Uploaded by Nicky Bask

character

advertisement
CHARACTER NAME
Alchemic Construct
Wizard [School of
Necromancy] (3)
BACKGROUND
Warforged
Lawful Evil
RACE
ALIGNMENT
CLASS & LEVEL
PLAYER NAME
EXPERIENCE POINTS
INSPIRATION
STRENGTH
0
12
+2
30
+2
ARMOR
CLASS
PROFICIENCY BONUS
INITIATIVE
SPEED
PERSONALITY TRAITS
11
0
DEXTERITY
+2
Hit Point Maximum 24
Strength
+2 Dexterity
+3 Constitution
+5 Intelligence
IDEALS
TEMPORARY HIT POINTS
BONDS
+4 Wisdom
14
0
CONSTITUTION
+3
17
Charisma
SAVING THROWS
+2 Acrobatics (Dex)
INTELLIGENCE
+3
Athletics (Str)
0
Deception (Cha)
NAME
+3 History (Int)
0
WISDOM
+2
FAILURES
HIT DICE
0
Quarterstaff
+4 Insight (Wis)
17
SUCCESSES
3x(1d6+3)
+2 Animal Handling (Wis)
+5 Arcana (Int)
DEATH SAVES
+2
1d6+0 bludgeoning
Intimidation (Cha)
+3 Investigation (Int)
+2 Medicine (Wis)
+5 Nature (Int)
Number of Attacks: 1
CHARISMA
0
Performance (Cha)
0
Persuasion (Cha)
+5 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
11
+2 Survival (Wis)
SKILLS
14
FLAWS
ATK BONUS DAMAGE/TYPE
+4 Perception (Wis)
14
0
CURRENT HIT POINTS
Backpack
Bedroll
Book
Case, map or scroll
Clothes, common
Hammer, sledge
Holy symbol
Ink
Ink pen
Mess kit
Paper
Rations (1 day) x10
Rope, hempen
Spellbook
Staff
Tinderbox
Torch x10
Waterskin
ATTACKS & SPELLCASTING
PASSIVE WISDOM (PERCEPTION)
CP
Tool Proficiencies: Alchemist's Supplies
SP
Weapon Proficiencies: Crossbow, light;
Dagger; Dart; Quarterstaff; Sling
EP
Language Proficiencies: Common; Elvish
GP
PP
OTHER PROFICIENCIES & LANGUAGES
TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
EQUIPMENT
CHARACTER NAME
AGE
HEIGHT
WEIGHT
EYES
SKIN
HAIR
NAME
SYMBOL
CHARACTER APPEARANCE
TREASURE
ALLIES & ORGANIZATIONS
CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
SPELLCASTING
CLASS
0
CANTRIPS
3
Intelligence
13
+5
SPELLCASTING
ABILITY
SPELL SAVE DC
SPELL ATTACK
BONUS
6
Mind Sliver
Prestidigitation
Toll the Dead
SPELL
LEVEL
SLOTS TOTAL
1
4
EPAR
7
SPELL NAME
ED
PR
SLOTS EXPENDED
Alarm
Detect Magic
4
False Life
SPELLS KNOWN
Feather Fall
Find Familiar
Magic Missile
Shield
Silent Image
8
2
2
Darkvision
Mirror Image
5
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Damage Resistances: poison
-----------Other Traits-----------Arcane Recovery. When you finish a short rest, regain spell slots totalling no more than 2, and each must be 5th level or lower. (use once/day).
Unnatural. You are a product of science, and an affront to nature, as such, certain powerful beings take notice of your unnatural existence. Celestials, Fey, and
Fiends see you as special, and when encountering you, may treat you differently than normal. Celestials, for example, will likely treat you as a curiosity, and
perhaps take pity on you. Fey will almost always greet you with hostility, and Fiends will be especially intrigued in creating contracts with you or becoming your
patron.
