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necromanmcer Wizard 5

CLASS & LEVEL BACKGROUND PLAYER NAME


Enda-ANor the immortal
human/halfgiant
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
while seemingly like a personabale but cold
STRENGTH 11 1 35 person. the brooding enda is cold and

0
calculating with little respect for those he thinks
3 PROFICIENCY BONUS beneath him or aginst him.

PERSONALITY TRAITS
10 Hit Point Maximum 32
0 Strength
that all people and things are chess peieces o
DEXTERITY 1 Dexterity be moved and manipulated to achive a better

1 2 Constitution
7 Intelligence
CURRENT HIT POINTS
world.

IDEALS

12 2 Wisdom
2 Charisma bound to the idea that utopia is possible
through sacrafice and dedication to the cause
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS and like minded souls

2 1 Acrobatics (Dex) 5
BONDS

-1 Animal Handling (Wis)


14 overconfident, wrathful, prideful, social
7 Arcana (Int) dwaranist
0 Athletics (Str)
INTELLIGENCE

4
2 Deception (Cha) FLAWS
NAME ATK DAMAGE/TYPE
7 History (Int)
wizard staff +4 0
-1 Insight (Wis) darkvision
18
2 Intimidation (Cha) life drain ( vam… +5 1d4+2 retainer
7 Investigation (Int) ATTACKS & SPELLCASTING shadow touched

-1 Medicine (Wis) necromancy savant

4 Nature (Int) 25 grim harvest


CP SP EP GP PP arcane recovery
2 Perception (Wis) deatholess nature
WISDOM
2 Performance (Cha) 1 scribes tools

-1
spider climb
2 Persuasion (Cha) 1 fine clothing life force drain ( vampiric bite)
4 Religion (Int) 1 signet ring FEATURES & TRAITS
8 1 chess set
1 Sleight of Hand (Dex)

1 Stealth (Dex) 1 scroll of pedigree


CHARISMA
1 quater staff

2
-1 Survival (Wis)
SKILLS 1 bag of bones
EQUIPMENT

1214 PASSIVE WISDOM (PERCEPTION)

TOOL: artisans tools, caligraphers tools


LANGUAGE: common, elven, giant

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: Total:
CP SP EP GP PP

1 scholars pack
Total: Total:
1 short bow
20 arrows
1 arcane focus
ATTACKS & SPELLCASTING
Total: Total:

