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Bagec

1) This document summarizes the character details of a Level 1 High Elf Wizard named Bagec. 2) Bagec's key abilities include proficiency in Intelligence and Dexterity saves, the Arcane Recovery feature, Darkvision, and Fey Ancestry trait. 3) Bagec's main attacks are the Fire Bolt and Shocking Grasp cantrips, and has proficiency with a variety of weapons and tools as well as speaking Common, Elvish, Gnomish, Dwarvish, and Orc.

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Dado Dodevski
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0% found this document useful (0 votes)
79 views8 pages

Bagec

1) This document summarizes the character details of a Level 1 High Elf Wizard named Bagec. 2) Bagec's key abilities include proficiency in Intelligence and Dexterity saves, the Arcane Recovery feature, Darkvision, and Fey Ancestry trait. 3) Bagec's main attacks are the Fire Bolt and Shocking Grasp cantrips, and has proficiency with a variety of weapons and tools as well as speaking Common, Elvish, Gnomish, Dwarvish, and Orc.

Uploaded by

Dado Dodevski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 1 High Elf Wizard 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bagec
Sage Neutral Good Corellon Larethian Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (13) 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Arcane Recovery. Once per day when you finish a
N
CIE C
short rest, you can choose expended spell slots to
+0 Strength recover. The spell slots can have a combined level
Y
PROFI

+0 that is equal to or less than 1.


+3 Dexterity

+3 Constitution ARMOR CLASS


DEXTERITY
✘ +5 Intelligence
MAXIMUM HIT DICE TEMPORARY

16 ✘ +3 Wisdom

+1 Charisma
9 1d6
CONDITIONAL

+3
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

16 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+3 ✘ +5 Arcana (Int) Darkvision

+0 Athletics (Str)
INTELLIGENCE +1 Deception (Cha)

16 ✘ +5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +5 Investigation (Int)
+1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+3 Nature (Int)

12 ✘ +3 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+1 Performance (Cha) hours a day.
+1 Persuasion (Cha)
+1 ✘ +5 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

12 +1 Survival (Wis)
SKILLS

+1 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Fire Bolt 120 ft +5 vs AC 1d10 Fire

FEATURES & TRAITS


Shocking Grasp Touch +5 vs AC 1d8 Lightning

Armor Proficiencies. –

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Gnomish, Dwarvish,


Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 126 5'7" 123 lb.
GENDER AGE HEIGHT WEIGHT
Bagec Blue White Long, Brown
CHARACTER NAME EYES SKIN HAIR

Corellon, or more fully Corellon Larethian,


whose titles included Creator of the Elves and NAME

the Protector, is the patron god of all elves. He Corellon Larethian


is the creator and preserver of the Tel'Quessir,
governing those things held in the highest
esteem among elves, such as magic, music,
arts, crafts, poetry, and warfare.

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Most of your time you are spending in greatest library in Neverwinter, House of Knowledge. You centered your study on
I’m willing to listen to every side of an argument
before I make my own judgment.There’s nothing I investigating old scripts about Neverwinter Wood and Sword Mountains. It would be nice to be able to investigate old
like more than a good mystery. sites and ruins in that area. It was time for you to change safety of books and scrolls for dangers of adventure!
And you just got that opportunity when strange Cleric, named Zurke, came to library, trying to find somebody with
knowledge about Sword Mountains area to accompany him on a quest. Although he looked strange, with catastrophic
vocabulary, and strong odour of ale, you knew that this was your chance to embark on an adventure...
PERSONALITY TRAITS

Knowledge. The path to power and self-


improvement is through knowledge. (Neutral)

IDEAL

BOND

I am easily distracted by the promise of information.

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

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
Scholar’s Pack 1 10 Potion of Healing 1 .5
Dagger 1 1
Component Pouch 1 2
Rations (1 day) 2 4

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

17.5 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 +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard

CANTRIPS Mage Hand Minor Illusion


Shocking Grasp

1ST LEVEL 2 SPELL SLOTS Absorb Elements Detect Magic


Mage Armor Magic Missile Shield
Sleep

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Fire Bolt (High Elf)


Fire Bolt Mage Hand Minor Illusion
Evocation Cantrip Conjuration Cantrip Illusion Cantrip

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


RANGE 120 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS S, M (a bit of fleece)

