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Zhekno

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25 views8 pages

Zhekno

Uploaded by

ceogoku
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Conjurer Wizard 8 Sage


CLASS & LEVEL BACKGROUND PLAYER NAME
Zhekno
Deep Gnome Neutral Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
STRENGTH Curious. Historian. Book nerd. Fascinado por los
16 2 25
0
demonios. 95 años.

3 PROFICIENCY BONUS

11 PERSONALITY TRAITS

Hit Point Maximum 46


DEXTERITY 0 Strength

2
2 Dexterity Escribir la historia de su gente y mostrársela al
CURRENT HIT POINTS
1 Constitution mundo

8 Intelligence
14
5 Wisdom
IDEALS
0 Charisma
CONSTITUTION
TEMPORARY HIT POINTS
SAVING THROWS

1 8
Su primo en Blingdenstone. Y los compañeros

de viaje que perdió en Barovia


12 2 Acrobatics (Dex)
2 Animal Handling (Wis)
8 BONDS
INTELLIGENCE Arcana (Int)

5
0 Athletics (Str)
0 Deception (Cha)
NAME ATK DAMAGE/TYPE
Bocón y aventado.
8 History (Int)
20 2 Insight (Wis)
ATTACKS & SPELLCASTING
0 Intimidation (Cha)
WISDOM
8 Investigation (Int)
FLAWS
10

2
2 Medicine (Wis)
CP SP EP GP PP
5 Nature (Int)
2 Perception (Wis)
14 1 Staff (Walking Cane)
SAGE
0 Performance (Cha) 1 Spellbook
0 Persuasion (Cha) SPELLCASTING
CHARISMA
1 Explorer's Pack
8 Religion (Int) 1 Silver Dagger ARCANE RECOVERY

0 2

2
Sleight of Hand (Dex)

Stealth (Dex)
1 Muñequito de half dragon
2 Healing Potion Normal
ARCANE TRADITION

STONE CAMOUFLAGE
11 2 Survival (Wis) 1 Cloak of Protection +1
SUPERIOR DARK VISION
EQUIPMENT
SKILLS Ritual Casting

FEATURES & TRAITS

12 PASSIVE WISDOM (PERCEPTION)

LANGUAGE: Abyssal, Common, Gnomish, Infernal,


Undercommon

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE
Total: Total:
CP SP EP GP PP

3 vials of blood
1 Rope of Climbing
1 250 gp de materiales
Total: Total:
1 Greater Healing Potion
1 Cuadro/Plano
ATTACKS & SPELLCASTING 10 Sling Stones +1
1 Crystal Poder

Total: Total:

EQUIPMENT
INTELLIGENCE 16 8

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 0

Lightning Lure Summon Lesser Demon

Message Counterspell

Fire Bolt Fly 7 0


Mending Fireball

Dispel Magic

Melf's Minute Meteors


8 0
Galder's Tower
1 4

Identify
4 2
Detect Magic 9 0
Shield Summon Greater Demon
Silvery Barbs Mordenkainen's Hound
Chromatic Orb Polymorph
Comprehend Languages Locate Creature
False Life Vitriolic Sphere
Tasha's Caustic Brew

Protection From Good and Evil


5 0
Mage Armor

2 3

Vortex Warp

Wither and Bloom

Flock of Familiars

Rime's Binding Ice


FEATURES & TRAITS
SAGE ARCANE TRADITION STONE CAMOUFLAGE
-2 Languages -HIstory and Arcana skills -A quill, a belt Conjuration: Conjuration Savant Beginning when you Advantage on stealth when hiding in rocks
pouch containing 10 gp, a small knife, a bottle of black ink, select this school at 2nd level, the gold and time you must
a letter from a dead colleague posing a question which you spend to copy a Conjuration spell into your spellbook is SUPERIOR DARK VISION

have not yet been able to answer and a set of common halved. Minor Conjuration Starting at 2nd level when you 120 FT

