Professional Documents
Culture Documents
Pink Unicorn (The Watcher - Wizard)
Pink Unicorn (The Watcher - Wizard)
Sage
CLASS & LEVEL BACKGROUND PLAYER NAME
Pink Unicorn The Watchers Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
11 +3 PROFICIENCY BONUS
13
ARMOR
CLASS
0
INITIATIVE
30
SPEED
0 PERSONALITY TRAITS
0 ●
+6 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
20 ●
+1 Deception (Cha)
+8 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+5 ●
+6 Insight (Wis)
Rapier 0 1d8+0 piercing
Backpack
+1 Intimidation (Cha) Quarterstaff +3 1d6+0 bludgeoning
Bag Of Holding
+8 Investigation (Int)
WISDOM
Bag of Sand
●
+6 Medicine (Wis)
Staff of Thunder and Lightning
+5 1d6+2 bludgeoning
16
●
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
500 6ft 110lbs
AGE HEIGHT WEIGHT
Pink Unicorn Pale White
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Fire Bolt ●
Counterspell
Mage Hand ●
Dispel Magic
Mending Fear
Minor Illusion Fireball
Prestidigitation ●
Fly
Lightning Bolt
Remove Curse
Tiny Hut
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Charm Person
Disguise Self
4 1
Identify
●
Mage Armor Conjure Minor Elementals
SPELLS KNOWN
●
Magic Missile Greater Invisibility
●
Sleep Locate Creature
●
False Life Polymorph
Longstrider Stoneskin
Detect Magic
8
2 3
●
Acid Arrow
Arcane Lock
Blindness/Deafness
5
Blur
Darkness
9 1
Detect Thoughts
Hold Person ●
Power Word Kill
●
Misty Step
See Invisibility
●
Spider Climb
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
----------------Traits---------------
Mouthless - Don't need to breath, can't talk, eat or drink (can't
use potions, good berries or other items that would require you
to eat or drink)
-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell
slots totalling no more than 4, and each must be 5th level or
lower. (use once/day).
Page 1
You hurl a mote of fire at a creature or object A spectral, floating hand appears at a point This spell repairs a single break or tear in an
within range. Make a ranged spell attack you choose within range. The hand lasts for object you touch, such as a broken chain link,
against the target. On a hit, the target takes the duration or until you dismiss it as an two halves of a broken key, a torn cloak, or a
1d10 fire damage. A flammable object hit by action. The hand vanishes if it is ever more leaking wineskin. As long as the break or tear
this spell ignites if it isn’t being worn or than 30 feet away from you or if you cast this is no larger than 1 foot in any dimension, you
carried. This spell’s damage increases by 1d10 spell again. You can use your action to control mend it, leaving no trace of the former
when you reach 5th level (2d10), 11th level the hand. You can use the hand to manipulate damage. This spell can physically repair a
(3d10), and 17th level (4d10). an object, open an unlocked door or container, magic item or construct, but the spell can't
stow or retrieve an item from an open restore magic to such an object.
container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.
You create a sound or an image of an object You attempt to charm a humanoid you can see You make yourself—including your clothing,
within range that lasts for the duration. The within range. It must make a Wisdom saving armor, weapons, and other belongings on
illusion also ends if you dismiss it as an action throw, and does so with advantage if you or your person look different until the spell ends
or cast this spell again. If you create a sound, your companions are fighting it. If it fails the or until you use your action to dismiss it. You
its volume can range from a whisper to a saving throw, it is charmed by you until the can seem 1 foot shorter or taller and can
scream. It can be your voice, someone else's spell ends or until you or your companions do appear thin, fat, or in between. You can't
voice, a lion's roar, a beating of drums, or any anything harmful to it. The charmed creature change your body type, so you must adopt a
other sound you choose. The sound continues regards you as a friendly acquaintance. When form that has the same basic arrangement of
unabated throughout the duration, or you can the spell ends, the creature knows it was limbs. Otherwise, the extent of the illusion is
make discrete sounds at different times before charmed by you. At Higher Levels. When you up to you. The changes wrought by this spell
the spell ends. If you create an image of an cast this spell using a spell slot of 2nd level or fail to hold up to physical inspection. For
object—such as a chair, muddy footprints, or a higher, you can target one additional creature example, if you use this spell to add a hat to
small chest—it must be no larger than a 5-foot for each slot level above 1st. The creatures your outfit, objects pass through the hat, and
cube. The image can't create sound, light, must be within 30 feet of each other when you anyone who touches it would feel nothing or
smell, or any other sensory effect. Physical target them. would feel your head and hair. If you use this
interaction with the image reveals it to be an spell to appear thinner than you are, the hand
illusion, because things can pass through it. If of someone who reaches out to touch you
a creature uses its action to examine the sound would bump into you while it was seemingly
or image, the creature can determine that it is still in midair. To discern that you are
You choose one object that you must touch You touch a willing creature who isn't wearing You create three glowing darts of magical
throughout the casting of the spell. If it is a armor, and a protective magical force force. Each dart hits a creature of your choice
magic item or some other magic-imbued surrounds it until the spell ends. The target's that you can see within range. A dart deals 1d4
object, you learn its properties and how to use base AC becomes 13 + its Dexterity modifier. + 1 force damage to its target. The darts all
them, whether it requires attunement to use, The spell ends if the target dons armor or if strike simultaneously, and you can direct
and how many charges it has, if any. You learn you dismiss the spell as an action. them to hit one creature or several. At Higher
whether any spells are affecting the item and Levels. When you cast this spell using a spell
what they are. If the item was created by a slot of 2nd level or higher, the spell creates
spell, you learn which spell created it. If you one more dart for each slot level above 1st.
instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.
Page 1 (reverse)
Sleep
Wizard Level 1 Enchantment DC 16 Spell Mod +8
1 Act. 90 ft V,S,M 1 min
A pinch of fine sand, rose petals, or a cricket
Sleep (reverse)
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.