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DD 5e Wizard 3 War Magic Dark Elf Mercenary Veteran
DD 5e Wizard 3 War Magic Dark Elf Mercenary Veteran
Medium
SIZE DESCRIPTION PLAYER
CHARACTER NAME
+0
CLASS INITIATIVE SPEED
Strength
Dexterity Hit Point Maximum 20
10
Constitution Darkvision. You can see in dim light
+4 Intelligence within 120 feet of you as if it were
DEXTERITY bright light, and in darkness as if it
+2 Wisdom were dim light.
+1
CURRENT HIT POINTS
Charisma Fey Ancestry. You have advantage on
SAVING THROWS saving throws against being charmed,
12 and magic can’t put you to sleep.
SUnlight Sensitivity. You have
TEMPORARY HIT POINTS
CONSTITUTION Acrobatics ( Dex) disadvantage on attack rolls and on
Peception checks that rely on sight
Animal Handling ( Wis )
+2 +4 Arcana ( Int)
Total 1D6 SUCCESSES when you, the target of your attack,
or whatever you are trying to
+2 Athletics ( Str )
FAILURES perceive is in direct sunlight.
14 HIT DICE DEATH SAVES Drow Magic. You can cast Faerie Fire
Deception ( Cha)
(without expending a spell slot) once
+4 History ( Int)
INTELLIGENCE per long rest.
NAME ATK BONUS DAMAGE/TYPE
Insight ( Wis ) Ritual Casting. You can cast a spell
+2 Intimidation ( Cha) Quarterstaff 1 +2 1D6 BLUDGEONING from your spellbook as a ritual if
that spell has the “ritual” tag.
Investigation ( Int) Spellcasting 2 +4 SPECIAL
ritual casting takes 10 minutes
15 Medicine ( Wis ) longer, but You don’t need to have
Nature ( Int) the spell prepared and casting in this
1
You can wield your quarterstaff with both hands
to deal 1d8 damage on a hit.
way does not use up a spell slot.
WISDOM +2 Perception ( Wis )
Your Spellcasting ability is Intelligence. When Arcane Recovery. Once per day, after
+0
2
Performance ( Cha) casting spells that require your target to make a a short rest, you can recover one
saving throw, your Spell Save DC is 12.
+4 Persuasion ( Cha) 1st-level spell slot.
Cantrips. You know the [3] cantrips.
10 Religion ( Int) Arcane Reflection. When you are hit
Prepared Spells. You have Burning Hands, by an attack or you fail a saving
Sleight of Hand ( Dex) Cloud of Daggers, Flaming Sphere, Invisibility, throw, you can use your reaction to
and Scorching Ray prepared. You can choose a
CHARISMA Stealth ( Dex) gain a +2 bonus to your AC against
new list of 5 spells from your spellbook (see
Survival ( Wis ) the back of this sheet) after a long rest. that attack or a +4 bonus to that
+2 SKILLS
saving throw. When using this
feature, you can’t cast spells other
Spell Slots
than cantrips until the end of your
14 (1ST) (1ST) (1ST) (1ST) (2nd) (2nd) next turn.
PASSIVE WISDOM
12 (PERCEPTION)
ATTACKS & SPELLCASTING
Mercenary Life. You are able to
identify mercenary companies by their
emblems, and you know a little about
Proficiencies. Rapiers, short swords, hand Mercenary Veteran Equipment: any such companyy, including the
crossbows; 1 type of gaming set; vehicles • Military Uniform
• Insignia of rank names and reputations of its leaders
(land); daggers, darts, slings,
• gaming set: and who has hired them recently. You
quarterstaves, light crossbows. • 10 gold pieces can find where mercenaries meet in
Languages. Common, Elvish any area. (Sword Coast Adventurer’s
Wizard Equipment:
• Quarterstaff Guide, 152)
• arcane focus
• spell book
scholar’s pack:
• book of lore
• bottle of ink
• ink pen
• 10 sheets of parchment
• little bag of sand
• small knife