clothes. select this school, you can use your action to conjure up an
Ritual Casting
inanimate object in your hand or on the ground in an
SPELLCASTING You can cast a wizard spell as a ritual if that spell has the
unoccupied space that you can see within 10 feet of you.
Spells prepared: INT + LVL ritual tag and you have the spell in your spellbook. You
This object can be no larger than 3 feet on a side and weigh
don't need to have the spell prepared.
no more than 10 pounds, and its form must be that of a
ARCANE RECOVERY
nonmagical object that you have seen. The object is visibly
You have learned to regain some of your magical energy
magical, radiating dim light out to 5 feet. The object
by studying your spellbook. Once per day when you finish
disappears after 1 hour, when you use this feature again, or
a short rest, you can choose expended spell slots to recover.
if it takes or deals any damage. Benign Transportation
The spell slots can have a combined level that is equal to or
Starting at 6th level, you can use your action to teleport up
less than half your wizard level (rounded up), and none of
to 30 feet to an unoccupied space that you can see.
the slots can be 6th level or higher. For example, if you're a
Alternatively, you can choose a space within range that is
4th-level wizard, you can recover up to two levels worth of
occupied by a Small or Medium creature. If that creature is
spell slots. You can recover either a 2nd-level spell slot or
willing, you both teleport, swapping places. Once you use
two 1st-level spell slots.
this feature, you can't use it again until you finish a long
rest or you cast a conjuration spell of 1st level or higher.
Focused Conjuration Beginning at 10th level, while you
are concentrating on a conjuration spell, your concentration
can't be broken as a result of taking damage. Durable
Summons Starting at 14th level, any creature that you
summon or create with a conjuration spell has 30
temporary hit points.
SPELLS
Lightning Lure Identify Silvery Barbs
Evocation cantrip Divination 1 (ritual) Enchantment 1
Casting Time: 1 action Casting Time: 1 minute Casting Time: Reaction you take when a creature you can
Range: Self (15 foot radius) Range: Touch see within 60 feet of yourself succeeds on an attack roll, an
Target: 1 creature Target: 1 object ability check, or a saving throw
Components: V Components: V S M Range: 60 feet
Duration: Duration: Target: 1 creature
Description: Description: Components: V
You create a lash of lightning energy that strikes at one You choose one object that you must touch throughout the Duration: Insta
creature of your choice that you can see within 15 feet of casting of the spell. If it is a magic item or some other Description:
you. The target must succeed on a Strength saving throw or magic-imbued object, you learn its properties and how to You magically distract the triggering creature and turn its
be pulled up to 10 feet in a straight line toward you and use them, whether it requires attunement to use, and how momentary uncertainty into encouragement for another
then take 1d8 lightning damage if it is within 5 feet of you. many charges it has, if any. You learn whether any spells creature. The triggering creature must reroll the d20 and
are affecting the item and what they are. If the item was use the lower roll. You can then choose a different creature
Message created by a spell, you learn which spell created it. If you you can see within range (you can choose yourself). The
Transmutation cantrip instead touch a creature throughout the casting, you learn chosen creature has advantage on the next attack roll,
Casting Time: what spells, if any, are currently affecting it. ability check, or saving throw it makes within 1 minute. A
Range: 120 FT creature can be empowered by only one use of this spell at
Target: Detect Magic a time.
Components: V S M Abjuration 1 (ritual)
Duration: Casting Time: 1 action Chromatic Orb
Description: Range: Self Evocation 1
Target: Self Casting Time: 1 Action
Fire Bolt Components: V S M Range: 90 ft
Evocation cantrip Duration: Concentration10 minutes Target: 1 creature
Casting Time: Description: Components: V S M
Range: 120 ft For the duration, you sense the presence of magic within Duration: Instantaneous
Target: 1 creature 30 feet of you. If you sense magic in this way, you can use Description:
Components: V S M your action to see a faint aura around any visible creature You hurl a 4-inch-diameter sphere of energy at a creature
Duration: or object in the area that bears magic, and you learn its that you can see within range. You choose acid, cold, fire,
Description: school of magic, if any. The spell can penetrate most lightning, poison, or thunder for the type of orb you create,
Spell Attack: 1d10 dmg barriers, but it is blocked by 1 foot of stone, 1 inch of and then make a ranged spell attack against the target. If
common metal, a thin sheet of lead, or 3 feet of wood or the attack hits, the creature takes 3d8 damage of the type
Mending
dirt. you chose.
Abjuration cantrip
At Higher Levels: When you cast this spell using a spell
Casting Time: Shield slot of 2nd level or higher, the damage increases by 1d8 for
Range: Abjuration 1 each slot level above 1st.
Target: Casting Time: Reaction (when hit)
Components: V S M Range: Self Comprehend Languages
Duration: Target: Self Divination 1 (ritual)
Description: Components: V S Casting Time: 1 action
Duration: 1 round Range: Self
Description: Target: Self
An invisible barrier of magical force appears and protects Components: V S M
you. Until the start of your next turn, you have a +5 bonus Duration: 1 hour
