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High Elf Wizard
High Elf Wizard
+0 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
+2 Constitution +2 12 8 --
+0 • +5 Intelligence
CLASS
• +3 Wisdom INITIATIVE HIT POINTS
10
-1 Charisma
Total 1d6 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
+2 being charmed DEFENSES HIT DICE DEATH SAVES
+5
Animal Handling WIS
Arcana INT === LANGUAGES ===
Common, Draconic, Dwarvish, Elvish, Goblin
14 +0 Athletics STR
ABILITY SAVE DC
-1 Deception CHA
+3 History INT
INTELLIGENCE
P +3 Insight WIS
30 ft. (Walking)
+3 -1 Intimidation CHA
P +5 Investigation INT
16 +1 Medicine WIS SPEED
SKILLS ACTIONS
Darkvision 60 ft.
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Wizard 1 RatzBrewmaster
CLASS & LEVEL PLAYER NAME
Valanthe Liadon
High Elf Acolyte (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
* Darkvision • BR 23
You can see in darkness (shades of gray) up to 60 ft.
* Keen Senses • BR 23
You have proficiency in the Perception skill.
* Fey Ancestry • BR 23
You have advantage on saves against being charmed,
and magic can’t put you to sleep.
* Trance • BR 23
You don't need to sleep, but meditate semiconsciously
for 4 hours a day. While meditating, you can dream
after a fashion; such dreams are actually mental
exercises that have become reflexive through years of
practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
CP 0 Shortsword 1 2 lb.
Backpack 1 5 lb.
Spellbook 1 3 lb.
GP 5 Holy Symbol 1 --
Book 1 5 lb.
PP 0 Ink (1 ounce bottle) 1 --
Ink Pen 1 --
WEIGHT CARRIED
PUSH/DRAG/LIFT
300 lb.
EQUIPMENT
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Valanthe Liadon Chaotic Good Oghma
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
=== Organizations === I use polysyllabic words that convey the impression of
erudition. Also I’ve spent so long in the temple that I have little
You have ties to the temple of Oghma in experience dealing with people on a casual basis.
Neverwinter, where you have a residence. When
you are in Neverwinter, you can call upon the
priests there for assistance that won’t endanger
them. PERSONALITY TRAITS
IDEALS
Sun elves are more reclusive than the other The pursuit and acquisition of knowledge is for the
branch of high elves, the moon elves, but Oghma benefit of all. Kingdoms and laws are useful so far as
has called you to live among other peoples, rather they allow knowledge to flourish. Tyrants who seek
than in the sanctuaries of your kin. to suppress and control it are the worst villains. You
share your knowledge freely, and use what you have
You have spent your life dedicated to Oghma, learned to help where you can.
all-seeing god of knowledge, and spent years
learning the lore of the multiverse. •€Lookingfor ideas on how to level up your
character? Check out this PDF for more information!
Through visions delivered in your trances, your https://www.dndbeyond.com/file-attachments/0/777/elf-wizard.pdf
god has called you to a new mission. A goblin tribe
has made its lair in an ancient ruin now called
Cragmaw Castle, where they have defiled a shrine
once sacred to Oghma. Now dedicated to the vile
goblin god Maglubiyet, the altar is an offense to
Oghma that must not stand.
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
INT 13 +5
Wizard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)
O Mage Hand Wizard -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S
O Burning Hands Wizard DEX 13 1A Self/15 ft. Cone V,S Instantaneous PHB 220 15 ft. Cone, V/S
O Detect Magic [R]<C> Wizard -- 1A + 10m Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S
O Mage Armor Wizard -- 1A Touch V,S,M 8 hours PHB 256 D: 8h, V/S/M
O Magic Missile Wizard -- 1A 120 ft. V,S Instantaneous PHB 257 V/S
O Sleep Wizard -- 1A 90 ft./20 ft. Sphere V,S,M 1 minute PHB 276 D: 1m, 20 ft. Sphere, V/S/M
SPELLS
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