Aron Cleiston

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

Wizard [School of Transmutation] (3)

Sage Arthur Bueno Camolesi


CLASS & LEVEL BACKGROUND PLAYER NAME
Arom Cleiston Dragonborn/Ravenite Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

-1 +2 PROFICIENCY BONUS
10
ARMOR
CLASS
0
INITIATIVE
35
SPEED
calmo mas quando
irritado explode

8 PERSONALITY TRAITS

Hit Point Maximum 20


-1 Strength
DEXTERITY
0 Dexterity

0 ●
+2 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

10 ●
+4 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 0 Acrobatics (Dex) SUCCESSES

14 +2 Animal Handling (Wis)


3x(1d6+2)
FAILURES

+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+2 ●
+1 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE

15 ●
+4 Insight (Wis)
Dagger +2 1d4+0 piercing
Backpack
WISDOM ●
+1 Intimidation (Cha)
+4 Investigation (Int)
Bag of Sand
+2 Medicine (Wis) Book
+2 +2 Nature (Int)
Number of Attacks: 1 Bottle, glass
+2 Perception (Wis)
15
+1 Performance (Cha) - Breath Weapon. Clothes, common
CHARISMA
+1 Persuasion (Cha)
+2 Religion (Int)
Cold, 15 ft. cone, Ink
2d6 cold damage, Ink pen
+1 0 Sleight of Hand (Dex)
DC12 con save.
12
0 Stealth (Dex)
Knife, Small
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Parchment x10
Pouch
12 PASSIVE WISDOM (PERCEPTION)
CP Spellbook
SP
Staff
Weapon Proficiencies:
Crossbow, light; EP

Dagger; Dart;
Quarterstaff; Sling GP
10
PP
Language Proficiencies:
Common; Draconic;
Dwarvish; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
27 2m 85kg
AGE HEIGHT WEIGHT
Arom Cleiston azul prata não
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Fire Bolt
Lightning Lure
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Cause Fear

Chromatic Orb
4
Detect Magic

Ice Knife
SPELLS KNOWN

Identify

Jump
Mage Armor

Magic Missile

2 2
Snilloc’s Snowball Swarm

Web

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

Damage Resistances: cold, slashing

-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell slots
totalling no more than 2, and each must be 5th level or lower. (use
once/day).

Damage Resistance. You have resistance to non-magical slashing


damage.

Equipment. You possess a letter from a dead colleague posing a


question you have not yet been able to answer. Enter this manually
as a custom item.

Minor Alchemy. Starting at 2nd level when you select this school,
you can temporarily alter the physical properties of one nonmagical
object, changing it from one substance into another. You perform a
special alchemical procedure on one object composed entirely of
wood, stone (but not a gemstone), iron, copper, or silver,
transforming it into a different one of those materials. For each 10
minutes you spend performing the procedure, you can transform up
to 1 cubic foot of material. After 1 hour, or until you lose your
concentration (as if you were concentrating on a spell), the material
reverts to its original substance.

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. .

Transmutation Savant. Beginning when you select this school at


2nd level, the gold and time you must spend to copy a
transmutation spell into your spellbook is halved.
Page 1

Fire Bolt Lightning Lure Ray of Frost


Wizard Cantrip Evocation DC 12 Spell Mod +4 Wizard Cantrip Evocation DC 12 Spell Mod +4 Wizard Cantrip Evocation DC 12 Spell Mod +4
1 Act. 120 ft V,S Inst 1 Act. 15 ft V Inst 1 Act. 60 ft V,S Inst

You hurl a mote of fire at a creature or object You create a lash of lightning energy that A frigid beam of blue-white light streaks
within range. Make a ranged spell attack strikes at one creature of your choice that you toward a creature within range. Make a
against the target. On a hit, the target takes can see within range. The target must succeed ranged spell attack against the target. On a hit,
1d10 fire damage. A flammable object hit by on a Strength saving throw or be pulled up to it takes 1d8 cold damage, and its speed is
this spell ignites if it isn’t being worn or 10 feet in a straight line toward you and then reduced by 10 feet until the start of your next
carried. This spell’s damage increases by 1d10 take 1d8 lightning damage if it is within 5 feet turn. The spell's damage increases by 1d8
when you reach 5th level (2d10), 11th level of you. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8),
(3d10), and 17th level (4d10). when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
and 17th level (4d8).

