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.