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Level 5 Custom Lineage Wizard, School of Evocation 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Wizard
Hermit Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Telepathic. You can speak telepathically to any


STRENGTH Unarmored (12) 12 creature you can see within 60 feet of you. Your
telepathic utterances are in a language you know,
PROFICIENCY BONUS +3
10
SHIELD
AC and the creature understands you only if it knows
that language. Your communication doesn’t give the
N
CIE C
creature the ability to respond to you telepathically.
+0 Strength You can cast the detect thoughts spell, requiring
Y
PROFI

+0 no spell slot or components, and you must finish a


+2 Dexterity
long rest before you can cast this it this way again.
+1 Constitution ARMOR CLASS Your spellcasting ability for this spell is Intelligence.
DEXTERITY
✘ +8 Intelligence
If you have spell slots of 2nd level or higher, you can
MAXIMUM HIT DICE TEMPORARY cast this spell with them.
14 ✘ +4 Wisdom

+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

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Red Dragon Quarterstaff 5 ft +3 vs AC 1d6+0 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Herbalism kit

Languages. Common, Netherese

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Wizard
CHARACTER NAME EYES SKIN HAIR

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

FLAW BACKGROUND STORY

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 —

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

15 lb / 150 lb 300 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 +8 16 10

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Evocation

CANTRIPS Fire Bolt Prestidigitation


Ray of Frost Sapping Sting

1ST LEVEL 4 SPELL SLOTS ● Absorb Elements ● Detect Magic


● Ice Knife ● Identify ● Mage Armor
● Magic Missile ● Shield ● Silvery Barbs

2ND LEVEL 3 SPELL SLOTS ● Enlarge/Reduce ● Invisibility


● Reverberate ● Shatter

3RD LEVEL 2 SPELL SLOTS ● Fireball ● Melf’s Minute Meteors

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

2ND LEVEL Detect Thoughts (Telepathic)


Fire Bolt Prestidigitation Ray of Frost
Evocation Cantrip Transmutation Cantrip Evocation Cantrip

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


RANGE 120 feet RANGE 10 feet RANGE 60 feet
DURATION Instantaneous DURATION Up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

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

Sapping Sting Absorb Elements Detect Magic


Necromancy Cantrip (dunamancy) 1st-level abjuration 1st-level divination (ritual)

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

Ice Knife Identify Mage Armor


1st-level conjuration 1st-level divination (ritual) 1st-level abjuration

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


RANGE 60 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 8 hours
COMPONENTS S, M (a drop of water or piece of ice) COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S, M (a piece of cured leather)

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

RANGE 120 feet RANGE Self RANGE 60 feet


DURATION Instantaneous DURATION 1 round DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

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

Detect Thoughts Enlarge/Reduce Invisibility


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

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


RANGE Self RANGE 30 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a copper piece) COMPONENTS V, S, M (a pinch of powdered iron) COMPONENTS V, S, M (an eyelash encased in gum arabic)
For the duration, you can read the thoughts of certain creatures. When you You cause a creature or an object you can see within range to grow A creature you touch becomes invisible until the spell ends. Anything
cast the spell and as your action on each turn until the spell ends, you can larger or smaller for the duration. Choose either a creature or an object the target is wearing or carrying is invisible as long as it is on the
focus your mind on any one creature that you can see within 30 feet of you. If that is neither worn nor carried. If the target is unwilling, it can make a target’s person. The spell ends for a target that attacks or casts a
the creature you choose has an Intelligence of 3 or lower or doesn’t speak any Constitution saving throw. On a success, the spell has no effect.
language, the creature is unaffected. spell.
You initially learn the surface thoughts of the creature—what is most on its
If the target is a creature, everything it is wearing and carrying At Higher Levels. When you cast this spell using a spell slot of 3rd
mind in that moment. As an action, you can either shift your attention to changes size with it. Any item dropped by an affected creature returns level or higher, you can target one additional creature for each slot
another creature’s thoughts or attempt to probe deeper into the same to normal size at once. level above 2nd.
creature’s mind. If you probe deeper, the target must make a Wisdom saving Enlarge. The target’s size doubles in all dimensions, and its weight is
throw. If it fails, you gain insight into its reasoning (if any), its emotional state, multiplied by eight. This growth increases its size by one category -
and something that looms large in its mind (such as something it worries over, from Medium to Large, for example. If there isn’t enough room for the
loves, or hates). If it succeeds, the spell ends. Either way, the target knows that target to double its size, the creature or object attains the maximum
you are probing into its mind, and unless you shift your attention to another possible size in the space available. Until the spell ends, the target also
creature’s thoughts, the creature can use its action on its turn to make an has advantage on Strength checks and Strength saving throws. The
Intelligence check contested by your Intelligence check; if it succeeds, the spell target’s weapons also grow to match its new size. While these weapons
ends. are enlarged, the target’s attack with them deal 1d4 extra damage.
Questions verbally directed at the target creature naturally shape the course
of its thoughts, so this spell is particularly effective as part of an interrogation. Reduce. The target’s size is halved in all dimensions, and its weight is
You can also use this spell to detect the presence of thinking creatures you reduced to one-eighth of normal. This reduction decreases its size by
can’t see. When you cast the spell or as your action during the duration, you one category - from Medium to Small, for example. Until the spell ends,
can search for thoughts within 30 feet of you. The spell can penetrate barriers, the target also has disadvantage on Strength checks and Strength
but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead saving throws. The target’s weapons also shrink to match its new size.
blocks you. You can’t detect a creature with an Intelligence of 3 or lower or While these weapons are reduced, the target’s attacks with them deal
one that doesn’t speak any language. 1d4 less damage (this can’t reduce the damage below 1).
Once you detect the presence of a creature in this way, you can read its
thoughts for the rest of the duration as described above, even if you can’t see
it, but it must still be within range.

Telepathic Player’s Handbook Spellcasting (Wizard) Player’s Handbook Shadow Touched Player’s Handbook

Reverberate Shatter Fireball


2nd-level evocation (ring) 2nd-level evocation 3rd-level evocation

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


RANGE Self (30-foot cone) RANGE 60 feet RANGE 150 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a metal ring) COMPONENTS V, S, M (a chip of mica) COMPONENTS V, S, M (a tiny ball of bat guano and sulfur)

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

CASTING TIME 1 action


RANGE Self
DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (niter, sulfur, and pine tar formed into a bead)

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.

Spellcasting (Wizard) Xanathar’s Guide to Everything


Arcane Grimoire, +1 Red Dragon Quarterstaff Backpack
Wondrous Items Weapons Adventuring Gear

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

Book Ink (1 ounce bottle) Ink Pen


Adventuring Gear Adventuring Gear Adventuring Gear

A book might contain poetry, historical accounts,


information pertaining to a particular field of lore, diagrams
and notes on gnomish contraptions, or just about anything
else that can be represented using text or pictures. A book
of spells is a spellbook (described later in this section).

5 lb. Player’s Handbook — Player’s Handbook — Player’s Handbook

Parchment (one sheet)


Adventuring Gear

— Player’s Handbook

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