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Dark Elf 3rd-Level Wizard (War Magic) Mercenary Veteran

RACE LEVEL & CLASS BACKGROUND

Medium
SIZE DESCRIPTION PLAYER

CHARACTER NAME

+2 PROFICIENCY BONUS 11 +3 30 You’re a martial spellcaster of dark elf


heritage with many a war story to share,
and more than a few sorcerous battles
STRENGTH
ARMOR FEET
yet to fight.

+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

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


TM & © 2016 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
Pre-generated character sheet prepared by joe.nittoly.ca
Drow Magic Spells set off the alarm. You also choose whether the
alarm is mental or audible.
A mental alarm alerts you with a ping in your
Dancing Lights Burning Hands mind if you are within 1 mile of the warded area.
This ping awakens you if you are sleeping. An
Evocation cantrip 1st-level evocation
audible alarm produces the sound of a hand bell
Casting Time: 1 action Casting Time: 1 action
for 10 seconds within 60 feet.
Range: 120 feet Range: Self (15-foot cone)
Components: V, S, M Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous Find Familiar
You create up to four torch-sized lights within As you hold your hands with thumbs touching 1st-level conjuration (ritual)
range, making them appear as torches, and fingers spread, a thin sheet of flames Casting Time: 1 hour
lanterns, or glowing orbs that hover in the air shoots forth from your outstretched Range: 10 feet
for the duration. You can also combine the fingertips. Each creature in a 15-foot cone must Components: V, S, M
four lights into one glowing vaguely humanoid make a Dexterity saving throw. A creature takes Duration: Instantaneous
form of Medium size. Whichever form you 3d6 fire damage on a failed save, or half as
You gain the service of a familiar, a spirit that
choose, each light sheds dim light in a 10-foot radius. much damage on a successful one.
takes an animal form you choose: bat, cat,
As a bonus action on your turn, you can move The fire ignites any flammable objects in the crab, frog (toad), hawk, lizard, octopus, owl,
the lights up to 60 feet to a new spot within area that aren’t being worn or carried. poisonous snake, fish (quipper), rat, raven, sea
range. A light must be within 20 feet of horse, spider, or weasel.
At Higher Levels: When you cast this spell
another light created by this spell, and a light
using a 2nd level spell slot, the damage Appearing in an unoccupied space within range,
winks out if it exceeds the spell’s range.
increases to 4d6. the familiar has the statistics of the chosen
form, though it is a celestial, fey, or fiend
Faerie Fire Comprehend Languages (your choice) instead of a beast.
1st-level evocation Your familiar acts independently of you, but it
1st-level divination (ritual)
Casting Time: 1 action always obeys your commands. In combat, it rolls
Casting Time: 1 action
Range: 60 feet its own initiative and acts on its own turn. A
Range: Self
Components: V familiar can’t attack, but it can take other
Components: V, S, M
Duration: Concentration, up to 1 minute actions as normal. (See PHB 240 for more.)
Duration: 1 hour
Each object in a 20-foot cube within range is
outlined in blue, green, or violet light (your
For the duration, you understand the literal
meaning of any spoken language that you hear.
Cloud of Daggers
choice). Any creature in the area when the spell
You also understand any written language that 2nd-level conjuration
is cast is also outlined in light if it fails a
you see, but you must be touching the surface Casting Time: 1 action
Dexterity saving throw.
on which the words are written. It takes about 1 Range: 60 feet
For the duration, objects and affected minute to read one page of text. Components: V, S, M
creatures shed dim light in a 10-foot radius. Duration: Concentration, up to 1 minute
This spell doesn’t decode secret messages in a
Any attack roll against an affected creature or text or a glyph, such as an arcane sigil, that You fill the air with spinning daggers in a 5 ft.
object has advantage if the attacker can see it, isn’t part of a written language. cube (1 square or hex), centered on a point you
and the affected creature or object can’t choose within range. A creature takes 4d4
slashing damage when it enters the spell’s area
benefit from being invisible.
Detect Magic for the first time on a turn or starts its turn there.
1st-level divination (ritual)