to AC, including against the triggering attack, and you take Description:
no damage from magic missile. For the duration, you understand the literal meaning of any
spoken language that you hear. You also understand any
written language that you see, but you must be touching the
surface on which the words are written. It takes about 1
minute to read one page of text. This spell doesn’t decode
secret messages in a text or a glyph, such as an arcane sigil,
that isn’t part of a written language.
False Life Mage Armor Flock of Familiars
Necromancy 1 Abjuration 1 Abjuration 2
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 minute
Range: Self Range: Touch Range: Touch
Target: Self Target: Target:
Components: V S M Components: V S M Components: V S
Duration: 1 hour Duration: 8 hours Duration: Concentration1 hour
Description: Description: Description:
Bolstering yourself with a necromantic facsimile of life, You touch a willing creature who isn't wearing armor, and 3 familiars (as in the find familiar spell) celestial, fiend or
you gain 1d4 + 4 temporary hit points for the duration. a protective magical force surrounds it until the spell ends. fey. Telepathic communication, share vision and audio
At Higher Levels: 5 more HP per slot of 2nd and up The target's base AC becomes 13 + its Dexterity modifier. within 1 mile. Can cast spells of touch through the familiar
The spell ends if the target dons armor or if you dismiss the (one per turn)
Tasha's Caustic Brew spell as an action. At Higher Levels: Additional familiar for slot of 3rd or up.
Evocation 1
Casting Time: 1 action Vortex Warp Rime's Binding Ice
Range: Self (30 ft line) Conjuration 2 Abjuration 2
Target: All creatures in range Casting Time: 1 action Casting Time: 1 action
Components: V S M Range: 90 ft Range: Self (30 ft cone)
Duration: 1 minute Target: 1 creature Target: Area
Description: Components: V S Components: V S M
A stream of acid emanates from you in a line 30 feet long Duration: Insta Duration: INSTA
and 5 feet wide in a direction you choose. Each creature in Description: Description:
the line must succeed on a Dexterity saving throw or be You magically twist space around another creature you can A burst of cold energy emanates from you in a 30-foot
covered in acid for the spell’s duration or until a creature see within range. The target must succeed on a Constitution cone. Each creature in that area must make a Constitution
uses its action to scrape or wash the acid off itself or saving throw (the target can choose to fail), or the target is saving throw. On a failed save, a creature takes 3d8 cold
another creature. A creature covered in the acid takes 2d4 teleported to an unoccupied space of your choice that you damage and is hindered by ice formations for 1 minute, or
acid damage at start of each of its turns. At Higher Levels. can see within range. The chosen space must be on a until it or another creature within reach of it uses an action
When you cast this spell using a spell slot 2nd level or surface or in a liquid that can support the target without the to break away the ice. A creature hindered by ice has its
higher, the damage increases by 2d4 for each slot level target having to squeeze. speed reduced to 0. On a successful save, a creature takes
above 1st. At Higher Levels: 30 ft more per slot level of 2nd and up half as much damage and isn’t hindered by ice.
At Higher Levels: 2d4 for each slot of 2nd or up At Higher Levels: 1d8 slot per slot of 3rd or up
Wither and Bloom
Protection From Good and Evil Evocation 2
Abjuration 1 Casting Time: 1 action
Casting Time: 1 action Range: 60 ft (10 ft radius sphere)
Range: Touch Target: 1 creature
Target: One willing creature Components: V S M
Components: V S M Duration: Insta
Duration: Concentration up to 10 minutes Description:
Description: You invoke both death and life upon a 10-foot-radius
Until the spell ends, one willing creature you touch is sphere centered on a point within range. Each creature of
protected against certain types of creatures: aberrations, your choice in that area must make a Constitution saving
celestials, elementals, fey, fiends, and undead. The throw, taking 2d6 necrotic damage on a failed save, or half
protection grants several benefits. Creatures of those types as much damage on a successful one. Nonmagical
have disadvantage on attack rolls against the target. The vegetation in that area withers. In addition, one creature of
target also can’t be charmed, frightened, or possessed by your choice in that area can spend and roll one of its
them. If the target is already charmed, frightened, or unspent Hit Dice and regain a number of hit points equal to
possessed by such a creature, the target has advantage on the roll plus your spellcasting ability modifier.
any new saving throw against the relevant effect. At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each slot above 2nd, and the number of Hit Dice that can
be spent and added to the healing roll increases by one for
each slot above 2nd.
Summon Lesser Demon Fly Melf's Minute Meteors
Abjuration 3 Abjuration 3 Abjuration 3
Casting Time: 1 action Casting Time: 1 action Casting Time:
Range: 60 feet Range: Touch Range:
Target: Target: Target:
Components: V S M Components: V S M Components: V S M
Duration: Concentration1 hour Duration: 10 minutes Duration:
Description: Description: Description:
You utter foul words, summoning demons from the chaos You touch a willing creature. The target gains a flying
of the Abyss. Roll on the following table to determine what speed of 60 feet for the duration. When the spell ends, the Galder's Tower

