Character Sheet - Wizard Level 1

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Level 0 Cantrips
Mage Hand
Conjuration cantrip
Casting Time: 1 action Ray of Frost
Range: 30 feet Evocation cantrip Cold
Components: V, S Casting Time: 1 action
Duration: 1 minute Range: 60 feet
A spectral, floating hand appears at a point you Components: V, S
choose within range. The hand lasts for the dura- Duration: Instantaneous
tion or until you dismiss it as an action. The hand A frigid beam of blue-white light streaks toward a
vanishes if it is ever more than 30 feet away from creature within range. Make a ranged spell attack
you or if you cast this spell again. against the target. On a hit, it takes 1d8 cold dam-
You can use your action to control the hand. age, and its speed is reduced by 10 feet until the
You can use the hand to manipulate an object, start of your next turn.
open an unlocked door or container, stow or The spell's damage increases by 1d8 when you
retrieve an item from an open container, or pour reach 5th level (2d8), 11th level (3d8), and 17th
the contents out of a vial. You can move the hand level (4d8).
up to 30 feet each time you use it.
The hand can't attack, activate magic items, or Shocking Grasp
carry more than 10 pounds. Evocation cantrip Lightning

Prestidigitation Casting Time: 1 action


Range: Touch
Transmutation cantrip
Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 10 feet
Components: V, S Lightning springs from your hand to deliver a
Duration: 1 hour shock to a creature you try to touch. Make a
melee spell attack against the target. You have
This spell is a minor magical trick that novice advantage on the attack roll if the target is wear-
spellcasters use for practice. You create one of ing armor made of metal. On a hit, the target
the following magical effects within range: takes 1d8 lightning damage, and it can't take
 You create an instantaneous, harmless sensory reactions until the start of its next turn.
effect, such as a shower of sparks, a puff of The spell's damage increases by 1d8 when you
wind, faint musical notes, or an odd odor. reach 5th level (2d8), 11th level (3d8), and 17th
 You instantaneously light or snuff out a candle, level (4d8).
a torch, or a small campfire.
 You instantaneously clean or soil an object no
larger than 1 cubic foot.
 You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour.
 You make a color, a small mark, or a symbol
appear on an object or a surface for 1 hour.
 You create a nonmagical trinket or an illusory
image that can fit in your hand and that lasts
until the end of your next turn.
If you cast this spell multiple times, you can have
up to three of its non-instantaneous effects active
at a time, and you can dismiss such an effect as
an action.
Level 1 Spells Magic Missile
1st-level evocation Force

Comprehend Languages Casting Time: 1 action


1st-level divination (ritual) Range: 120 feet
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Self
Components: V, S, M (a pinch of soot and salt) You create three glowing darts of magical force.
Duration: 1 hour Each dart hits a creature of your choice that you
can see within range. A dart deals 1d4 + 1 force
For the duration, you understand the literal
damage to its target. The darts all strike simulta-
meaning of any spoken language that you hear.
neously, and you can direct them to hit one crea-
You also understand any written language that
ture or several.
you see, but you must be touching the surface on
At Higher Levels. When you cast this spell
which the words are written. It takes about 1
using a spell slot of 2nd level or higher, the spell
minute to read one page of text.
creates one more dart for each slot level above
This spell doesn't decode secret messages in a
1st.
text or a glyph, such as an arcane sigil, that isn't
part of a written language. Protection from Evil and
Detect Magic Good
1st-level divination (ritual) 1st-level divination (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S Components: V, S, M (holy water or powdered
Duration: Concentration, up to 10 minutes silver and iron, which the spell consumes)
For the duration, you sense the presence of magic Duration: Concentration, up to 10 minutes
within 30 feet of you. If you sense magic in this Until the spell ends, one willing creature you
way, you can use your action to see a faint aura touch is protected against certain types of crea-
around any visible creature or object in the area tures: aberrations, celestials, elementals, fey,
that bears magic, and you learn its school of fiends, and undead.
magic, if any. The protection grants several benefits. Crea-
The spell can penetrate most barriers, but it is tures of those types have disadvantage on attack
blocked by 1 foot of stone, 1 inch of common rolls against the target. The target also can't be
metal, a thin sheet of lead, or 3 feet of wood or charmed, frightened, or possessed by them. If the
dirt. target is already charmed, frightened, or pos-
sessed by such a creature, the target has advan-
Mage Armor tage on any new saving throw against the relevant
1st-level abjuration effect.
Casting Time: 1 action
Range: Touch Ray of Sickness
Components: V, S, M (a piece of cured leather) 1st-level necromancy Poison
Duration: 8 hours Casting Time: 1 action
You touch a willing creature who isn't wearing Range: 60 feet
armor, and a protective magical force surrounds Components: V, S
it until the spell ends. The target's base AC Duration: Instantaneous
becomes 13 + its Dexterity modifier. The spell A ray of sickening greenish energy lashes out
ends if the target dons armor or if you dismiss the toward a creature within range. Make a ranged
spell as an action. spell attack against the target. On a hit, the target
takes 2d8 poison damage and must make a Con-
stitution saving throw. On a failed save, it is also
poisoned until the end of your next turn.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the dam-
age increases by 1d8 for each slot level above 1st.
Shield Thunderwave
1st-level abjuration 1st-level evocation Thunder
Casting Time: 1 reaction, which you take when Casting Time: 1 action
you are hit by an attack or targeted by the magic Range: Self
missile spell Components: V, S
Range: Self Duration: Instantaneous
Components: V, S A wave of thunderous force sweeps out from you.
Duration: 1 round Each creature in a 15-foot cube originating from
An invisible barrier of magical force appears and you must make a Constitution saving throw. On a
protects you. Until the start of your next turn, you failed save, a creature takes 2d8 thunder damage
have a +5 bonus to AC, including against the trig- and is pushed 10 feet away from you. On a suc-
gering attack, and you take no damage from cessful save, the creature takes half as much
magic missile. damage and isn't pushed.
In addition, unsecured objects that are com-
Sleep pletely within the area of effect are automatically
1st-level enchantment Unconscious pushed 10 feet away from you by the spell's
Casting Time: 1 action effect, and the spell emits a thunderous boom
Range: 90 feet audible out to 300 feet.
Components: V, S, M (a pinch of fine sand, rose At Higher Levels. When you cast this spell
petals, or a cricket) using a spell slot of 2nd level or higher, the dam-
Duration: 1 minute age increases by 1d8 for each slot level above 1st.
This spell sends creatures into a magical slum-
ber. Roll 5d8; the total is how many hit points of
creatures this spell can affect. Creatures within
20 feet of a point you choose within range are
affected in ascending order of their current hit
points (ignoring unconscious creatures).
Starting with the creature that has the lowest
current hit points, each creature affected by this
spell falls unconscious until the spell 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.
Level 2 Spells Invisibility
2nd-level illusion

