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Level 4 Mountain Dwarf Wizard, School of Abjuration 6095

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Heavy Priscilla Brick
Sage Chaotic Neutral ProvaLooZer0
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Fotified Chainshirt 19 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Arcane Recovery. Once per day when you finish a
N
CIE C
short rest, you can choose expended spell slots to
-1 Strength recover. The spell slots can have a combined level
Y
PROFI

-1 that is equal to or less than 2.


✘ +5 Dexterity

+3 Constitution ARMOR CLASS Abjuration Savant. The gold and time you must
DEXTERITY
✘ +5 Intelligence
spend to copy an abjuration spell into your
MAXIMUM HIT DICE TEMPORARY spellbook is halved.
16 ✘ +1 Wisdom

-1 Charisma
30 4d6
Arcane Ward (1/Long Rest). When you cast an
CONDITIONAL
abjuration spell of 1st level or higher, you can
+3 30 create a magical ward on yourself that lasts until
you finish a long rest. The ward has 11 hp.
Whenever you take damage, the ward takes the
CURRENT HIT POINTS damage instead. If this damage reduces the ward to
CONSTITUTION DEATH SAVING THROWS
0 hp, you take any remaining damage.While the
SAVING THROWS
ward has 0 hp, it can’t absorb damage, but its magic
16 N
CIE C

+3 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
remains. Whenever you cast an abjuration spell of
1st level or higher, the ward regains a number of hp
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION equal to twice the level of the spell.


-1 Animal Handling (Wis)
+3 ✘ +5 Arcana (Int) Darkvision

-1 Athletics (Str) Resistances. Poison


INTELLIGENCE -1 Deception (Cha)

16 ✘


+5 History (Int)
+1 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +5 Investigation (Int)
-1 Medicine (Wis) Dwarven Resilience. You have advantage on
WISDOM
saving throws against poison, and you have
+3 Nature (Int) resistance against poison damage.

8 -1 Perception (Wis)
-1 Performance (Cha)
Stonecunning. A +7 on History checks related to
origin of stonework.
-1 Persuasion (Cha)
-1 +3 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

8 -1 Survival (Wis)
SKILLS

-1 9 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +5 vs AC 1d4+3 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor

Weapon Proficiencies. Battleaxe, Handaxe, Light


Hammer, Warhammer, Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light

Tool Proficiencies. Brewer’s supplies

Languages. Common, Dwarvish, Goblin, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 317 151 71
GENDER AGE HEIGHT WEIGHT
Heavy Priscilla Brick Black White Grey
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

A lone dwarven commoner who became a mercenary, with no golas in life, came from a modest family in Laerakond-
Blackhold, i came out to seek my purpose in this world. I thought of mastering The Arts of Magic... and some Alchemy on
the side, with my large potion case i manage to get some coin whenever i needed it because i was always on the move,
I am horribly, horribly awkward in social year or so after my constant moving out and about i came up to a Wizard. By a chance and a stroke of luck with asking
situations.There’s nothing I like more than a good him for work in exchange for him teaching me something, he agreed and so the time flew by, after many interesting
mystery. stories of his adventures being a bit violent sometimes i learned a lot, he was always so secretive, and all the time
studying in the basement of his hut, occasionally hearing screams and violent arcane energy waves. One day i overheard
a vital portion about the Allmage ritual between the mage that taught me the basics of magic and some of his unknown
accomplices, i knew i wasn't supposed to hear this, a mage of his higher class would find out about me sooner or later so
PERSONALITY TRAITS
i made the most rational decision and dissapearou spent years learning the lore of the multiverse. You scoured
manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have
No Limits. Nothing should fetter the infinite made you a master in your fields of study.
possibility inherent in all existence. (Chaotic)

IDEAL

I have an ancient text that holds terrible secrets that


must not fall into the wrong hands.

BOND

Unlocking an ancient mystery is worth the price of a


civilization.

