Wizard 5 Anthropologist
Nerissa CLASS & LEVEL BACKGROUND PLAYER NAME
Water Genasi Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
12 2 30ft
STRENGTH
8 ARMOR
+3 PROFICIENCY BONUS CLASS INITIATIVE SPEED
-1 PERSONALITY TRAITS
Hit Point Maximum 34
Strength
34
DEXTERITY
Dexterity
14 Constitution
CURRENT HIT POINTS IDEALS
● Intelligence
+2 ● Wisdom
CONSTITUTION
Charisma
SAVING THROWS
Mage armor 15
TEMPORARY HIT POINTS BONDS
16
5d6
+2 Acrobatics (Dex) Total SUCCESSES
+3 0 Animal Handling (Wis)
5d6 FAILURES
● +7 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)
18 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
● +7 History (Int) Wizardly Quill
+4 Insight (Wis) At 2nd level, as a bonus action, you can
Intimidation (Cha) magically create a Tiny quill in your free
WISDOM ● +7 Investigation (Int) hand. The magic quill has the following
properties:
10
Medicine (Wis)
Nature (Int)
Perception (Wis) The quill doesn’t require ink. When you
0
Performance (Cha) write with it, it produces ink in a color of
Persuasion (Cha) your choice on the writing surface.
CHARISMA
● +7 Religion (Int) The time you must spend to copy a spell
9 Sleight of Hand (Dex) into your spell book equals 2 minutes per
Stealth (Dex) spell level if you use the quill for the
0 transcription.
Survival (Wis)
You can erase anything you write with
SKILLS ATTACKS & SPELLCASTING
the quill if you wave the feather over the
text as a bonus action, provided the text
PASSIVE WISDOM (PERCEPTION)
CP Mystery Key 5%chance is within 5 feet of you.
of opening any lock (14 This quill disappears if you create
Common SP 92 on a D20) another one or if you die.
Amphibious. You can breathe air and
Primordial 2 Daggers
EP water.
Draconic Explorer's Pack Acid Resistance. You have resistance to
Abyssal GP 266 Components pouch acid damage.
PP Feature: Keen Mind
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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Nerissa
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Call to the Wave. You know the Shape Water cantrip. When you reach 3rd level, you can
A leather-bound diary, a bottle of cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you
ink, an ink pen, a set of traveler's regain the ability to cast it this way when you finish a long rest. Constitution is your
clothes, one trinket of special spellcasting ability for these spells.
Adept Linguist
significance (, and a pouch
You can communicate with humanoids who don't speak any language you know. You
containing 10gp must observe the humanoids interacting with one another for at least 1 day, after which
you learn a handful of important words, expressions, and gestures – enough to
communicate on a rudimentary level.
Cantrip Formulas (Optional)
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use
to formulate a cantrip in your mind. Whenever you finish a long rest and consult those
formulas in your spellbook, you can replace one wizard cantrip you know with another
cantrip from the wizard spell list.
ADDITIONAL FEATURES & TRAITS
Awakened Spellbook
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened
an arcane sentience within your spellbook.
At 2nd level, while you are holding the book, it grants you the following benefits:
You can use the book as a spellcasting focus for your wizard spells.
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that
appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The
latter spell must be of the same level as the spell slot you expend.
When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10
minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane
sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's
consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along
with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
CHARACTER BACKSTORY TREASURE
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INT 15 +9
Wizard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6
Light Fireball
●
Toll the dead Counterspell
Mage Hand Sending
Message Haste
Shape Water
Puedo preparar 9 SPELLS
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED WISH LIST
1 4 1 7
EPAR Leomunds Tiny hut
SPELL NAME
ED
PR
● Shield
Mage Armor
●
4
Comprehend laguages
Identify
Feather Fall
SPELLS KNOWN
● Expeditious Retreat
2 1
● Maximillian's Earthen Grasp
● Misty Step
Mirror Image
5
Locate Object
Shatter
●
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.