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Levai 2.0

1) This document contains character sheet information for a Level 1 High Elf Wizard named Levai De Voner. 2) Levai has an Intelligence of 18 and proficiency bonuses of +2 to skills and saving throws. 3) As a High Elf, Levai has the Fey Ancestry and Trance racial traits, including advantage on saving throws against being charmed and the ability to meditate deeply for 4 hours each day instead of sleeping.

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0% found this document useful (0 votes)
43 views7 pages

Levai 2.0

1) This document contains character sheet information for a Level 1 High Elf Wizard named Levai De Voner. 2) Levai has an Intelligence of 18 and proficiency bonuses of +2 to skills and saving throws. 3) As a High Elf, Levai has the Fey Ancestry and Trance racial traits, including advantage on saving throws against being charmed and the ability to meditate deeply for 4 hours each day instead of sleeping.

Uploaded by

Faca 01
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


Levai De Voner
Noble Chaotic/Neutral 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) Mage armor (16) 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
11
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

+2 Constitution ARMOR CLASS


DEXTERITY
✘ +6 Intelligence
MAXIMUM HIT DICE TEMPORARY

17 ✘ +3 Wisdom

-1 Charisma
8 1d6
CONDITIONAL

+3 cons con bs (+6) 8


CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

14 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


+2 ✘ +6 Arcana (Int) Darkvision

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

18 ✘ +6 History (Int)
+1 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+4 ✘ +6 Investigation (Int)
+1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+4 Nature (Int)

13 ✘ +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 +4 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

9 +1 Survival (Wis)
SKILLS

-1 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


fire bolt 120f +6 1d10

Rapier +5 1d8+3 FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Longsword, Shortsword,


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

Tool Proficiencies. Dragonchess set

Languages. Common, Elvish, Undercommon, Deep


Speech

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Levai 2.0
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and
wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former
merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you
My eloquent flattery makes everyone I talk to feel could be an honest, hard-working landowner who cares deeply about the people who live and work on your land,
like the most wonderful and important person in the keenly aware of your responsibility to them.
world.
I take great pains to always look my best and follow
the latest fashions. Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble
title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to
your own children. Not only do you need to determine your noble title, but you should also work with the DM to
PERSONALITY TRAITS
describe your family and their influence on you.

Power. If I can attain more power, no one will tell me Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and
what to do. (Evil) over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the
common people regard them?

IDEAL What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How
do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as
long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you
I will face any challenge to win the approval of my in your family’s good graces, or shunned by the rest of your family?
family.
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the
time? An animal you regard as a symbol of your line or even a spiritual member of the family?
BOND
These details help establish your family and your title as features of the world of the campaign.
I secretly believe that everyone is beneath me.

FLAW BACKGROUND STORY

Position of Privilege
Thanks to your noble birth, people are inclined to
think the best of you. You are welcome in high
society, and people assume you have the right to be
wherever you are. The common folk make every
effort to accommodate you and avoid your
displeasure, and other people of high birth treat you
as a member of the same social sphere. You can
secure an audience with a local noble if you need to.

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 Staff. An arcane focus is a special item—an orb, a crystal,
Scholar’s Pack 1 10 a rod, a specially constructed staff, a wand—like length
[Staff] 1 4 of wood, or some similar item designed to channel the
Rapier 1 2 power of arcane spells. A sorcerer, warlock, or wizard
fine clothes can use such an item as a spellcasting focus.
book of lore
ink pen

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
signet ring

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

16 lb / 165 lb 330 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 +6 14 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard

CANTRIPS Fire Bolt Infestation


Prestidigitation dancing light

1ST LEVEL 2 SPELL SLOTS ● Chromatic Orb ● Detect Magic


● Find Familiar ● Mage Armor ● Shield
● Unseen Servant

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Dancing Lights (High Elf)


Dancing Lights Fire Bolt Infestation
Evocation Cantrip Evocation Cantrip Conjuration Cantrip

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


RANGE 120 feet RANGE 120 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS V, S, M (a living flea)

