 1st. ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Fey Touched Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Thunderwave Misty Step
1st-level evocation 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 bonus action


RANGE Self (15-foot cube) RANGE Self
DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V

A wave of thunderous force sweeps out from you. Each creature in a Briefly surrounded by silvery mist, you teleport up to 30 feet to an
15-foot cube originating from you must make a Constitution saving unoccupied space that you can see.
throw. On a failed save, a creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a successful save, the creature
takes half as much damage and isn’t pushed. In addition, unsecured
objects that are completely within the area of effect are
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 Fey Touched Player’s Handbook


Crystal Explorer’s Pack Dagger
Spellcasting Focus Equipment Packs Weapons

An arcane focus is a special item— an orb, a crystal, a rod, a Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
specially constructed staff, a wand—like length of wood, or torches, 10 days of rations, and a waterskin. The pack also
some similar item designed to channel the power of arcane has 50 feet of hempen rope strapped to the side of it.
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

1 lb. Player’s Handbook 10 lbs. Player’s Handbook 1 lb. Player’s Handbook

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