Page 1
Mind Sliver
Wizard Cantrip Enchantment DC 13 Spell Mod +5
1 Action 60ft
V
Prestidigitation
Wizard Cantrip Transmutation DC 13 Spell Mod +5
1 Act.
10 ft
V,S
Up to 1 hr
Toll the Dead
Wizard Cantrip Necromancy DC 13 Spell Mod +5
1 Action 60 ft
V,S
Inst
You drive a disorienting spike of psychic
energy into the mind of one creature you can
see within range. The target must succeed on
an Intelligence saving throw or take 1d6
psychic damage and subtract 1d4 from the
next saving throw it makes before the end of
your next turn. At Higher Levels. This spell’s
damage increases by 1d6 when you reach
certain levels: 5th level (2d6), 11th level (3d6),
and 17th level (4d6).
This spell is a minor magical trick that novice
spellcasters use for practice. You create one of
the following magical effects within range: •
You create an instantaneous, harmless
sensory effect, such as a shower of sparks, a
puff of wind, faint musical notes, or an odd
odor. • You instantaneously light or snuff out a
candle, a torch, or a 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
You point at one creature you can see within
range, and the sound of a dolorous bell fills the
air around it for a moment. The target must
succeed on a Wisdom saving throw or take 1d8
necrotic damage. If the target is missing any of
its hit points, it instead takes 1d12 necrotic
damage. At Higher Levels. The spell’s damage
increases by one die when you reach 5th level
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th
level (4d8 or 4d12).
Alarm (ritual)
Detect Magic (ritual)
False Life
1 min
30 ft
V,S,M
8 hrs
A tiny bell and a piece of fine silver wire
1 Act.
You set an alarm against unwanted intrusion.
Choose a door, a window, or an area within
range that is no larger than a 20-foot cube.
Until the spell ends, an alarm alerts you
whenever a Tiny or larger creature touches or
enters the warded area. When you cast the
spell, you can designate creatures that won't
set off the alarm. You also choose whether the
alarm is mental or audible. A mental alarm
alerts you with a ping in your mind if you are
within 1 mile of the warded area. This ping
awakens you if you are sleeping. An audible
alarm produces the sound of a hand bell for 10
seconds within 60 feet.
For the duration, you sense the presence of
magic within 30 feet of you. If you sense magic
in this way, you can use your action to see a
faint aura around any visible creature or
object in the area that bears magic, and you
learn its school of magic, if any. The spell can
penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.
Bolstering yourself with a necromantic
facsimile of life, you gain 1d4 + 4 temporary
hit points for the duration. At Higher Levels.
When you cast this spell using a spell slot of
2nd level or higher, you gain 5 additional
temporary hit points for each slot level above
1st.
Feather Fall
Find Familiar (ritual)
Magic Missile
1 hr
10 ft
V,S,M
Inst
Charcoal, herbs, and incense (10 gp worth) consumed
in a fire in a brass brazier.
1 Act.
You gain the service of a familiar, a spirit that
takes an animal form you choose: bat, cat,
crab, frog (toad), hawk, lizard, octopus, owl,
poisonous snake, fish (quipper), rat, raven, sea
horse, spider, or weasel. Appearing in an
unoccupied space within range, the familiar
has the statistics of the chosen form, though it
is a celestial, fey, or fiend (your choice) instead
of a beast. Your familiar acts independently
of you, but it always obeys your commands. In
combat, it rolls its own initiative and acts on
its own turn. A familiar can't attack, but it can
take other actions as normal. When the
familiar drops to 0 hit points, it disappears,
leaving behind no physical form. It reappears
after you case this spell again. When your
familiar is within 100 feet of you, you can
communicate with it telepathically.
Additionally, as an action, you can see though
You create three glowing darts of magical
force. Each dart hits a creature of your choice
that you can see within range. A dart deals 1d4
+ 1 force damage to its target. The darts all
strike simultaneously, and you can direct
them to hit one creature or several. At Higher
Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates
one more dart for each slot level above 1st.
Wizard Level 1 Abjuration DC 13 Spell Mod +5
Wizard Level 1 Transmutation DC 13 Spell Mod +5
1 reAct. 60 ft
V,M
A small feather or piece of down
1 min
Choose up to five falling creatures within
range. A falling creature's rate of descent
slows to 60 feet per round until the spell ends.
