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wizard
wizard
wizard
STEALTH DISADVANTAGE
+0 Charisma
35 5d6
Arcane Recovery. Once per day when you finish a
CONDITIONAL
short rest, you can choose expended spell slots up
to 5th level to recover. The spell slots can have a
+2 combined level that is equal to or less than 3.
CURRENT HIT POINTS Evocation Savant. The gold and time you must
CONSTITUTION DEATH SAVING THROWS
spend to copy an evocation spell into your
SAVING THROWS
spellbook is halved.
13 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Sculpt Spells. When you cast an evocation spell that
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION affects other creatures that you can see, you can
+1 Animal Handling (Wis)
choose a number of them equal to 1 + the spell’s
+1 ✘ +8 Arcana (Int) level. The chosen creatures automatically succeed
on their saving throws against the spell, and they
+0 Athletics (Str)
take no damage if they would normally take half
INTELLIGENCE +0 Deception (Cha) damage on a successful save.
20 ✘
+5 History (Int)
+4 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+5 +5 Investigation (Int)
✘ +4 Medicine (Wis)
WISDOM +5 Nature (Int)
12 ✘ +4 Perception (Wis)
+0 Performance (Cha)
+0 Persuasion (Cha)
+1 ✘ +8 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)
11 +1 Survival (Wis)
SKILLS
+0 14 PASSIVE PERCEPTION
ADVANTAGE
Armor Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
PERSONALITY TRAITS
IDEAL
BOND
Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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 Red Dragon Quarterstaff. The weapon, in the hands of a
Backpack 1 5 [Red Dragon Quarterstaff] 1 4 proficient wielder, does an additional 1d6 fire damage
Book 1 5 Arcane Grimoire, +1 1 1
Ink (1 ounce bottle) 1 —
Ink Pen 1 —
Parchment (one sheet) 10 —
0 0 0 0 0
15 lb / 150 lb 300 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +8 16 10
You hurl a mote of fire at a creature or object within range. Make a This spell is a minor magical trick that novice spellcasters use for A frigid beam of blue-white light streaks toward a creature within
ranged spell attack against the target. On a hit, the target takes 1d10 practice. You create one of the following magical effects within range. Make a ranged spell attack against the target. On a hit, it takes
fire damage. A flammable object hit by this spell ignites if it isn’t range: 1d8 cold damage, and its speed is reduced by 10 feet until the start of
being worn or carried. • You create an instantaneous, harmless sensory effect, such as a your next turn.
This spell’s damage increases by 1d10 when you reach 5th level shower of sparks, a puff of wind, faint musical notes, or an odd odor. The spell’s damage increases by 1d8 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10). • You instantaneously light or snuff out a candle, a torch, or a (2d8), 11th level (3d8), and 17th level (4d8).
small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
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 30 feet RANGE Self RANGE Self
DURATION Instantaneous DURATION 1 round DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS S COMPONENTS V, S
You sap the vitality of one creature you can see in range. The target The spell captures some of the incoming energy, lessening its effect For the duration, you sense the presence of magic within 30 feet of
must succeed on a Constitution saving throw or take 1d4 necrotic on you and storing it for your next melee attack. You have resistance you. If you sense magic in this way, you can use your action to see a
damage and fall prone. to the triggering damage type until the start of your next turn. Also, faint aura around any visible creature or object in the area that bears
This spell’s damage increases by 1d4 when you reach 5th level the first time you hit with a melee attack on your next turn, the magic, and you learn its school of magic, if any.
(2d4), 11th level (3d4), and 17th level (4d4). target takes an extra 1d6 damage of the triggering type, and the spell The spell can penetrate most barriers, but is blocked by 1 foot of
ends. stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
At Higher Levels. When you cast this spell using a spell slot of 2nd wood or dirt.
level or higher, the extra damage increases by 1d6 for each slot level
above 1st.
Spellcasting (Wizard) Explorer’s Guide to Wildemount Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook
You create a shard of ice and fling it at one creature within range. You choose one object that you must touch throughout the casting of You touch a willing creature who isn’t wearing armor, and a
Make a ranged spell attack against the target. On a hit, the target the spell. If it is a magic item or some other magic-imbued object, you protective magical force surrounds it until the spell ends. The target’s
takes 1d10 piercing damage. Hit or miss, the shard then explodes. learn its properties and how to use them, whether it requires base AC becomes 13 + its Dexterity modifier. The spell ends it if the
The target and each creature within 5 feet of it must succeed on a attunement to use, and how many charges it has, if any. You learn target dons armor or if you dismiss the spell as an action.
