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Wiz Rack

This document provides character details for a Vedalken Wizard named Wizrack. Key details include that Wizrack has 105 hit points, proficiency with daggers, darts, slings, quarterstaffs, and light crossbows. Wizrack has an ability called Illusory Self that creates an illusory duplicate to draw attacks, and can recover spell slots on a short rest. Wizrack also has a feat called Metamagic Adept that allows changing spell casting times and rerolling attack rolls once per day.

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Dick Dansley
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0% found this document useful (0 votes)
71 views5 pages

Wiz Rack

This document provides character details for a Vedalken Wizard named Wizrack. Key details include that Wizrack has 105 hit points, proficiency with daggers, darts, slings, quarterstaffs, and light crossbows. Wizrack has an ability called Illusory Self that creates an illusory duplicate to draw attacks, and can recover spell slots on a short rest. Wizrack also has a feat called Metamagic Adept that allows changing spell casting times and rerolling attack rolls once per day.

Uploaded by

Dick Dansley
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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Wizard 17 Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME


Wizrack
Vedalken
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
11 ARCANE RECOVERY (L5)= 1
-1 ARMOR
+1 30'
CLASS
+6 PROFICIENCY BONUS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 105


-1 Strength
DEXTERITY
+1 Dexterity ILLUSORY SELF(short rest)=1

+1 +2 Constitution
CURRENT HIT POINTS IDEALS
● 11A Intelligence
13 ● 9A Wisdom
0A Charisma Metamagic Adept = 1
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
+1 Acrobatics (Dex) Total d6 SUCCESSES
14 +3 Animal Handling (Wis) FAILURES
● 11 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

+5 ●
+0 Deception (Cha)
11 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Dagger(20/60) +7 1d4+1 prc PARTIALLY AMPHIBIOUS


20 ● +9 Insight (Wis)
(1/day): Breathe underwater
+0 Intimidation (Cha)
for 1 hour.
WISDOM ● 11 Investigation (Int)
● +9 Medicine (Wis)
+3 +5 Nature (Int)
ARCANE RECOVERY
+3 Perception (Wis)
(1/day): <=Wizard level (<=L5
16 slot)
+0 Performance (Cha)
+0 Persuasion (Cha)
CHARISMA
● 11 Religion (Int)
ILLUSORY SELF(short rest):
+0 +1 Sleight of Hand (Dex)
Reaction to interpose the
+1 Stealth (Dex)
illusory duplicate between the
10
+3 Survival (Wis) attacker and yourself, making
the attack automatically miss.
SKILLS ATTACKS & SPELLCASTING

FEAT: Metamagic Adept


13 PASSIVE WISDOM (PERCEPTION)
scroll case stuffed full of
CP
notes from your studies or
(only 1 of them per day)
prayers, winter blanket, set of •Change casting time from 1
PROFICIENCIES: herbalism
SP common clothes, herbalism action to bonus action
kit, arcane focus, spellbook,
kit, daggers, darts, slings, backpack, book of lore, bottle •Reroll attack roll for a spell
EP
quarterstaffs, light crossbows of ink, ink pen, 10 sheets of
parchment, little bag of sand,
GP small knife, Herbalism Kit, 10
LANGUAGES: Common, chalk, fine clothes
Elvish, Vedalken PP

HEALING POTIONS:
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

CRAFTING HEALING NAME


POTIONS:
•2d4+2 = 1 day 25 gp
•4d4+4 = 1 week 100 gp

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Copying spell: 2 hours, 50 GP Spells Known = 38 (+2 spells


~+1d4 (half for Illusion spell) per level)