If the creature lands before the spell ends, it
takes no falling damage and can land on its
feet, and the spell ends for that creature.
Wizard Level 1 Divination DC 13 Spell Mod +5
Self
V,S
Conc, 10 mins
Wizard Level 1 Conjuration DC 13 Spell Mod +5
Wizard Level 1 Necromancy DC 13 Spell Mod +5
1 Act.
Self
V,S,M
1 hr
A small amount of alcohol or distilled spirits
Wizard Level 1 Evocation DC 13 Spell Mod +5
120 ft
V,S
Inst
Page 1 (reverse)
Prestidigitation (reverse)
such an effect as an action.
Find Familiar (reverse)
your familiar's eyes and hear what it hears
until the start of your next turn, gaining the
benefits of any special senses that the familiar
has. During this time you are deaf and blind
with regard to your own senses. As an
action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension
where it awaits your summon. Alternatively,
you can dismiss it forever. As an action while
it is temporarily dismissed, you can cause it to
reappear in an unoccupied space within 30
feet of you. You can't have more than one
familiar at a time. If you case this spell while
you already have a familiar, you instead cause
it to adopt a new form. Choose one of the
forms from the above list. Your familiar
transforms into the chosen creature.
Finally, when you cast a spell with a range of
touch, your familiar can deliver the spell as if
it has cast the spell. Your familiar must be
within 100 feet of you, and it must use its
reaction to deliver the spell when you cast it. If
the spell requires an attack roll, you use your
attack modifier for the roll.
Page 2
Shield
Wizard Level 1 Abjuration DC 13 Spell Mod +5
1 reAct. Self
V,S
1 Rnd
An invisible barrier of magical force appears
and protects you. Until the start of your next
turn, you have a +5 bonus to AC, including
against the triggering attack, and you take no
damage from magic missile.
Mirror Image
Wizard Level 2 Illusion DC 13 Spell Mod +5
1 Act.
Self
V,S
1 min
Three illusory duplicates of yourself appear in
your space. Until the spell ends, the duplicates
move with you and mimic your actions,
shifting position so it's impossible to track
which image is real. You can use your action to
dismiss the illusory duplicates. Each time a
creature targets you with an attack during the
spell's duration, roll a d20 to determine
whether the attack instead targets one of your
duplicates. If you have three duplicates, you
must roll a 6 or higher to change the attack's
target to a duplicate. With two duplicates, you
must roll an 8 or higher. With one duplicate,
you must roll an 11 or higher. A duplicate's AC
equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is
destroyed. A duplicate can be destroyed only
by an attack that hits it. It ignores all other
damage and effects. The spell ends when all
Silent Image
Wizard Level 1 Illusion DC 13 Spell Mod +5
1 Act.
60 ft
A bit of fleece
V,S,M
Conc, 10 mins
You create the image of an object, a creature,
or some other visible phenomenon that is no
larger than a 15-foot cube. The image appears
at a spot within range and lasts for the
duration. The image is purely visual; it isn't
accompanied by sound, smell, or other
sensory effects. You can use your action to
cause the image to move to any spot within
range. As the image changes location, you can
alter its appearance so that its movements
appear natural for the image. For example, if
you create an image of a creature and move it,
you can alter the image so that it appears to be
walking. Physical interaction with the image
reveals it to be an illusion, because things can
pass through it. A creature that uses its action
to examine the image can determine that it is
an illusion with a successful Intelligence
(Investigation) check against your spell save
Darkvision
Wizard Level 2 Transmutation DC 13 Spell Mod +5
1 Act.
Touch
V,S,M
8 hrs
Either a pinch of dried carrot or an agate
You touch a willing creature to grant it the
ability to see in the dark. For the duration, that
creature has darkvision out to a range of 60
feet.
Page 2 (reverse)
Silent Image (reverse)
DC. If a creature discerns the illusion for what
it is, the creature can see through the image.
Mirror Image (reverse)
three duplicates are destroyed. A creature is
unaffected by this spell if it can't see, if it relies
on senses other than sight, such as blindsight,
or if it can perceive illusions as false, as with
truesight.
Download