Cantrips Casting Time: 1 action


Range: Self
Flaming Sphere
Components: V, S 2nd-level conjuration
Blade Ward Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: 60 feet
Abjuration Cantrip For the duration, you sense the presence of
Components: V, S, M
Casting Time: 1 action magic within 30 feet of you. If you sense magic
Duration: Concentration, up to 1 minute
Range: Self in this way, you can use your action to see a
Components: V, S faint aura around any visible creature or object A 5-foot-diameter sphere of fire appears in an
Duration: 1 round in the area that bears magic, and you learn its unoccupied space of your choice within range
school of magic, if any. and lasts for the duration. Any creature that
You extend your hand and trace a sigil of ends its turn within 5 feet of the sphere must
warding in the air. Until the end of your next The spell can penetrate most barriers, but it is
make a Dexterity saving throw. The creature
turn, you have resistance against bludgeoning, blocked by 1 foot of stone, 1 inch of common
takes 2d6 fire damage on a failed save, or half
piercing and slashing damage dealt by weapon attacks. metal, a thin sheet of lead, or 3 feet of wood or dirt.
as much damage on a successful one.
As a bonus action, you can move the sphere up
Fire bolt Identify to 30 feet. If you ram the sphere into a
Evocation cantrip 1st-level divination (ritual) creature, that creature must make the saving
Casting Time: 1 action Casting Time: 1 minute throw against the sphere’s damage, and the
Range: 120 feet Range: Touch sphere stops moving this turn.
Components: V, S Components: V, S, M
When you move the sphere, you can direct it
Duration: Instantaneous Duration: Instantaneous
over barriers up to 5 feet tall and jump it
You hurl a mote of fire at a creature or object You choose one object that you must touch across pits up to 10 feet wide. The sphere
within range. Make a ranged spell attack throughout the casting of the spell. If it is a ignites flammable objects not being worn or
against the target. On a hit, the target takes magic item or some other magic-imbued object, carried. (See PHB 242 for more.)
1d10 fire damage. A flammable object hit by this you learn its properties and how to use them,
spell ignites if it isn’t being worn or carried. whether it requires attunement to use, and how
many charges it has, if any. You learn whether
Invisibility
any spells are affecting the item and what they 2nd-level illusion
True Strike are. If the item was created by a spell, you Casting Time: 1 action
Divination cantrip learn which spell created it. Range: Touch
Casting Time: 1 action Components: V, S, M
If you instead touch a creature throughout the
Range: 30 feet Duration: Concentration, up to 1 hour
casting, you learn what spells, if any, are
Components: S currently affecting it. A creature you touch becomes invisible until
Duration: Concentration, up to 1 round the spell ends. Anything the target is wearing
or carrying is invisible as long as it is on the
You extend your hand and point a finger at a Alarm target’s person. The spell ends for a target
target in range. Your magic grants you a brief
insight into the target’s defenses. On your next 1st-level abjuration (ritual) that attacks or casts a spell.
turn, you gain advantage on your first attack Casting Time: 1 minute
roll against the target, provided that this Range: 30 feet
Components: V, S, M
Scorching Ray
spell hasn’t ended.
Duration: 8 hours 2nd-level evocation
Casting Time: 1 action
You set an alarm against unwanted intrusion.
Range: 120 feet
Choose a door, a window, or an area within
Components: V, S
range that is no larger than a 20-foot cube.
Duration: Instantaneous
Until the spell ends, an alarm alerts you
whenever a Tiny or larger creature touches or You create three rays of fire and hurl them at
enters the warded area. When you cast the targets within range. You can hurl them at one
spell, you can designate creatures that won’t target or several. Make a ranged spell attack
for each ray. On a hit, the target takes 2d6 fire
damage.

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