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School of Divination Wiz… Sage (Astronomer)

CLASS & LEVEL BACKGROUND PLAYER NAME


Zinfaren Soste
High Elf Neutral Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
I've read every book in the world's greatest
STRENGTH 12 2 30 libraries—or I like to boast that I have. I'm used

0
to helping out those who aren't as smart as I
2 PROFICIENCY BONUS am, and I patiently explain anything and
everything to others.

10 Hit Point Maximum 14 PERSONALITY TRAITS

0 Strength
DEXTERITY 2 Dexterity Knowledge. The path to power and self-

2
improvement is through knowledge. (Neutral)
2 Constitution
CURRENT HIT POINTS
5 Intelligence IDEALS

14 1 Wisdom
1 Charisma My life’s work is a series of tomes related to a
CONSTITUTION
specific field of lore.
SAVING THROWS TEMPORARY HIT POINTS

2 2 Acrobatics (Dex) 2
BONDS

-1 Animal Handling (Wis)


14 I am easily distracted by the promise of
5 Arcana (Int) information.

INTELLIGENCE
0 Athletics (Str)
FLAWS

3
1 Deception (Cha)
NAME ATK DAMAGE/TYPE
5 History (Int)
Shocking Grasp +5 1d8 Lightning
Fey Ancestry
-1 Insight (Wis)
16 Fire Bolt +5 1d10 Fire Trance
1 Intimidation (Cha)
Darkvision
WISDOM 5 Investigation (Int) Magic Missile 1d4+1 Force
Ritual Casting

-1
1 Medicine (Wis)
Sleep 5d8 Hit Points … Arcane Recovery
3 Nature (Int) Researcher
Detect Magic
1 Perception (Wis) Divination Savant
8
1 Performance (Cha) Quarterstaff (O… +2 1d6 Bludgeoning Portent

1 Persuasion (Cha) FEATURES & TRAITS


CHARISMA Quarterstaff (T… +2 1d8 Bludgeoning

1
3 Religion (Int)
ATTACKS & SPELLCASTING
2 Sleight of Hand (Dex)
2 Stealth (Dex)
13 10
-1 Survival (Wis) CP SP EP GP PP

SKILLS

1 Bottle of Black Ink

11 PASSIVE WISDOM (PERCEPTION) 1 Quill


1 Small Knife
1 Letter from a Dead Colleague Posing a Question
LANGUAGE: Common, Draconic, Dwarvish, Elvish, You Have Not Yet Been Able to Answer
Undercommon 1 Belt Pouch
WEAPON: Dagger, Dart, Light Crossbow, 1 Common Clothes
Longbow, Longsword, Quarterstaff, Shortbow, 1 Scholar's Pack
Shortsword, Sling EQUIPMENT

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 1 Total:

Thunderwave DC13 2d8 Thunder CP SP EP GP PP 1


ARCANE RECOVERY

1 Quarterstaff
Total: Total:
1 Component pouch
1 Spellbook
1 Common clothes
Total: Total:
1 book of lore
ATTACKS & SPELLCASTING
1 little bag of sand
1 small knife
1 Ink Pen
1 Backpack
1 Ink
1 Ink pen
10 Parchment

EQUIPMENT
INTELLIGENCE 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Shocking Grasp

