Rat Ogre Wizard
Rat Ogre Wizard
INSPIRATION
STRENGTH
11 +0 30 I use polysyllabic words to
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
convey the impression of great
erudition.
8 PERSONALITY TRAITS
10 ● Wisdom
Charisma I am often considered a disgrace to
CONSTITUTION
the College due to my bad habits.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 Total 11
Acrobatics (Dex) SUCCESSES
I am infamous for showing up to
16
●
Animal Handling (Wis)
Arcana (Int)
D6 FAILURES serious events completely wasted.
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
+5 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Intoxicated Teacher
20 Insight (Wis)
Size - Large
Intimidation (Cha)
Darkvision [60 feet]
WISDOM Investigation (Int)
●
Ogre Toughness
Medicine (Wis)
Giant Blood
+3 Nature (Int)
Iron Gut
● Perception (Wis)
16
Performance (Cha) Spellcasting
Persuasion (Cha) Cantrips
CHARISMA
● Religion (Int) Spellbook
+2 Sleight of Hand (Dex) Arcane Recovery
Stealth (Dex) Arcane Tradition - School of
14 Survival (Wis) Evocation
SKILLS ATTACKS & SPELLCASTING Evocation Savant
Sculpt Spells
PASSIVE WISDOM (PERCEPTION) Potent Cantrips
CP
Quaterstaff
Empowered Evocation
Arcane Focus
SP
Weapons - Daggers, darts, Slings,
Quaterstaff, Light Crossbow Scholars Pack
EP
Spellbook
Tinkers tools, Calligraphers
Supplies
GP 150 Backpack
Three Flasks of Alcohol
PP
Languages - Common, Ratkin, Bedroll
Giant Feather pen
Chess set
Experiment notes
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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5 8' 5'' 300 lbs
AGE HEIGHT WEIGHT
SYMBOL
The ratmen, while known for their strength in numbers, are not known to be the
You are a brilliant scientist, most physically powerful creatures. So, to compensate, some partake in ungodly
well-known for your mating rituals that produce horrible abominations. The first known successful breed
advancements and contributions was the Ogre Rat, a hybrid that combines the ambition of the anthropomorphic rats
with the raw power of a seeming giant. These formidable hybrids are feared and
to a field of your choice. You
revered among their kind, though despite this these rats may find difficulty fully
have a tutored many a fitting in with either of their respective races.
bright-eyed student, sending
them on their way to becoming Ogre rats are created either by bizarre mating rituals or possibly DNA
as intelligent as yourself. Your experimentation in more futuristic settings, using the blood of ogres. The reasoning
students are also quite familiar is primarily because rat-based races were tired of being seen as lesser beings due to
with the sight of you passed out, their stature. Their numbers could only take so much abuse before the horrible
schemes for breeding strength came to their little plotting minds. Thus, ogre rats
facedown, on your desk, several were created as a result of necessity. They can further breed with other rodents and
empty flasks scattered amongst even other humanoids. But to best preserve their strength, it is superstitious for them
your notes. As long as you can to lay with any other than other ogre rats. As a result, this blood became further
remember, though that isn't refined through generations to create a more powerful race of designated killers.
saying much, you have been an ADDITIONAL FEATURES & TRAITS
avid enjoyer of alcohol, despite
your scientific background. Do 1 major rare - Wand of Lightning Bolts
you drink to cope with stress? Or 2 major uc - Wand of Magic missiles, Cloak of Protection
is it merely a tool to help unlock 5 min UC - Spell Scrolls (1 3rd level (Counterspell), 2 2nd Level
the secrets of the world? Do you (Invisibility, Misty Step)) Bag of Holding, Necklace of Fireballs
regulate your alcoholism, and 5 Min C - Hat of Wizardry, Clockwork Amulet, Potion of Healing
only drink when working, or has
it completely spiraled out of
control, requiring your
colleagues and students to care
for you after another one of your
drunken benders?
CHARACTER BACKSTORY TREASURE
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Abilities, Features and Traits
Intoxicated Teacher - You drink. A lot. No, really, you have a serious problem. Unfortunately in terms of your recovery, you've
found that drinking, to a certain extent, helps organize your slightly scattered mind, and makes previously difficult to understand
concepts easier to parse and work through. While drunk, your character is somehow able to find just the right words to explain any
concept related to your scientific domain, no matter how complicated, in simple enough terminology that anyone listening will be
able to garner at least a basic understanding of it.
Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.
Ogre Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Iron Gut - You have advantage on saving throws against being poisoned and diseases resulting from ingesting matter.
Spellcasting - As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true
power.
Cantrips - You know five cantrips from the wizard spell list.
Spellbook - At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository
of the wizard spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells - The Spellcasting page shows how many spell slots you have to cast your spells of 1st level and
higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when
you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard
spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a
level for which you have spell slots. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of
prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and
memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability - Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated
study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Ritual Casting - You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You
don’t need to have the spell prepared.
Spellcasting Focus - You can use an arcane focus as a spellcasting focus for your wizard spells.
Arcane Recovery - 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.
Arcane Tradition - School of Evocation - You focus your study on magic that creates powerful elemental effects such as bitter cold,
searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as
artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as
bandits, adventurers, or aspiring tyrants.
Evocation Savant - The gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells - You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation
spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen
creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half
damage on a successful save.
Potent Cantrip - Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a
saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the
cantrip.
Empowered Evocation - You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Wizard Int 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 1
Fire Bolt ● Counterspell ● Chain Lightning
Acid Splash Dispel Magic ● Disintegrate
Infestation ● Fireball Otiluke's Freezinf Sphere
Mage Hand Lightning Bolt Sunbeam
Lightning Lure Melf's Minute Meteors
Toll the Dead Sleet Storm
Prestidigitation
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Burning Hands
Catapult
4 3
Colour Spray
Cause Fear ● Banishment
Feather Fall Dimension Door
SPELLS KNOWN
2 3
Aganazzar's Scorcher
● Tasha's Mind Whip
Invisibility
5 2
● Shatter
Mirror Image Cloudkill
● ●
9
Misty Step Conjure Elemental
Cone of Cold
Dawn
● Immolation
Wall of Force
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ACID SPLASH FIRE BOLT INFESTATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M Instantaneous
You hurl a bubble of acid. Choose one creature You hurl a mote of fire at a creature or object a living flea
within range, or choose two creatures within within range. Make a ranged spell attack against
range that are within 5 feet of each other. A the target. On a hit, the target takes 1d10 fire You cause a cloud of mites, fleas, and other
target must succeed on a Dexterity saving throw damage. A flammable object hit by this spell parasites to appear momentarily on one creature
or take 1d6 acid damage. ignites if it isn't being worn or carried. you can see within range. The target must
This spells damage increases by 1d6 when you This spell's damage increases by 1d10 when you succeed on a Constitution saving throw, or it
reach 5th Level (2d6), 11th level (3d6) and 17th reach 5th level (2d10), 11th level (3d10), and takes 1d6 poison damage and moves 5 feet in a
level (4d6). 17th level (4d10). random direction if it can move and its speed is
at least 5 feet. Roll a d4 for the direction: 1,
north: 2, south: 3, east: or 4, west. This
movement doesn't provoke opportunity attacks,
and if the direction rolled is blocked, the target
doesn't move.
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Wizard Conjuration cantrip Wizard Evocation cantrip Wizard (XGE) Conjuration cantrip
Wizard (TCE) Evocation cantrip Wizard Conjuration cantrip Wizard Transmutation cantrip
Wizard (XGE) Necromancy cantrip Wizard 1st level Evocation Wizard (XGE) 1st level Transmutation
CAUSE FEAR COLOR SPRAY FEATHER FALL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self (15-foot cone) 1 reaction 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M 1 round V, M 1 minute
minute
a pinch of powder or sand that is colored red, yellow, and blue a white feather or the heart of a hen
You awaken the sense of mortality in one
creature you can see within range. A construct A dazzling array of flashing, colored light springs Reaction - When you or a creature within 60 feet
or an undead is immune to this effect. The target from your hand. Roll 6d10, the total is how many of you falls Choose up to five falling creatures
must succeed on a Wisdom saving throw or hit points of creatures this spell can effect. within range. A falling creature's rate of descent
become frightened of you until the spell ends. Creatures in a 15-foot cone originating from you slows to 60 feet per round until the spell ends. If
The frightened target can repeat the saving are affected in ascending order of their current the creature lands before the spell ends, it takes
throw at the end of each of its turns, ending the hit points (ignoring unconscious creatures and no falling damage and can land on its feet, and
effect on itself on a success. creatures that can't see). the spell ends for that creature.
