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Deon

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25 views3 pages

Deon

Uploaded by

eby.us.af
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Wizard 10 Haunted One Deon

CLASS & LEVEL BACKGROUND PLAYER NAME


Deon
Deep Gnome Chaotic Neutral 64000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I like to read and memorize poetry. It
11 fl:25ft wa:25ft
keeps me calm and brings me
8 4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
fleeting moments of happiness.
I live for the thrill of the hunt.
-1 PERSONALITY TRAITS

Hit Point Maximum 44


-1 Strength
DEXTERITY I have a dark calling that puts

11 1
Dexterity
Constitution
44 me above the law. (Chaotic)
CURRENT HIT POINTS IDEALS
● 9 Intelligence
● 4 Wisdom
-1 Charisma
I would sacrifice my life and my
soul to protect the innocent.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

12 Total 10
Acrobatics (Dex) SUCCESSES
1 I assume the worst in
● 9
Animal Handling (Wis)
Arcana (Int)
10 FAILURES
people.
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

20 -1

5
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE ### Deep Gnome (Elemental Evil Player's Companion) ###
A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body.
Racial Traits+2 Intelligence, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Gnome Cunning

Insight (Wis)
Unarmed Strike
+3 [object Object] Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is
another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and

5 ● 4 suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as
their surface cousins.
When you create a gnome character, you may choose the deep gnome as an alternative to the subraces in the Player’s
Handbook.
-1 Intimidation (Cha) Dagger +4 1d4[piercing] [object Object] Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Ability Score Increase
Your Intelligence score increases by 2.

WISDOM ● 9 Investigation (Int) Size


Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Medicine (Wis)
Staff of Defense
+3 1d6-1 [object Object] Speed
Your base walking speed is 25 feet.
Superior @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}

10 5 Nature (Int)
Your @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} has a radius of 120 feet.
Stone Camouflage
You have advantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks to hide in rocky
terrain.
Ability Score Increase
Your Dexterity score increases by 1.
Languages

Perception (Wis) You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than
surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that
includes you as an adventurer) pick up enough Common to get by in other lands.
Age
-1 Performance (Cha) Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults
by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
Alignment
Svirfneblin believe that @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{survival} depends on avoiding entanglements

Persuasion (Cha)
with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are
-1 unlikely to take risks on behalf of others.
CHARISMA Size
A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.

5 Religion (Int) ### Gnome Cunning (Basic Rules pg 37) ###

8
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

### Superior Darkvision (Elemental Evil Player's Companion) ###


Sleight of Hand (Dex) Your @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} has a radius of 120 feet.

### Stone Camouflage (Elemental Evil Player's Companion) ###


You have advantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks to hide in rocky
Stealth (Dex) terrain.

-1 ● 4 Survival (Wis)
### Spellcasting (Wizard) ###
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
See Spells Rules for the general rules of spellcasting and the Spells Listingfor the wizardspell list.
CantripsAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of
your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
SpellbookAt 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.
SKILLS ATTACKS & SPELLCASTING Preparing and Casting SpellsThe Wizard table shows how many spell slots you have to cast your wizard 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.
For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16,

10
your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you
PASSIVE WISDOM (PERCEPTION) prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t

311 Unarmed Strike,


remove it from your list of prepared spells.
CP 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.

Dagger, Staff of Spellcasting AbilityIntelligence 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.

289 Defense, Greataxe,


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
SP Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.

Weapons: Dagger Conch of


You don’t need to have the spell prepared.
Spellcasting FocusYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard
spells.
Learning Spells of 1st Level and HigherEach time you gain a wizard level, you can add two wizard spells of your choice to
your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.

50
On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
EP
Languages: Teleportation, Ring YOUR SPELLBOOK
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well
as intellectual breakthroughs you have had about the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the
multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil

of Spell Storing,
wizard’s chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of

Common,Gnomish,Goblin,Infernal,Undercommon
a spell level you can prepare and if you can spare the time to decipher and copy it.

GP
244 Belt of Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system
of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures
required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you
expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your other spells.

PP
Dwarvenkind, Ring Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a
backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you
understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level
of the copied spell.

of Air Elemental
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new
spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason,
many wizards keep backup spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin
notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged

Command tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous
spellbook in a mishap.

### Arcane Tradition (Wizard) ###


When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of
Evocationis detailed at the end of the class description, and more choices are available in other sources.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT ### Arcane Recovery ### FEATURES & TRAITS
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 2,
and none of the slots can be 6th level or higher. More Details
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
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.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a
2nd-level spell slot or two 1st-level spell slots.
AGE HEIGHT WEIGHT
Deon
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Clothes, Common, Spellbook, Staff, Bedroll, Mess Kit,


Rations (1 day) (10), Rope, Hempen (50 feet),
Tinderbox, Torch (8), Crowbar, Hammer, Holy Water
(flask), Manacles, Mirror, Steel, Oil (flask), Tinderbox,
Torch (3), Stake (Wooden) (9), Holy Symbol, Potion of
Healing, Diamond, Keoghtom's Ointment (2), Wand of
Magic Missiles, shiny electrum goblet, Black Pearl, Pearl
of Power, Apparatus of Kwalish, Potion of Giant Size

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard Int 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 2 6
Fire Bolt - VS ● Animate Dead - VSM Chain Lightning - VSM

Mage Hand - VS ● Fireball - VSM

Mending - VSM ● Revivify - VSM

Prestidigitation - VS Wind Wall - VSMC

Toll the Dead - VS

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 4 7
EPAR
SPELL NAME
ED
PR

● Charm Person - VS

● False Life - VSM


4 3 1
● Feather Fall - VM

● Find Familiar - VSMR ● Black Tentacles - VSMC


SPELLS KNOWN

Hideous Laughter - VSMC ● Blight - VS

Ice Knife - SM ● Ice Storm - VSM

Inflict Wounds - VS

Mage Armor - VSM

Magic Missile - VS

New Spell -
8

Sleep - VSM

Dominate Monster - VSC

2 3 3
● Aganazzar's Scorcher - VSM

Gust of Wind - VSMC

● Healing Spirit - VSC


5 2 2
● Invisibility - VSMC

● Invisibility - VSMC ● Animate Objects - VSC


9
Scorching Ray - VS ● Mass Cure Wounds - VS

● Wall of Force - VSMC

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

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