Mage Hand
4 0 7 0
Minor Illusion

Fire Bolt

5 0 8 0

1 3

Magic Missile
9 0
Mage Armor

Sleep

Unseen Servant

Detect Magic

Thunderwave

Tasha's Hideous Laughter

2 0
FEATURES & TRAITS
Fey Ancestry Divination Savant
Arcane Recovery
You have advantage on saving throws against Beginning when you select this school at 2nd
You have learned to regain some of your
being charmed, and magic can’t put you to level, the gold and time you must spend to copy
magical energy by studying your spellbook.
sleep. a divination spell into your spellbook is halved.
Once per day when you finish a short rest, you
Trance can choose expended spell slots to recover. Portent
Elves don't need to sleep. Instead, they The spell slots can have a combined level that Starting at 2nd level when you choose this
meditate deeply, remaining semiconscious, for is equal to or less than half your wizard level school, glimpses of the future begin to press in
4 hours a day. (The Common word for such (rounded up), and none of the slots can be 6th on your awareness. When you finish a long
meditation is “trance.”) While meditating, you level or higher. For example, if you’re a 4th- rest, roll two d20s and record the numbers
can dream after a fashion; such dreams are level wizard, you can recover up to two levels rolled. You can replace any attack roll, saving
actually mental exercises that have become worth of spell slots. You can recover either a throw, or ability check made by you or a
reflexive through years of practice. After resting 2nd-level spell slot or two 1st-level spell slots. creature that you can see with one of these
in this way, you gain the same benefit that a foretelling rolls. You must choose to do so
Researcher
human does from 8 hours of sleep. before the roll, and you can replace a roll in this
When you attempt to learn or recall a piece of
way only once per turn. Each foretelling roll can
Darkvision lore, if you do not know that information, you
be used only once. When you finish a long rest,
Accustomed to twilit forests and the night sky, often know where and from whom you can
you lose any unused foretelling rolls.
you have superior vision in dark and dim obtain it. Usually, this information comes from a
conditions. You can see in dim light within 60 library, scriptorium, university, or a sage or
feet of you as if it were bright light, and in other learned person or creature. Your DM
darkness as if it were dim light. You can’t might rule that the knowledge you seek is
discern color in darkness, only shades of gray. secreted away in an almost inaccessible place,
or that it simply cannot be found. Unearthing
Ritual Casting
the deepest secrets of the multiverse can
You can cast a wizard spell as a ritual if that
require an adventure or even a whole
spell has the ritual tag and you have the spell in
campaign.
your spellbook. You don’t need to have the
spell prepared.
SPELLS
Shocking Grasp Minor Illusion Mage Armor
Evocation cantrip Illusion cantrip Abjuration 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet Range: Touch
Target: A creature you try to touch Target: See text Target: A willing creature who isn't wearing
Components: V S Components: S M armor
Duration: Instantaneous Duration: 1 minute Components: V S M
Description: Description: Duration: 8 hours
Lightning springs from your hand to deliver a You create a sound or an image of an object Description:
shock to a creature you try to touch. Make a within range that lasts for the duration. The You touch a willing creature who isn’t wearing
melee spell attack against the target. You have illusion also ends if you dismiss it as an action armor, and a protective magical force
advantage on the attack roll if the target is or cast this spell again. If you create a sound, surrounds it until the spell ends. The target’s
wearing armor made of metal. On a hit, the its volume can range from a whisper to a base AC becomes 13 + its Dexterity modifier.
target takes 1d8 lightning damage, and it can’t scream. It can be your voice, someone else’s The spell ends if the target dons armor or if you
take reactions until the start of its next turn. ​The voice, a lion’s roar, a beating of drums, or any dismiss the spell as an action.
spell’s damage increases by 1d8 when you other sound you choose. The sound continues
Sleep
reach 5th level (2d8), 11th level (3d8), and 17th unabated throughout the duration, or you can
Enchantment 1
level (4d8). make discrete sounds at different times before
Casting Time: 1 action
the spell ends. If you create an image of an
Mage Hand Range: 90 feet
object—such as a chair, muddy footprints, or a
Conjuration cantrip Target: Creatures within 20 feet of a point you
small chest—it must be no larger than a 5-foot
Casting Time: 1 action choose within range (in ascending order of their
cube. The image can’t create sound, light,
Range: 30 feet current hit points, ignoring unconscious
smell, or any other sensory effect. Physical
Target: A point you choose within range creatures)
interaction with the image reveals it to be an
Components: V S Components: V S M
illusion, because things can pass through it. If a
Duration: 1 minute Duration: 1 minute
creature uses its action to examine the sound
Description: Description:
or image, the creature can determine that it is
A spectral, floating hand appears at a point you This spell sends creatures into a magical
an illusion with a successful Intelligence
choose within range. The hand lasts for the slumber. Roll 5d8; the total is how many hit
(Investigation) check against your spell save
duration or until you dismiss it as an action. The points of creatures this spell can affect.
DC. If a creature discerns the illusion for what it
hand vanishes if it is ever more than 30 feet Creatures within 20 feet of a point you choose
is, the illusion becomes faint to the creature.
away from you or if you cast this spell again. within range are affected in ascending order of
You can use your action to control the hand. Fire Bolt their current hit points (ignoring unconscious
You can use the hand to manipulate an object, Evocation cantrip creatures). Starting with the creature that has
open an unlocked door or container, stow or Casting Time: 1 action the lowest current hit points, each creature
retrieve an item from an open container, or pour Range: 120 feet affected by this spell falls unconscious until the
the contents out of a vial. You can move the Target: A creature or object within range spell ends, the sleeper takes damage, or
hand up to 30 feet each time you use it. The Components: V S someone uses an action to shake or slap the
hand can’t attack, activate magic items, or carry Duration: Instantaneous sleeper awake. Subtract each creature’s hit
more than 10 pounds. Description: points from the total before moving on to the
You hurl a mote of fire at a creature or object creature with the next lowest hit points. A
within range. Make a ranged spell attack creature’s hit points must be equal to or less
against the target. On a hit, the target takes than the remaining total for that creature to be
1d10 fire damage. A flammable object hit by affected. Undead and creatures immune to
this spell ignites if it isn’t being worn or carried. being charmed aren’t affected by this spell.
This spell’s damage increases by 1d10 when At Higher Levels: When you cast this spell
you reach 5th level (2d10), 11th level (3d10), using a spell slot of 2nd level or higher, roll an
and 17th level (4d10). additional 2d8 for each slot level above 1st.