At Higher Levels: When you cast this spell Starting with the creature that has the lowest
using a spell slot of 2nd level or higher, you can current hit points, each creature affected by this
target one additional creature for each slot level spell is blinded until the spell ends. Subtract each
above 1st. The creatures must be within 30 feet creature's hit points from the total before
of each other when you target them. 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 the
creature to be affected.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, roll an
additional 2d10 for each slot level above 1st.
Wizard (XGE) 1st level Necromancy Wizard 1st level Illusion Wizard 1st level Transmutation
Wizard 1st level Abjuration Wizard 1st level Evocation Wizard 1st level Abjuration
Wizard 1st level Enchantment Wizard 1st level Enchantment Wizard 1st level Evocation
WITCH BOLT AGANAZZAR'S SCORCHER INVISIBILITY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 1
minute hour
a red dragon's scale
a twig from a tree that has been struck by lightning an eyelash encased in gum arabic
A line of roaring flame 30 feet long and 5 feet
A beam of crackling, blue energy lances out wide emanates from you in a direction you A creature you touch becomes invisible until the
toward a creature within range, forming a choose. Each creature in the line must make a spell ends. Anything the target is wearing or
sustained arc of lightning between you and the Dexterity saving throw. A creature takes 3d8 fire carrying is invisible as long as it is on the target's
target. Make a ranged spell attack against that damage on a failed save, or half as much damage person. The spell ends for a target that attacks or
creature. On a hit, the target takes 1d12 on a successful one. casts a spell.
lightning damage, and on each of your turns for At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
the duration, you can use your action to deal using a spell slot of 3rd level or higher, the using a spell slot of 3rd level or higher, you can
1d12 lightning damage to the target damage increases by 1d8 for each slot level target one additional creature for each slot level
automatically. The spell ends if you use your above 2nd. above 2nd.
action to do anything else. The spell also ends if
the target is ever outside the spell's range or if it
has total cover from you.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the initial
damage increases by 1d12 for each slot level
above 1st.
Wizard 1st level Evocation Wizard (XGE) 2nd level Evocation Wizard 2nd level Illusion
Wizard 2nd level Illusion Wizard 2nd level Conjuration Wizard 2nd level Evocation
Wizard 2nd-level enchantment Wizard 3rd level Abjuration Wizard 3rd level Abjuration
FIREBALL LIGHTNING BOLT MELF'S MINUTE METEORS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action Self (100-foot line) 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 10
minutes
a tiny ball of bat guano and sulfur a bit of fur and a rod of amber, crystal, or glass
niter, sulfur, and pine tar formed into a bead
A bright streak flashes from your pointing finger A stroke of lightning forming a line of 100 feet
to a point you choose within range then long and 5 feet wide blasts out from you in a You create six tiny meteors in your space. They
blossoms with a low roar into an explosion of direction you choose. Each creature in the line float in the air and orbit you for the spell's
flame. Each creature in a 20-foot radius must must make a Dexterity saving throw. A creature duration. When you cast the spell-and as a bonus
make a Dexterity saving throw. A target takes takes 8d6 lightning damage on a failed save, or action on each of your turns thereafter-you can
8d6 fire damage on a failed save, or half as much half as much damage on a successful one. expend one or two of the meteors, sending them
damage on a successful one. The lightning ignites flammable objects in the streaking toward a point or points you choose
The fire spreads around corners. It ignites area that aren't being worn or carried. within 120 feet of you. Once a meteor reaches
flammable objects in the area that aren't being At Higher Levels: When you cast this spell its destination or impacts against a solid surface,
worn or carried. using a spell slot of 4th level or higher, the the meteor explodes. Each creature within 5 feet
At Higher Levels: When you cast this spell damage increases by 1d6 for each slot above of the point where the meteor explodes must
using a spell slot of 4th level or higher, the 3rd. make a Dexterity saving throw. A creature takes
damage increases by 1d6 for each slot level 2d6 fire damage on a failed save, or half as much
above 3rd. damage on a successful one.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
number of meteors created increases by two for
each slot level above 3rd.