FLAW BACKGROUND STORY

Researcher Resilient Feat (Dexterity): Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know You gain proficiency in saving throws using the chosen ability.
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

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Scholar’s Pack 1 10!
Brewer’s Supplies 1 9!
Shield+1 1 6
Fotified Chainshirt 1 35
[Dagger] 1 1
Crossbow, Light 1 5
Crossbow Bolt 102 0
Backpack 1 5
Wand 1 1
Bedroll 1 7!
Blanket 1 3!
Spellbook 1 3
Clothes, Common 1 3
Pouch 1 1
Rope, Silk (50 feet) 15!
Colourful Quilt(Cloak of Fashionly Fashion) 1 2
Hammock 1 3!
Spells - Feather Fall, Sleep, Magic Missile
Spells - Ray of Enfeeblement, Find Familiar
Spells- Invisibility 1
Rothe Carriage(Speed30ft/Weight Limit 42/2100) 1
Spells - Protection of Evil and Good, Mage Armor. 1
ATTUNED MAGIC ITEMS 0 / 3
Chill Leaf(couple of handfuls) 1 VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
Happy poop powder(10) 1
Blue Rakia(5) 1
Winter Clothes 1 8
Horse Blanket 1 5!
Griffon Claws 8
Holy Water 2
Rations 30
Potion of Invisibility 1
Wand of Smiles(holding in mouth to charge) 3/3 1
Benedict Cumabunch(Speed60ft/Weight 0/540) 1
Find Familiar materials 2
COPPER SILVER ELECTRUM GOLD PLATINUM
Inspiration 1
0 0 0 170 0
Alchemists Fire 6

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

72 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +5 13 7

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Abjuration

CANTRIPS Lightning Lure Booming Blade


Frostbite Shocking Grasp

1ST LEVEL 4 SPELL SLOTS ● ● ● Absorb Elements Catapult


Comprehend Languages Detect Magic ● Earth Tremor
Jump ● Shield ● Thunderwave

2ND LEVEL 3 SPELL SLOTS ● ● ● Blur ● Dragon’s Breath


● Mirror Image Misty Step
Blade Ward Booming Blade Frostbite
Abjuration Cantrip Evocation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 5 feet RANGE 60 feet
DURATION 1 round DURATION 1 round DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a weapon) COMPONENTS V, S

You extend your hand and trace a sigil of warding in the air. Until the As part of the action used to cast this spell, you must make a melee You cause numbing frost to form on one creature that you can see
end of your next turn, you have resistance against bludgeoning, attack with a weapon against one creature within the spell’s range, within range. The target must make a Constitution saving throw. On a
piercing, and slashing damage dealt by weapon attacks. otherwise the spell fails. On a hit, the target suffers the attack’s failed save, the target takes 1d6 cold damage, and it has
normal effects, and it becomes sheathed in booming energy until the disadvantage on the next weapon attack roll it makes before the end
start of your next turn. If the target willingly moves before then, it of its next turn.
immediately takes 1d8 thunder damage, and the spell ends. The spell’s damage increases by 1d6 when you reach 5th level
This spell’s damage increases when you reach higher levels. At 5th (2d6), 11th level (3d6), and 17th level (4d6).
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Sword Coast Adventurer’s Guide Spellcasting (Wizard) Xanathar’s Guide to Everything

Shocking Grasp Absorb Elements Catapult


Evocation Cantrip 1st-level abjuration 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action
thunder damage
RANGE Touch RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION 1 round DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS S

Lightning springs from your hand to deliver a shock to a creature you The spell captures some of the incoming energy, lessening its effect Choose one object weighing 1 to 5 pounds within range that isn’t
try to touch. Make a melee spell attack against the target. You have on you and storing it for your next melee attack. You have resistance being worn or carried. The object flies in a straight line up to 90 feet
advantage on the attack roll if the target is wearing armor made of to the triggering damage type until the start of your next turn. Also, in a direction you choose before falling to the ground, stopping early
metal. On a hit, the target takes 1d8 lightning damage, and it can’t the first time you hit with a melee attack on your next turn, the if it impacts against a solid surface. If the object would strike a
take reactions until the start of its next turn. target takes an extra 1d6 damage of the triggering type, and the spell creature, that creature must make a Dexterity saving throw. On a
The spell’s damage increases by 1d8 when you reach 5th level ends. failed save, the object strikes the target and stops moving. When the
(2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 2nd object strikes something, the object and what it strikes each take 3d8
level or higher, the extra damage increases by 1d6 for each slot level bludgeoning damage.
above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the maximum weight of objects that you can target
with this spell increases by 5 pounds, and the damage increases by
1d8, for each slot level above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Xanathar’s Guide to Everything

Comprehend Languages Detect Magic Earth Tremor


1st-level divination (ritual) 1st-level divination (ritual) 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE Self RANGE 10 feet
DURATION 1 hour DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V, S, M (a pinch of soot and salt) COMPONENTS V, S COMPONENTS V, S