Cause Fear Chromatic Orb Detect Magic (ritual)


Wizard Level 1 Necromancy DC 12 Spell Mod +4 Wizard Level 1 Evocation DC 12 Spell Mod +4 Wizard Level 1 Divination DC 12 Spell Mod +4
1 Act. 60 ft V Conc, 1 min 1 Act. 90 ft V,S,M Inst 1 Act. Self V,S Conc, 10 mins
A diamond worth at least 50gp

You awaken the sense of mortality in one You hurl a 4-inch-diameter sphere of energy For the duration, you sense the presence of
creature you can see within range. A construct at a creature that you can see within range. magic within 30 feet of you. If you sense magic
or an undead is immune to this effect. The You choose acid, cold, fire, lightning, poison, in this way, you can use your action to see a
target must succeed on a Wisdom saving or thunder for the type of orb you create, and faint aura around any visible creature or
throw or become frightened of you until the then make a ranged spell attack against the object in the area that bears magic, and you
spell ends. The frightened target can repeat target. If the attack hits, the creature takes 3d8 learn its school of magic, if any. The spell can
the saving throw at the end of each of its turns, damage of the type you chose. At Higher penetrate most barriers, but it is blocked by 1
ending the effect on itself on a success. At Levels. When you cast this spell using a spell foot of stone, 1 inch of common metal, a thin
Higher Levels. When you cast this spell using a slot of 2nd level or higher, the damage sheet of lead, or 3 feet of wood or dirt.
spell slot of 2nd level or higher, you can target increases by 1d8 for each slot level above 1st.
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.

Ice Knife Identify (ritual) Jump


Wizard Level 1 Conjuration DC 12 Spell Mod +4 Wizard Level 1 Divination DC 12 Spell Mod +4 Wizard Level 1 Transmutation DC 12 Spell Mod +4
1 Act. 60 ft S,M Inst 1 min Touch V,S,M Inst 1 Act. Touch V,S,M 1 min
A drop of water or piece of ice A pearl worth at least 100 gp and an owl feather A grasshopper's hind leg

You create a shard of ice and fling it at one You choose one object that you must touch You touch a creature. The creature's jump
creature within range. Make a ranged spell throughout the casting of the spell. If it is a distance is tripled until the spell ends.
attack against the target. On a hit, the target magic item or some other magic-imbued
takes 1d10 piercing damage. Hit or miss, the object, you learn its properties and how to use
shard then explodes. The target and each them, whether it requires attunement to use,
creature within 5 feet of it must succeed on a and how many charges it has, if any. You learn
Dexterity saving throw or take 2d6 cold whether any spells are affecting the item and
damage. At Higher Levels. When you cast this what they are. If the item was created by a
spell using a spell slot of 2nd level or higher, spell, you learn which spell created it. If you
the cold damage increases by 1d6 for each slot instead touch a creature throughout the
level above 1st. casting, you learn what spells, if any, are
currently affecting it.
Page 1 (reverse)
Page 2

Mage Armor Magic Missile Snilloc’s Snowball Swarm


Wizard Level 1 Abjuration DC 12 Spell Mod +4 Wizard Level 1 Evocation DC 12 Spell Mod +4 Wizard Level 2 Evocation DC 12 Spell Mod +4
1 Act. Touch V,S,M 8 hrs 1 Act. 120 ft V,S Inst 1 Act. 90 ft V,S,M Inst
A piece of cured leather A piece of ice or a small white rock chip

You touch a willing creature who isn't wearing You create three glowing darts of magical A flurry of magic snowballs erupts from a
armor, and a protective magical force force. Each dart hits a creature of your choice point you choose within range. Each creature
surrounds it until the spell ends. The target's that you can see within range. A dart deals 1d4 in a 5-foot-radius sphere centered on that
base AC becomes 13 + its Dexterity modifier. + 1 force damage to its target. The darts all point must make a Dexterity saving throw. A
The spell ends if the target dons armor or if strike simultaneously, and you can direct creature takes 3d6 cold damage on a failed
you dismiss the spell as an action. them to hit one creature or several. At Higher save, or half as much damage on a successful
Levels. When you cast this spell using a spell one. At Higher Levels: When you cast this spell
slot of 2nd level or higher, the spell creates using a spell slot of 3rd level or higher, the
one more dart for each slot level above 1st. damage increases by 1d6 for each slot level
above 2nd.

Web
Wizard Level 2 Conjuration DC 12 Spell Mod +4
1 Act. 60 ft V,S,M Conc, 1 hr
A bit of spiderweb

You conjure a mass of thick, sticky webbing at


a point of your choice within range. The webs
fill a 20-foot cube from that point for the
duration. The webs are difficult terrain and
lightly obscure their area. If the webs aren't
anchored between two solid masses (such as
walls or trees) or layered across a floor, wall,
or ceiling, the conjured web collapses on itself,
and the spell ends at the start of your next
turn. Webs layered over a flat surface have a
depth of 5 feet. Each creature that starts its
turn in the webs or that enters them during its
turn must make a Dexterity saving throw. On
a failed save, the creature is restrained as long
as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its
action to make a Strength check against your
spell save DC. If it succeeds, it is no longer
restrained. The webs are flammable. Any
Page 2 (reverse)

Web (reverse)
5-foot cube of webs exposed to fire burns away
in 1 round, dealing 2d4 fire damage to any
creature that starts its turn in the fire.

You might also like