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Wizard [School of The Unseen] (7)

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

Hit Point Maximum 56


0 Strength
DEXTERITY
0 Dexterity To find the meaning of
his life
11 ●
+2 Constitution
+8 Intelligence
CURRENT HIT POINTS IDEALS

0 ●
+6 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

15 0 Acrobatics (Dex) SUCCESSES Afraid of magic and the arcane for it


+2 +3 Animal Handling (Wis)
7x(1d6+2) is the reason for his masters death
FAILURES

+8 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

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

+5 Nature (Int) Book


+3

+6 Perception (Wis) Number of Clothes, common
+1 Performance (Cha)
+1 Persuasion (Cha)
Attacks: 1 Component pouch
CHARISMA
+5 Religion (Int) Incense x5
12 0
0
Sleight of Hand (Dex)
Stealth (Dex)
Ink
+1 +3 Survival (Wis) Ink pen
SKILLS ATTACKS & SPELLCASTING Knife, Small
16 PASSIVE WISDOM (PERCEPTION)
Leather
CP
Mithral Armor,
Tool Proficiencies: Alchemist's SP Chain Shirt
Supplies; Calligrapher's Supplies;
Cartographer's Tools EP
Parchment x10
Weapon Proficiencies: Crossbow,
Pouch
light; Dagger; Dart; Quarterstaff;
Simple; Sling
GP
15 Spellbook x2
Armor Proficiencies: Light; Medium
PP
100 Vestements
Language Proficiencies: Celestial;
Common; Primordial
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

One of the created servants of Karsus


during the Age of Arcane, and survived
the fall of Netherese Empire and
continues to search for an answer and
purpose to his life and existence

TREASURE CHARACTER BACKSTORY

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

Jump Secret Chest

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

Explosion!!! (Anime into D&D)

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)

Mystical Eye - Ignore Verbal Component when casting spells,


instead the pupil of the eye changes its shape

Inate Spellcasting - Know "Prestidigitation" cantrip. Once 3rd lvl,


You can cast "Detect Magic" spell once per long rest
(Inteligence used for spell casting)

Born from the Arcane - Gain Sorcerer's Metamagic option of


your chose and 2 sorcery points. Regain all used points after
long rest.

-----------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

Fire Bolt Mage Hand Mending


Wizard Cantrip Evocation DC 16 Spell Mod +8 Wizard Cantrip Conjuration DC 16 Spell Mod +8 Wizard Cantrip Transmutation DC 16 Spell Mod +8
1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S 1 min 1 min Touch V,S,M Inst
Two lodestones

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.

Minor Illusion Charm Person Disguise Self


Wizard Cantrip Illusion DC 16 Spell Mod +8 Wizard Level 1 Enchantment DC 16 Spell Mod +8 Wizard Level 1 Illusion DC 16 Spell Mod +8
1 Act. 30 ft S,M 1 min 1 Act. 30 ft V,S 1 hr 1 Act. Self V,S 1 hr
A bit of fleece

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

Identify (ritual) Mage Armor Magic Missile


Wizard Level 1 Divination DC 16 Spell Mod +8 Wizard Level 1 Abjuration DC 16 Spell Mod +8 Wizard Level 1 Evocation DC 16 Spell Mod +8
1 min Touch V,S,M Inst 1 Act. Touch V,S,M 8 hrs 1 Act. 120 ft V,S Inst
A pearl worth at least 100 gp and an owl feather A piece of cured leather

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)

Disguise Self (reverse) Minor Illusion (reverse)


disguised, a creature can use its action to an illusion with a successful Intelligence
inspect your appearance and must succeed on (Investigation) check against your spell save
an Intelligence (Investigation) check against DC. If a creature discerns the illusion for what
your spell save DC. it is, the illusion becomes faint to the creature.
Page 2

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

This spell sends creatures into a magical


slumber. Roll 5d8; the total is how many hit
points of creatures this spell can affect.
Creatures within 20 feet of a point you choose
within range are affected in ascending order of
their current hit points (ignoring unconscious
creatures). Starting with the creature that has
the lowest current hit points, each creature
affected by this spell falls unconscious until
the spell ends, the sleeper takes damage, or
someone uses an action to shake or slap the
sleeper awake. Subtract each creature's hit
points from the total before moving on to the
creature with the next lowest hit points. A
creature's hit points must be equal to or less
than the remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a
Page 2 (reverse)

Sleep (reverse)
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.

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