Dexterity saving throw or take 2d6 cold damage. whether any spells are affecting the item and what they are. If the
At Higher Levels. When you cast this spell using a spell slot of 2nd item was created by a spell, you learn which spell created it.
level or higher, the cold damage increases by 1d6 for each slot level If you instead touch a creature throughout the casting, you learn
above 1st. what spells, if any, are currently affecting it.
Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Magic Missile Shield Silvery Barbs
1st-level evocation 1st-level abjuration 1st-level enchantment
CASTING TIME CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted CASTING TIME 1 reaction, which you take when a creature you can see within 60 feet of
1 action by the magic missile spell yourself succeeds on an attack roll, an ability check, or a saving throw
You create three glowing darts of magical force. Each dart hits a An invisible barrier of magical force appears and protects you. Until You magically distract the triggering creature and turn its momentary
creature of your choice that you can see within range. A dart deals the start of your next turn, you have a +5 bonus to AC, including uncertainty into encouragement for another creature. The triggering
1d4 + 1 force damage to its target. The darts all strike simultaneously, against the triggering attack, and you take no damage from magic creature must reroll the d20 and use the lower roll.
and you can direct them to hit one creature or several. missile. You can then choose a different creature you can see within range
At Higher Levels. When you cast this spell using a spell slot of 2nd (you can choose yourself). The chosen creature has advantage on the
level or higher, the spell creates one more dart for each slot level next attack roll, ability check, or saving throw it makes within 1
above 1st. minute. A creature can be empowered by only one use of this spell at
a time.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Strixhaven: A Curriculum Of Chaos
Telepathic Player’s Handbook Spellcasting (Wizard) Player’s Handbook Shadow Touched Player’s Handbook
You strike the ground with the metal ring, shaking the earth ahead of A sudden loud ringing noise, painfully intense, erupts from a point of A bright streak flashes from your pointing finger to a point you
you with the impact. Creatures and unattended objects touching the your choice within range. Each creature in a 10-foot-radius sphere choose within range and then blossoms with a low roar into an
ground in a 15-foot cone emanating from you take 4d6 thunder centered on that point must make a Constitution saving throw. A explosion of flame. Each creature in a 20-foot-radius sphere centered
damage and fall prone; a successful Dexterity saving throw halves the creature takes 3d8 thunder damage on a failed save, or half as much on that point must make a Dexterity saving throw. A target takes 8d6
damage and prevents the creature from falling pone. damage on a successful one. A creature made of inorganic material fire damage on a failed save, or half as much damage on a successful
At Higher Levels. When you cast this spell using a spell slot of 3rd such as stone, crystal, or metal has disadvantage on this saving one.
level or higher, the damage increases by 1d6 for each slot level above throw. The fire spreads around corners. It ignites flammable objects in the
2nd. A nonmagical object that isn’t being worn or carried also takes the area that aren’t being worn or carried.
damage if it’s in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 4th
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above
level or higher, the damage increases by 1d8 for each slot level above 3rd.
2nd.
Spellcasting (Wizard) Deep Magic: Ring Magic Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Melf’s Minute Meteors
3rd-level evocation
You create six tiny meteors in your space. They float in the air and
orbit you for the spell’s duration. When you cast the spell-and as a
bonus action on each of your turns thereafter-you can expend one or
two of the meteors, sending them streaking toward a point or points
you choose within 120 feet of you. Once a meteor reaches its
destination or impacts against a solid surface, the meteor explodes.
Each creature within 5 feet of the point where the meteor explodes
must make a Dexterity saving throw. A creature takes 2d6 fire
damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the number of meteors created increases by two for
each slot level above 3rd.
While you are holding this leather-bound book, you can use The weapon, in the hands of a proficient wielder, does an A backpack is a leather pack carried on the back, typically
it as a spellcasting focus for your wizard spells, and you gain additional 1d6 fire damage with straps to secure it. A backpack can hold 1 cubic foot/
a +1 bonus to spell attack rolls and to the saving throw DCs 30 pounds of gear.
of your wizard spells. You can also strap items, such as a bedroll or a coil of
You can use this book as a spellbook. In addition, when rope, to the outside of a backpack.
you use your Arcane Recovery feature, you can increase
the number of spell slot levels you regain by 1.
1 lb. Tasha’s Cauldron of Everything 4 lb. Deep Magic: Dragon Magic 5 lb. Player’s Handbook
— Player’s Handbook