appears. d6 Demons Summoned 1-2 Two demons of target falls if it is still aloft, unless it can stop the fall. Abjuration 3

challenge rating 1 or lower 3-4 Four demons of challenge At Higher Levels: When you cast this spell using a spell Casting Time:

rating 1/2 or lower 5-6 Eight demons of challenge rating slot of 4th level or higher, you can target one additional Range:

1/4 or lower The DM chooses the demons, such as manes creature for each slot level above 3rd Target:

or dretches, and you choose the unoccupied spaces you can Components: V S M

see within range where they appear. A summoned demon Fireball Duration: 24 hours

disappears when it drops to 0 hit points or when the spell Abjuration 3 Description:

ends. The demons are hostile to all creatures, including Casting Time: 1 action You conjure a two-story tower made of stone, wood, or

you. Roll initiative for the summoned demons as a group, Range: 150 feet similar suitably sturdy materials. The tower can be round

which has its own turns. The demons pursue and attack the Target: or square in shape. Each level of the tower is 10 feet tall

nearest non-demons to the best of their ability. As part of Components: V S M and has an area of up to 100 square feet. Access between

casting the spell, you can form a circle on the ground with Duration: Instantaneous levels consists of a simple ladder and hatch. Each level

the blood used as a material component. The circle is large Description: takes one of the following forms, chosen by you when you

enough to encompass your space. While the spell lasts, the A bright streak flashes from your pointing finger to a point cast the spell: A bedroom with a bed, chairs, chest, and

summoned demons can't cross the circle or harm it, and you choose within range and then blossoms with a low roar magical fireplace A study with desks, books, bookshelves,

they can't target anyone within it. Using the material into an explosion of flame. Each creature in a 20-foot- parchments, ink, and ink pens A dining space with a table,

component in this manner consumes it when the spell ends. radius sphere centered on that point must make a Dexterity chairs, magical fireplace, containers, and cooking utensils

At Higher Levels: When you cast this spell using a spell saving throw. A target takes 8d6 fire damage on a failed A lounge with couches, armchairs, side tables and

slot of 6th or 7th level, you summon twice as many save, or half as much damage on a successful one. The fire footstools A washroom with toilets, washtubs, a magical

demons. If you cast it using a spell slot of 8th or 9th level, spreads around corners. It ignites flammable objects in the brazier, and sauna benches An observatory with a telescope

you summon three times as many demons. area that aren’t being worn or carried. and maps of the night sky An unfurnished, empty room
At Higher Levels: When you cast this spell using a spell The interior of the tower is warm and dry, regardless of
Counterspell slot of 4th level or higher, the damage increases by 1d6 for conditions outside. Any equipment or furnishings conjured
Abjuration 3 each slot level above 3rd. with the tower dissipate into smoke if removed from it. At
Casting Time: Reaction the end of the spell’s duration, all creatures and objects
Range: 60 ft Dispel Magic within the tower that were not created by the spell appear
Target: one creature Abjuration 3 safely outside on the ground, and all traces of the tower
Components: S Casting Time: and its furnishings disappear. You can cast this spell again
Duration: Instantaneous Range: while it is active to maintain the tower’s existence for
Description: Target: another 24 hours. You can create a permanent tower by
You attempt to interrupt a creature in the process of casting Components: V S M casting this spell in the same location and with the same
a spell. If the creature is casting a spell of 3rd level or Duration: configuration every day for one year.
lower, its spell fails and has no effect. If it is casting a spell Description: At Higher Levels: When you cast this spell using a spell
of 4th level or higher, make an ability check using your Choose one creature, object, or magical effect within slot of 4th level or higher, the tower can have one
spellcasting ability. The DC equals 10 + the spell's level. range. Any spell of 3rd level or lower on the target ends. additional story for each slot level beyond 3rd.
On a success, the creature's spell fails and has no effect. For each spell of 4th level or higher on the target, make an