Ritual Casting Spells Prepared = 1+ (Level +


DISCOVERY: INT)
The quiet seclusion of your ARCANE TRADITION: Illusion
extended hermitage gave you Spell Save DC = 19 (8 + prof +
access to a unique and ILLUSORY REALITY: When INT)
powerful discovery. The exact casting Illusion spell, choose 1
nature of this revelation inanimate, nonmagical object Spell Attack = +11 (prof + INT)
depends on the nature of your that is part of the illusion and
seclusion. It might be a great make it real.
truth about the cosmos, the
deities, the powerful beings of
the outer planes, or the forces
ADDITIONAL FEATURES & TRAITS
of nature. It could be a site
that no one else has ever
seen. You might have ATTUNEMENT: Malleable Illusions:
uncovered a fact that has long •Dragonstaff of Ahghairon Starting at 6th level, when you
been forgotten, or unearthed cast an illusion spell that has a
some relic of the past that FEAT: Metamagic Adept duration of 1 minute or longer,
could rewrite history. It might you can use your action to
be information that would be change the nature of that illusion
damaging to the people who (using the spell's normal
or consigned you to exile, and parameters for the illusion),
hence the reason for your provided that you can see the
return to society. illusion.
CHARACTER BACKSTORY TREASURE

TM & © 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard INT 19 +11
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Chill Touch 120',R,4d8 nec NO rgn Animate Dead Chain Lightning DEX 10d8 ltng
Create Bonfire(c) DEX 4d8 fire Counterspell(RE) 60' Contingency
Firebolt 120',4d10, Range Dispel Magic 120' Disintigrate
Mending Fireball 150' DEX 8d6 fire 20'r Globe of Invulnerability
Minor Illusion (sound+image) Fly(c) 60' flying
Toll The Dead 60',4d8/4d12, WIS Gaseous Form(c)
Lightning Bolt100'line,DEX 8d6 ltn
Remove Curse
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 1
EPAR
SPELL NAME Etherealness
ED
PR

Burn Hands 15' cone,DEX 3d6 fire Whirlwind(c)DEX 10d6 STR


Color Spray 15' cone, 6d10 blind 4 3 Draconic Transformation(b)(c)
Disguise Self Finger of Death
False Life +1d4+4 temp HP Blight 30' CON 8d8 nec Crown of Stars
Fog Cloud(c) 120', 20'radius Conjure Minor Elem(c)1m cast
SPELLS KNOWN

Goodberry (10) Evard's BT90'(c)20'dt DEX3d6 bld


Healing Word(b)60' +1d4+INT HP Fabricate 10 min cast
Mage Armor AC=13+DEX Greater Invisibility(c)
Magic Missile 120', 1d4+1 x 3 Haste(c) 30'
Shield (RE) AC+5 Ice Storm300',20'rDEX 2d8b+4d6c
8 1
Sleep 90' 5d8 Polymorph(c)
Witch Bolt(c) 30' 1d12 lightning Sick Rad(c) 30' CON4d10+Exhstn Antimagic Field(c)
Wall of Fire(c) 120',60'wDEX 5d8 Illusory Dragon(c)
2 Power Word: Stun
3
Blindness/Deafness 30' CON
Darkness(c) 60'
Dust Devil(c)60' STR 1d8 bld wi5' 5 Telekinesis(c) 60' (Level 5)
2
Enlarge/Reduce(c)
Fortune Favor(1 min) Luck 1 hr Bigby's Hand(c) 4d8 force 9 1
Gust of Wind(c) 60' line Cloudkill(c) 20'r CON 5d8 pos
Hold Person(c) WIS paralyzed Cone of Cold 60' cone CON 8d8 Meteor Swarm
Invisibility Conjure Elemental(c) 1min cast Wish
Magic Weapon(b)(c) +1(1hr) Dominate Person(c) 60' WIS
Misty Step(b) 30' Hold Monster(c) WIS
Rime's Binding Ice CON 3d8 cold~ Immolation(c) DEX 7d6 fire
Scorching Ray 120', 3R, 2d6 fire Wall of Light(c) CON4d8r+Blind1m
Suggestion(c) WIS Summon Draconic Spirit(c)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Spell Descriptions
Comprehend Languages(R)
Detect Magic (R)
Feign Death (R)
Find Familiar (R)
Guiding Hand (R)
Identify(R)
Unseen Servant(R) 60', lasts 1
hr
Backstory

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