EQUIPMENT
INTELLIGENCE 15 7

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6 0

fire bolt summon dead

chill touch aninimate dead


7 0
sapping sting galders tower

gust

minor illusion 4 0
8 0

1 4
5 0
9 0
mage armor

magic missle

charm person

ray of sickness

false life

cause fear

absorb element

fabsorb elemets

inflict wounds

2 3

invisibility

wither and bloom


Detect thoughts
FEATURES & TRAITS
darkvision spider climb
Darkvision. You can see in dim light within 60 necromancy savant Spider Climb. You have a climbing speed equal
Beginning when you select this school at 2nd
feet of you as if it were bright light and in to your walking speed. In addition, at 3rd level,
level, the gold and time you must spend to copy
darkness as if it were dim light. You discern you can move up, down, and across vertical
a Necromancy spell into your spellbook is
colors in that darkness as shades of gray. surfaces and upside down along ceilings, while
halved.
leaving your hands free.
retainer
Variant Feature: Retainers If your character has grim harvest life force drain ( vampiric bite)
a noble background, you may select this At 2nd level, you gain the ability to reap life Vampiric Bite. Your fanged bite is a natural
energy from creatures you kill with your spells.
background feature instead of Position of weapon, which counts as a simple melee
Once per turn when you kill one or more
Privilege. You have the service of three weapon with which you are proficient. You add
creatures with a spell of 1st level or higher, you
retainers loyal to your family. These retainers your Constitution modifier, instead of your
regain hit points equal to twice the spell's level,
can be attendants or messengers, and one Strength modifier, to the attack and damage
or three times its level if the spell belongs to the
might be a majordomo. Your retainers are rolls when you attack with this bite. It deals 1d4
School of Necromancy. You don't gain this
commoners who can perform mundane tasks piercing damage on a hit. While you are
benefit for killing constructs or undead.
for you, but they do not fight for you, will not missing half or more of your hit points, you
follow you into obviously dangerous areas arcane recovery have advantage on attack rolls you make with
(such as dungeons), and will leave if they are You have learned to regain some of your this bite. When you attack with this bite and hit
frequently endangered or abused. magical energy by studying your spellbook. a creature that isn’t a Construct or an Undead,
Once per day when you finish a short rest, you you can empower yourself in one of the
shadow touched
can choose expended spell slots to recover. following ways of your choice: You regain hit
Increase your Intelligence, Wisdom, or
The spell slots can have a combined level that points equal to the piercing damage dealt by
Charisma score by 1, to a maximum of 20. You
is equal to or less than half your wizard level the bite. You gain a bonus to the next ability
learn the Invisibility spell and one 1st-level spell
(rounded up), and none of the slots can be 6th check or attack roll you make; the bonus equals
of your choice. The 1st-level spell must be from
level or higher. For example, if you're a 4th- the piercing damage dealt by the bite. You can
the Illusion or Necromancy school of magic. empower yourself with this bite a number of
level wizard, you can recover up to two levels
You can cast each of these spells without times equal to your proficiency bonus, and you
worth of spell slots. You can recover either a
expending a spell slot. Once you cast either of
2nd-level spell slot or two 1st-level spell slots. regain all expended uses when you finish a
these spells in this way, you can't cast that spell
long rest.
in this way again until you finish a long rest. deatholess nature
You can also cast these spells using spell slots Deathless Nature. You don't need to breathe.
you have of the appropriate level. The spells'
spellcasting ability is the ability increased by
this feat.
SPELLS
fire bolt minor illusion ray of sickness
Abjuration cantrip Abjuration cantrip Abjuration 1
Casting Time: Casting Time: Casting Time:
Range: Range: Range:
Target: Target: Target:
Components: V S M Components: V S M Components: V S M
Duration: Duration: Duration:
Description: Description: Description:

chill touch mage armor false life


Abjuration cantrip Abjuration 1 (ritual) Abjuration 1
Casting Time: Casting Time: Casting Time:
Range: Range: Range:
Target: Target: Target:
Components: V S M Components: V S M Components: V S M
Duration: Duration: Duration:
Description: Description: Description:

sapping sting magic missle cause fear


Abjuration cantrip Abjuration 1 Abjuration 1
Casting Time: Casting Time: Casting Time:
Range: Range: Range:
Target: Target: Target:
Components: V S M Components: V S M Components: V S M
Duration: Duration: Duration:
Description: Description: Description:

gust charm person absorb element


Abjuration cantrip Abjuration 1 Abjuration 1
Casting Time: Casting Time: Casting Time:
Range: Range: Range:
Target: Target: Target:
Components: V S M Components: V S M Components: V S M
Duration: Duration: Duration:
Description: Description: Description:
fabsorb elemets wither and bloom aninimate dead
Abjuration 1 Abjuration 2 Abjuration 3
Casting Time: Casting Time: Casting Time:
Range: Range: Range:
Target: Target: Target:
Components: V S M Components: V S M Components: V S M
Duration: Duration: Duration:
Description: Description: Description:

inflict wounds Detect thoughts galders tower


Abjuration 1 Abjuration 2 Abjuration 3
Casting Time: Casting Time: Casting Time:
Range: Range: Range:
Target: Target: Target:
Components: V S M Components: V S M Components: V S M
Duration: Duration: Duration:
Description: Description: Description:

invisibility summon dead


Abjuration 2 Abjuration 3
Casting Time: Casting Time:
Range: Range:
Target: Target:
Components: V S M Components: V S M
Duration: Duration:
Description: Description:

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