Flaming Sphere Casting Time: 1 action


2nd-level conjuration Fire Range: Touch
Components: V, S, M (an eyelash encased in gum
Casting Time: 1 action
arabic)
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a bit of tallow, a pinch of
brimstone, and a dusting of powdered iron) A creature you touch becomes invisible until the
Duration: Concentration, up to 1 minute spell ends. Anything the target is wearing or car-
rying is invisible as long as it is on the target's
A 5-foot-diameter sphere of fire appears in an
person. The spell ends for a target that attacks or
unoccupied space of your choice within range and
casts a spell.
lasts for the duration. Any creature that ends its
At Higher Levels. When you cast this spell
turn within 5 feet of the sphere must make a Dex-
using a spell slot of 3rd level or higher, you can
terity saving throw. The creature takes 2d6 fire
target one additional creature for each slot level
damage on a failed save, or half as much damage
above 2nd.
on a successful one.
As a bonus action, you can move the sphere up
to 30 feet. If you ram the sphere into a creature,
Misty Step
2nd-level conjuration
that creature must make the saving throw against
the sphere's damage, and the sphere stops mov- Casting Time: 1 bonus action
ing this turn. Range: Self
When you move the sphere, you can direct it Components: V
over barriers up to 5 feet tall and jump it across Duration: Instantaneous
pits up to 10 feet wide. The sphere ignites Briefly surrounded by silvery mist, you teleport up
flammable objects not being worn or carried, and to 30 feet to an unoccupied space that you can
it sheds bright light in a 20-foot radius and dim see.
light for an additional 20 feet.
At Higher Levels. When you cast this spell Shatter
using a spell slot of 3rd level or higher, the dam- 2nd-level evocation Thunder
age increases by 1d6 for each slot level above Casting Time: 1 action
2nd. Range: 60 feet
Components: V, S, M (a chip of mica)
Hold Person Duration: Instantaneous
2nd-level enchantment Paralyzed
A sudden loud ringing noise, painfully intense,
Casting Time: 1 action erupts from a point of your choice within range.
Range: 60 feet Each creature in a 10-foot-radius sphere centered
Components: V, S, M (a small, straight piece of on that point must make a Constitution saving
iron) throw. A creature takes 3d8 thunder damage on a
Duration: Concentration, up to 1 minute failed save, or half as much damage on a success-
Choose a humanoid that you can see within ful one. A creature made of inorganic material
range. The target must succeed on a Wisdom sav- such as stone, crystal, or metal has disadvantage
ing throw or be paralyzed for the duration. At the on this saving throw.
end of each of its turns, the target can make A nonmagical object that isn't being worn or
another Wisdom saving throw. On a success, the carried also takes the damage if it's in the spell's
spell ends on the target. area.
At Higher Levels. When you cast this spell At Higher Levels. When you cast this spell
using a spell slot of 3rd level or higher, you can using a spell slot of 3rd level or higher, the dam-
target one additional humanoid for each slot level age increases by 1d8 for each slot level above
above 2nd. The humanoids must be within 30 2nd.
feet of each other when you target them.

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