At Higher Levels: When you cast this spell using a spell ability check using your spellcasting ability. The DC equals

slot of 4th level or higher, the interrupted spell has no 10 + the spell’s level. On a successful check, the spell ends.

effect if its level is less than or equal to the level of the At Higher Levels: When you cast this spell using a spell

spell slot you used. slot of 4th level or higher, you automatically end the effects
of a spell on the target if the spell's level is equal to or less
than the level of the spell slot you used.
Summon Greater Demon Mordenkainen's Hound Locate Creature
Abjuration 4 Abjuration 4 Abjuration 4
Casting Time: Casting Time: 1 action Casting Time: 1 action
Range: Range: 30 ft Range: self
Target: Target: an empty space you can see Target:
Components: V S M Components: V S M Components: V S M
Duration: Duration: 8 hours Duration: Concentration1 hr
Description: Description: Description:
You utter foul words, summoning one demon from the You conjure a phantom watchdog in an unoccupied space Describe or name a creature that is familiar to you. You
chaos of the Abyss. You choose the demon’s type, which that you can see within range, where it remains for the sense the direction to the creature’s location, as long as that
must be one of challenge rating 5 or lower, such as a duration, until you dismiss it as an action, or until you creature is within 1,000 feet of you. If the creature is
shadow demon or a barlgura. The demon appears in an move more than 100 feet away from it. The hound is moving, you know the direction of its movement. The spell
unoccupied space you can see within range, and the demon invisible to all creatures except you and can't be harmed. can locate a specific creature known to you, or the nearest
disappears when it drops to 0 hit points or when the spell When a Small or larger creature comes within 30 feet of it creature of a specific kind (such as a human or a unicorn),
ends. Roll initiative for the demon, which has its own without first speaking the password that you specify when so long as you have seen such a creature up close—within
turns. When you summon it and on each of your turns you cast this spell, the hound starts barking loudly. The 30 feet—at least once. If the creature you described or
thereafter, you can issue a verbal command to it (requiring hound sees invisible creatures and can see into the Ethereal named is in a different form, such as being under the
no action on your part), telling it what it must do on its Plane. It ignores illusions. At the start of each of your effects of a polymorph spell, this spell doesn’t locate the
next turn. If you issue no command, it spends its turn turns, the hound attempts to bite one creature within 5 feet creature. This spell can’t locate a creature if running water
attacking any creature within reach that has attacked it. At of it that is hostile to you. The hound's attack bonus is at least 10 feet wide blocks a direct path between you and
the end of each of the demon’s turns, it makes a Charisma equal to your spellcasting ability modifier + your the creature.
saving throw. The demon has disadvantage on this saving proficiency bonus. On a hit, it deals 4d8 piercing damage.
throw if you say its true name. On a failed save, the demon Vitriolic Sphere

continues to obey you. On a successful save, your control Polymorph Abjuration 4

of the demon ends for the rest of the duration, and the Abjuration 4 Casting Time: Inst

demon spends its turns pursuing and attacking the nearest Casting Time: Range: 150 ft

non-demons to the best of its ability. If you stop Range: Target: 20ft radius

concentrating on the spell before it reaches its full duration, Target: Components: V S M

an uncontrolled demon doesn’t disappear for 1d6 rounds if Components: V S M Duration:

it still has hit points. As part of casting the spell, you can Duration: Description:

form a circle on the ground with the blood used as a Description: You point at a place within range, and a glowing 1-foot ball

material component. The circle is large enough to of emerald acid streaks there and explodes in a 20-foot

encompass your space. While the spell lasts, the radius. Each creature in that area must make a Dexterity

summoned demon can’t cross the circle or harm it, and it saving throw. On a failed save, a creature takes 10d4 acid

can’t target anyone within it. Using the material component damage and 5d4 acid damage at the end of its next turn. On

in this manner consumes it when the spell ends. a successful save, a creature takes half the initial damage

At Higher Levels: When you cast this spell using a spell and no damage at the end of its next turn.

slot of 5th level or higher, the challenge rating increases by At Higher Levels: When you cast this spell using a spell

1 for each slot level above 4th. slot of 5th level or higher, the initial damage increases by
2d4 for each slot level above 4th.

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