For the duration, you understand the literal meaning of any spoken For the duration, you sense the presence of magic within 30 feet of You cause a tremor in the ground within range. Each creature other
language that you hear. You also understand any spoken language you. If you sense magic in this way, you can use your action to see a than you in that area must make a Dexterity saving throw. On a failed
that you hear. You also understand any written language that you faint aura around any visible creature or object in the area that bears save, a creature takes 1d6 bludgeoning damage and is knocked
see, but you must be touching the surface of which the words are magic, and you learn its school of magic, if any. The spell can prone. If the ground in that area is loose earth or stone, it becomes
written. It takes about 1 minute to read one page of text. This spell penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of difficult terrain until cleared, with each 5-foot-diameter portion
doesn’t decode secret messages in a text or glyph, such as an arcane common metal, a thin sheet of lead, or 3 feet of wood or dirt. requiring at least 1 minute to clear by hand.
sigil, that isn’t part of a written language. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything
Jump Shield Thunderwave
1st-level transmutation 1st-level abjuration 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action


RANGE Touch RANGE Self RANGE Self (15-foot cube)
DURATION 1 minute DURATION 1 round DURATION Instantaneous
COMPONENTS V, S, M (a grasshopper’s hind leg) COMPONENTS V, S COMPONENTS V, S

You touch a creature. The creature’s jump distance is tripled until the Reaction trigger: You are hit by an attack or targeted by the magic A wave of thunderous force sweeps out from you. Each creature in a
spell ends. missile spell An invisible barrier of magical force appears and protects 15-foot cube originating from you must make a Constitution saving
you. Until the start of your next turn, you have a +5 bonus to AC, throw. On a failed save, a creature takes 2d8 thunder damage and is
including against the triggering attack, and you take no damage from pushed 10 feet away from you. On a successful save, the creature
magic missile. 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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Blur Dragon’s Breath Mirror Image


2nd-level illusion 2nd-level transmutation 2nd-level illusion

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V COMPONENTS V, S, M (a hot pepper) COMPONENTS V, S

Your body becomes blurred, shifting and wavering to all who can see You touch one willing creature and imbue it with the power to spew Three illusory duplicates of yourself appear in your space. Until the
you. For the duration, any creature has disadvantage on attack rolls magical energy from its mouth, provided it has one. Choose acid, spell ends, the duplicates move with you and mimic your actions,
against you. An attacker is immune to this effect if it doesn’t rely on cold, fire, lightning, or poison. Until the spell ends, the creature can shifting position so it’s impossible to track which image is real. You
sight, as with blindsight, or can see through illusions, as with use an action to exhale energy of the chosen type in a 15-foot cone. can use your action to dismiss the illusory duplicates. Each time a
truesight. Each creature in that area must make a Dexterity saving throw, taking creature targets you with an attack during the spell’s duration, roll a
3d6 damage of the chosen type on a failed save, or half as much d20 to determine whether the attack instead targets one of your
damage on a successful one. duplicates. If you have three duplicates, you must roll a 6 or higher to
At Higher Levels. When you cast this spell using a spell slot of 3rd change the attack’s target to a duplicate. With two duplicates, you
level or higher, the damage increases by 1d6 for each slot level above must roll an 8 or higher. With one duplicate, you must roll an 11 or
2nd. higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate can be
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all three duplicates are destroyed. A
creature is unaffected by this spell if it can’t see, if it relies on senses
other than sight, such as blindsight, or if it can perceive illusions as
false, as with truesight.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook

Misty Step
2nd-level conjuration

CASTING TIME 1 bonus action


RANGE Self
DURATION Instantaneous
COMPONENTS V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an


unoccupied space that you can see.

Spellcasting (Wizard) Player’s Handbook


Dagger
Simple Melee Weapon

RANGE 20/60
ATTACK +5 vs AC
DAMAGE 1d4+3 piercing
Finesse, Light, Thrown
Scholar’s Pack Brewer’s Supplies Shield
Equipment Packs Tools Armor