You create up to four torch-sized lights within range, making them You hurl a mote of fire at a creature or object within range. Make a You cause a cloud of mites, fleas, and other parasites to appear
appear as torches, lanterns, or glowing orbs that hover in the air for ranged spell attack against the target. On a hit, the target takes 1d10 momentarily on one creature you can see within range. The target
the duration. You can also combine the four lights into one glowing fire damage. A flammable object hit by this spell ignites if it isn’t must succeed on a Constitution saving throw, or it takes 1d6 poison
vaguely humanoid form of Medium size. Whichever form you choose, being worn or carried. damage and moves 5 feet in a random direction if it can move and its
each light sheds dim light in a 10-foot radius. As a bonus action on This spell’s damage increases by 1d10 when you reach 5th level speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south;
your turn, you can move the lights up to 60 feet to a new spot within (2d10), 11th level (3d10), and 17th level (4d10). 3, east; or 4, west. This movement doesn’t provoke opportunity
range. A light must be within 20 feet of another light created by this attacks, and if the direction rolled is blocked, the target doesn’t
spell, and a light winks out if it exceeds the spell’s range. move.
The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

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

Prestidigitation Chromatic Orb Detect Magic


Transmutation Cantrip 1st-level evocation 1st-level divination (ritual)

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


RANGE 10 feet RANGE 90 feet RANGE Self
DURATION Up to 1 hour DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S

This spell is a minor magical trick that novice spellcasters use for You hurl a 4-inch-diameter sphere of energy at a creature that you For the duration, you sense the presence of magic within 30 feet of
practice. You create one of the following magical effects within can see within range. You choose acid, cold, fire, lightning, poison, or you. If you sense magic in this way, you can use your action to see a
range: thunder for the type of orb you create, and then make a ranged spell faint aura around any visible creature or object in the area that bears
• You create an instantaneous, harmless sensory effect, such as a attack against the target. If the attack hits, the creature takes 3d8 magic, and you learn its school of magic, if any. The spell can
shower of sparks, a puff of wind, faint musical notes, or an odd odor. damage of the type you choose. penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
• You instantaneously light or snuff out a candle, a torch, or a At Higher Levels. When you cast this spell using a spell slot of 2nd common metal, a thin sheet of lead, or 3 feet of wood or dirt.
small campfire. level or higher, the damage increases by 1d8 for each slot level above
• You instantaneously clean or soil an object no larger than 1 cubic 1st.
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

Find Familiar Mage Armor Shield


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

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


RANGE 10 feet RANGE Touch RANGE Self
DURATION Instantaneous DURATION 8 hours DURATION 1 round
COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S
consumed by fire in a brass brazier)

You gain the service of a familiar, a spirit that takes an animal form you choose: You touch a willing creature who isn’t wearing armor, and a Reaction trigger: You are hit by an attack or targeted by the magic
bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish protective magical force surrounds it until the spell ends. The target’s missile spell An invisible barrier of magical force appears and protects
(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 base AC becomes 13 + its Dexterity modifier. The spell ends it if the you. Until the start of your next turn, you have a +5 bonus to AC,
celestial, fey or fiend (your choice) instead of a beast. target dons armor or if you dismiss the spell as an action. including against the triggering attack, and you take no damage from
Your familiar acts independently of you, but it always obeys your commands. In magic missile.
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 cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through 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 you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast 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 had 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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Unseen Servant
1st-level conjuration (ritual)

CASTING TIME 1 action


RANGE 60 feet
DURATION 1 hour
COMPONENTS V, S, M (a piece of string and a bit of wood)

This spell creates an invisible, mindless, shapeless, Medium force that


performs simple tasks at your command until the spell ends. The
servant springs into existence in an unoccupied space on the ground
within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally
command the servant to move up to 15 feet and interact with an
object. The servant can perform simple tasks that a human servant
could do, such as fetching things, cleaning, mending, folding clothes,
lighting fires, serving food, and pouring wine. Once you give the
command, the servant performs the task to the best of its ability until
it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Spellcasting (Wizard) Player’s Handbook


Scholar’s Pack Staff Rapier
Equipment Packs Spellcasting Focus Weapons

Includes a backpack, a book of lore, a bottle of ink, an ink An arcane focus is a special item—an orb, a crystal, a rod, a
pen, 10 sheets of parchment, a little bag of sand, and a specially constructed staff, a wand—like length of wood, or
small knife. some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

10 lbs. Player’s Handbook 4 lb. Player’s Handbook 2 lb. Player’s Handbook

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