You hurl a mote of fire at a creature or object within range. Make a A spectral, floating hand appears at a point you choose within range. You create a sound or an image of an object within range that lasts
ranged spell attack against the target. On a hit, the target takes 1d10 The hand lasts for the duration or until you dismiss it as an action. for the duration. The illusion also ends if you dismiss it as an action or
fire damage. A flammable object hit by this spell ignites if it isn’t The hand vanishes if it is ever more than 30 feet away from you or if cast this spell again. If you create a sound, its volume can range from
being worn or carried. you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a
This spell’s damage increases by 1d10 when you reach 5th level You can use your action to control the hand. You can use the hand lion’s roar, a beating of drums, or any other sound you choose. The
(2d10), 11th level (3d10), and 17th level (4d10). to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make
retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create
a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small
hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t
pounds. create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Cantrip (High Elf) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Shocking Grasp Absorb Elements Detect Magic


Evocation Cantrip 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 Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION 1 round DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS S COMPONENTS V, S

Lightning springs from your hand to deliver a shock to a creature you The spell captures some of the incoming energy, lessening its effect For the duration, you sense the presence of magic within 30 feet of
try to touch. Make a melee spell attack against the target. You have 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
advantage on the attack roll if the target is wearing armor made of 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
metal. On a hit, the target takes 1d8 lightning damage, and it can’t the first time you hit with a melee attack on your next turn, the magic, and you learn its school of magic, if any. The spell can
take reactions until the start of its next turn. target takes an extra 1d6 damage of the triggering type, and the spell penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
The spell’s damage increases by 1d8 when you reach 5th level ends. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
(2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the extra damage increases by 1d6 for each slot level
above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook

Mage Armor Magic Missile Shield


1st-level abjuration 1st-level evocation 1st-level abjuration

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


RANGE Touch RANGE 120 feet RANGE Self
DURATION 8 hours DURATION Instantaneous DURATION 1 round
COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S COMPONENTS V, S

You touch a willing creature who isn’t wearing armor, and a You create three glowing darts of magical force. Each dart hits a Reaction trigger: You are hit by an attack or targeted by the magic
protective magical force surrounds it until the spell ends. The target’s creature of your choice that you can see within range. A dart deals missile spell An invisible barrier of magical force appears and protects
base AC becomes 13 + its Dexterity modifier. The spell ends it if the 1d4 + 1 force damage to its target. The darts all strike simultaneously, you. Until the start of your next turn, you have a +5 bonus to AC,
target dons armor or if you dismiss the spell as an action. and you can direct them to hit one creature or several. including against the triggering attack, and you take no damage from
At Higher Levels. When you cast this spell using a spell slot of 2nd magic missile.
level or higher, the spell creates one more dart for each slot level
above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Sleep
1st-level enchantment

CASTING TIME 1 action


RANGE 90 feet
DURATION 1 minute
COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

This spell sends creatures into a magical slumber. Roll 5d8, the total
is how many hit points of creatures this spell can affect. Creatures
within 20 feet of a point you choose within range are affected in
ascending order of their current hit points (ignoring unconscious
creatures).
Starting with the creature that has the lowest current hit points,
each creature affected by this spell falls unconscious until the spell
ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Spellcasting (Wizard) Player’s Handbook


Potion of Healing Scholar’s Pack Dagger
Potions Equipment Packs Weapons

You regain 2d4 + 2 hit points when you drink this potion. Includes a backpack, a book of lore, a bottle of ink, an ink
Whatever its potency, the potion’s red liquid glimmers pen, 10 sheets of parchment, a little bag of sand, and a
when agitated. small knife.

½ lb. Dungeon Master’s Guide 10 lbs. Player’s Handbook 1 lb. Player’s Handbook

Component Pouch Rations (1 day)


Adventuring Gear Adventuring Gear

A component pouch is a small, watertight leather belt Rations consist of dry foods suitable for extended travel,
pouch that has compartments to hold all the material including jerky, dried fruit, hardtack, and nuts.
components and other special items you need to cast your
spells, except for those components that have a specific
cost (as indicated in a spell's description).

2 lb. Player’s Handbook 2 lb. Player’s Handbook


Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.

Elf Player’s Handbook Elf Player’s Handbook Elf Player’s Handbook

Arcane Recovery
Class Feature

You have learned to regain some of your magical energy by


studying your spellbook. Once per day when you finish a
short rest, you can choose expended spell slots to recover.
The spell slots can have a combined level that is equal to or
less than half your wizard level (rounded up), and none of
the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover
up to two levels worth of spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.

Wizard Player’s Handbook

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