Wizard 3rd level Evocation Wizard 3rd level Evocation Wizard (XGE) 3rd level Evocation
Wizard 3rd level Conjuration Wizard 4th level Abjuration Wizard 4th level Conjuration
Wizard 4th level Conjuration Wizard (XGE) 4th level Evocation Wizard (XGE) 4th level Conjuration
SUMMON GREATER DEMON [2/2] VITRIOLIC SPHERE CLOUDKILL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet
1 action 150 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1
hour V, S, M Instantaneous V, S Concentration, up to 10
minutes
a vial of blood from a humanoid killed within the past 24 hours a drop of giant slug bile
You create a 20-foot-radius sphere of poisonous,
of its ability. If you stop concentrating on the You point at a location within range, and a yellow-green fog centered on a point you choose
spell before it reaches its full duration, an glowing 1-foot ball of emerald acid streaks there within range. The fog spreads around corners. It lasts
uncontrolled demon doesn't disappear for 1d6 and explodes in a 20-foot radius sphere. Each for the duration or until strong wind disperses the fog,
rounds if it still has hit points. creature in that area must make a Dexterity ending the spell. Its area is heavily obscured.
As part of casting the spell, you can form a circle saving throw. On a failed save, a creature takes When a creature enters the spell's area for the first
on the ground with the blood used as a material 10d4 acid damage and 5d4 acid damage at the time on a turn or starts its turn there, that creature
component. The circle is large enough to end of its next turn. On a successful save, a must make a Constitution saving throw. The creature
creature takes half the initial damage and no takes 5d8 poison damage on a failed save, or half as
encompass your space. While the spell lasts, the much damage on a successful one. Creatures are
summoned demon can't cross the circle or harm damage at the end of its next turn.
At Higher Levels. When you cast this spell affected even if they hold their breath or don't need to
it, and it can't target anyone within it. Using the breathe.
material component in this manner consumes it using a spell slot of 5th level or higher, the initial
damage increases by 2d4 for each slot level The fog moves 10 feet away from you at the start of
when the spell ends. each of your turns, rolling along the surface of the
At Higher Levels: When you cast this spell above 4th. ground. The vapors, being heavier than air, sink to the
using a spell slot of 5th level or higher, the lowest level of the land, even pouring down openings.
challenge rating increases by 1 for each slot level At Higher Levels: When you cast this spell using a
above 4th. spell slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th.
Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Evocation Wizard 5th level Conjuration
Wizard 5th level Evocation Wizard 5th level Conjuration Wizard 5th level Conjuration
Wizard (XGE) 5th level Evocation Wizard (XGE) 5th level Evocation Wizard 5th level Evocation
CHAIN LIGHTNING DISINTEGRATE [1/2] DISINTEGRATE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Instantaneous
a bit of fur, a piece of amber, glass, or crystal rod, and three silver a lodestone and a pinch of dust a lodestone and a pinch of dust
pins
A thin green ray springs from your pointing finger to a for each slot level above 6th.
You create a bolt of lightning that arcs toward a target that you can see within range. The target can be
target of your choice that you can see within a creature, an object, or a creation of magical force,
range. Three bolts then leap from that target to such as the wall created by Wall of Force.
as many as three other targets, each of which A creature targeted by this spell must make a
must be within 30 feet of the first target. A Dexterity saving throw. On a failed save, the target
target can be a creature or an object and can be takes 10d6+40 force damage. If this damage reduces
targeted by only one of the bolts. the target to 0 hit points, it is disintegrated.
A target must make a Dexterity saving throw. A disintegrated creature and everything it is wearing
The target takes 10d8 lightning damage on a and carrying, except magic items, are reduced to a pile
of fine gray dust. The creature can be restored to life
failed save, or half as much on a successful one.
At Higher Levels: When you cast this spell only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or
using a spell slot of 7th level or higher, one smaller nonmagical object or a creation of magical
additional bolt leaps from the first target to force. If the target is a Huge or larger object or
another target for each slot level above 6th. creation of force, this spell disintegrates a 10-foot-
cube portion of it. A magic item is unaffected by this
spell.
At Higher Levels: When you cast this spell using a
spell slot of 7th level or higher, the damage increases
by 3d6
Wizard 6th level Evocation Wizard 6th level Transmutation Wizard 6th level Transmutation
Wizard 6th level Evocation Wizard 6th level Evocation Wizard 6th level Evocation