Includes a backpack, a book of lore, a bottle of ink, an ink Brewing is the art of producing beer. Not only does beer serve as A shield is made from wood or metal and is carried in one
pen, 10 sheets of parchment, a little bag of sand, and a an alcoholic beverage, but the process of brewing purifies water. hand. Wielding a shield increases your Armor Class by 2.
small knife. Crafting beer takes weeks of fermentation, but only a few hours You can benefit from only one shield at a time.
of work.
Components. Brewer's supplies include a large glass jug, a
quantity of hops, a siphon, and several feet of tubing.
History. Proficiency with brewer’s supplies gives you additional
insight on Intelligence (History) checks concerning events that
involve alcohol as a significant element.
Medicine. This tool proficiency grants additional insight when
you treat anyone suffering from alcohol poisoning or when you
can use alcohol to dull pain.
Persuasion. A stiff drink can help soften the hardest heart. Your
proficiency with brewer’s supplies can help you ply someone with
drink, giving them just enough alcohol to mellow their mood.
Potable Water. Your knowledge of brewing enables you to
purify water that would otherwise be undrinkable. As part of a
long rest, you can purify up to 6 gallons of water, or 1 gallon as
part of a short rest.
BREWER’S SUPPLIES
Activity DC
Detect poison or impurities in a drink 10
Identify alcohol 15
Ignore effects of alcohol 20

10 lbs. Player’s Handbook 9 lbs. Player’s Handbook 6 lb. Player’s Handbook

Scale Mail Dagger Crossbow, Light


Armor Weapons Weapons

This armor consists of a coat and leggings (and perhaps a


separate skirt) of leather covered with overlapping pieces
of metal, much like the scales of a fish. The suit includes
gauntlets.

45 lb. Player’s Handbook 1 lb. Player’s Handbook 5 lb. Player’s Handbook

Crossbow Bolt Backpack Wand


Ammunition Adventuring Gear Spellcasting Focus

Crossbow bolts are used with a crossbow to make a ranged A backpack is a leather pack carried on the back, typically An arcane focus is a special item—an orb, a crystal, a rod, a
attack. with straps to secure it. A backpack can hold 1 cubic foot/ specially constructed staff, a wand—like length of wood, or
30 pounds of gear. some similar item designed to channel the power of arcane
You can also strap items, such as a bedroll or a coil of spells. A sorcerer, warlock, or wizard can use such an item
rope, to the outside of a backpack. as a spellcasting focus.

1/20 lb. Player’s Handbook 5 lb. Player’s Handbook 1 lb. Player’s Handbook
Bedroll Blanket Spellbook
Adventuring Gear Adventuring Gear Adventuring Gear

Essential for wizards, a spellbook is a leather-bound tome


with 100 blank vellum pages suitable for recording spells.

7 lb. Player’s Handbook 3 lb. Player’s Handbook 3 lb. Player’s Handbook

Clothes, Common Pouch Rope, Silk (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

A cloth or leather pouch can hold up to 20 sling bullets or Rope, whether made of hemp or silk, has 2 hit points and
50 blowgun needles, among other things. can be burst with a DC 17 Strength check.

3 lb. Player’s Handbook 1 lb. Player’s Handbook 5 lb. Player’s Handbook


Darkvision Dwarven Resilience Stonecunning
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against poison, and Whenever you make an Intelligence (History) check related
dwell underground, have darkvision. Within a specified you have resistance against poison damage. to the origin of stonework, you are considered proficient in
range, a creature with darkvision can see in darkness as if the History skill and add double your proficiency bonus to
the darkness were dim light, so areas of darkness are only the check, instead of your normal proficiency bonus.
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.

Dwarf Player’s Handbook Dwarf Player’s Handbook Dwarf Player’s Handbook

Arcane Recovery Abjuration Savant Arcane Ward


Class Feature Archetype Feature Archetype Feature

You have learned to regain some of your magical energy by Beginning when you select this school at 2nd level, the gold Starting at 2nd level, you can weave magic around yourself
studying your spellbook. Once per day when you finish a and time you must spend to copy an abjuration spell into for protection. When you cast an abjuration spell of 1st
short rest, you can choose expended spell slots to recover. your spellbook is halved. level or higher, you can simultaneously use a strand of the
The spell slots can have a combined level that is equal to or spell’s magic to create a magical ward on yourself that lasts
less than half your wizard level (rounded up), and none of until you finish a long rest. The ward has hit points equal to
the slots can be 6th level or higher. twice your wizard level + your Intelligence modifier.
For example, if you’re a 4th-level wizard, you can recover Whenever you take damage, the ward takes the damage
up to two levels worth of spell slots. You can recover either instead. If this damage reduces the ward to 0 hit points,
a 2nd-level spell slot or two 1st-level spell slots. you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage,
but its magic remains. Whenever you cast an abjuration
spell of 1st level or higher, the ward regains a number of hit
points equal to twice the level of the spell.
Once you create the ward, you can't create it again until
you finish a long rest.

Wizard Player’s Handbook School of Abjuration Player’s Handbook School of Abjuration Player’s Handbook

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