Magic Missile
Evocation 1
Casting Time: 1 action
Range: 120 feet
Target: A creature of your choice that you can
see within range
Components: V S
Duration: Instantaneous
Description:
You create three glowing darts of magical force.
Each dart hits a creature of your choice that
you can see within range. A dart deals 1d4 + 1
force damage to its target. The darts all strike
simultaneously, and you can direct them to hit
one creature or several.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
spell creates one more dart for each slot level
above 1st.
Unseen Servant Detect Magic
Tasha's Hideous Laughter
Conjuration 1 Divination 1
Enchantment 1
Casting Time: 1 action Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet Range: Self
Range: 30 feet
Target: An unoccupied space on the ground Target: Self
Target: A creature of your choice that you can
within range Components: V S
see within range
Components: V S M Duration: ConcentrationUp to 10 minutes
Components: V S M
Duration: 1 hour Description:
Duration: ConcentrationUp to 1 minute
Description: For the duration, you sense the presence of
Description:
This spell creates an invisible, mindless, magic within 30 feet of you. If you sense magic
A creature of your choice that you can see
shapeless, Medium force that performs simple in this way, you can use your action to see a
within range perceives everything as hilariously
tasks at your command until the spell ends. The faint aura around any visible creature or object
funny and falls into fits of laughter if this spell
servant springs into existence in an unoccupied in the area that bears magic, and you learn its
affects it. The target must succeed on a
space on the ground within range. It has AC 10, school of magic, if any. The spell can penetrate
Wisdom saving throw or fall prone, becoming
1 hit point, and a Strength of 2, and it can’t most barriers, but it is blocked by 1 foot of
incapacitated and unable to stand up for the
attack. If it drops to 0 hit points, the spell ends. stone, 1 inch of common metal, a thin sheet of
duration. A creature with an Intelligence score
Once on each of your turns as a bonus action, lead, or 3 feet of wood or dirt.
of 4 or less isn’t affected. At the end of each of
you can mentally command the servant to
Thunderwave its turns, and each time it takes damage, the
move up to 15 feet and interact with an object.
Evocation 1 target can make another Wisdom saving throw.
The servant can perform simple tasks that a
Casting Time: 1 action The target has advantage on the saving throw if
human servant could do, such as fetching
Range: Self (15-foot cube) it’s triggered by damage. On a success, the
things, cleaning, mending, folding clothes,
Target: Self (15-foot cube) spell ends.
lighting fires, serving food, and pouring wine.
Components: V S
Once you give the command, the servant
Duration: Instantaneous
performs the task to the best of its ability until it
Description:
completes the task, then waits for your next
A wave of thunderous force sweeps out from
command. If you command the servant to
you. Each creature in a 15-foot cube originating
perform a task that would move it more than 60
from you must make a Constitution saving
feet away from you, the spell ends.
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.

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