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The Necromancer

The document outlines the character sheet for a Lightfoot Halfling Necromancer named EchoMirage, detailing their abilities, spells, equipment, and background. The character has a complex history involving ties to a faith and a criminal organization, as well as personal motivations to protect a child. Key features include spellcasting abilities, racial traits, and a narrative of survival amidst dark circumstances.

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Echo Mirage
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0% found this document useful (0 votes)
9 views4 pages

The Necromancer

The document outlines the character sheet for a Lightfoot Halfling Necromancer named EchoMirage, detailing their abilities, spells, equipment, and background. The character has a complex history involving ties to a faith and a criminal organization, as well as personal motivations to protect a child. Key features include spellcasting abilities, racial traits, and a narrative of survival amidst dark circumstances.

Uploaded by

Echo Mirage
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Wizard 3 EchoMirage

CLASS & LEVEL PLAYER NAME


Necromancer of the Faith
Lightfoot Halfling Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
+0 Constitution +2 12 14 --
-1 • +5 Intelligence
CLASS
• +4 Wisdom INITIATIVE HIT POINTS
8
+1 Charisma
Total 3d6 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against
+2 being frightened DEFENSES HIT DICE DEATH SAVES

14 SAVING THROWS INSPIRATION


=== WEAPONS ===
Crossbow, Light, Dagger, Dart, Quarterstaff,
CONSTITUTION +2 Acrobatics DEX Sling
+2 PROFICIENCY BONUS
+0 P
+2

+5
Animal Handling WIS
Arcana INT
=== LANGUAGES ===
Common, Draconic, Halfling, Infernal

10 -1 Athletics STR
ABILITY SAVE DC
+1 Deception CHA
P +5 History INT
INTELLIGENCE
+2 Insight WIS
25 ft. (Walking)
+3 +1 Intimidation CHA
P +5 Investigation INT
16 P +4 Medicine WIS SPEED

+3 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +2 Perception WIS


+1 Performance CHA === ACTIONS === spellbook that you can use to formulate a cantrip in
+2 +1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
your mind. Whenever you finish a long rest and
consult those formulas in your spellbook, you can
Help, Hide, Ready, Search, Use an Object, replace one wizard cantrip you know with another
+3 Religion INT
14 Opportunity Attack, Grapple, Shove, Improvise, cantrip from the wizard spell list.
+2 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
Grim Harvest
+2 Stealth DEX === SPECIAL === Once per turn when you kill one or more creatures
CHARISMA Arcane Recovery • 1 / Long Rest with a spell of 1st level or higher, you regain HP equal
+2 Survival WIS
Once per day when you finish a short rest, you can to twice the spell’s level, or three times its level if the
spell belongs to the School of Necromancy. You don’t
+1 choose expended spell slots to recover - up to a
combined level of 2, and none of the slots can be 6th
level or higher.
gain this benefit for killing constructs or undead.

13 Cantrip Formulas
You have scribed a set of arcane formulas in your
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION)


Mabaran Ebony Staff +1 1d6-1 Bludgeoning Simple, Versatile

Dagger, Punching +4 1d4 Piercing Simple, Dual Wield, Finesse, Light, Thrown, Range (20/60)
12 PASSIVE WISDOM (INSIGHT)

Parang +4 1d4+2 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

15 PASSIVE INTELLIGENCE (INVESTIGATION)


Fire Bolt +5 1d10 Fire V/S

Unarmed Strike +1 0 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Wizard 3 EchoMirage
CLASS & LEVEL PLAYER NAME
Necromancer of the Faith
Lightfoot Halfling Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== WIZARD FEATURES === | Special

* Additional Wizard Spells • TCoE 75 * Cantrip Formulas • TCoE 76


Your Wizard has additional spells available to them, as You have scribed a set of arcane formulas in your
designated in <em>Tasha's Cauldron of spellbook that you can use to formulate a cantrip in
Everything</em>. your mind. Whenever you finish a long rest and consult
those formulas in your spellbook, you can replace one
* Hit Points • PHB 113 wizard cantrip you know with another cantrip from the
wizard spell list.
* Proficiencies • PHB 113
| Special
* Spellcasting • PHB 114
You can cast prepared wizard spells using INT as your
spellcasting modifier (Spell DC 13, Spell Attack +5) === LIGHTFOOT HALFLING RACIAL TRAITS ===
and wizard spells in your spellbook as rituals if they
have the ritual tag. You can use an arcane focus as a * Lucky • BR 28
spellcasting focus. When you roll a 1 on the d20 for an attack roll, ability
check, or saving throw, you can reroll the die and must
* Arcane Recovery • PHB 115 use the new roll.
Once per day when you finish a short rest, you can
choose expended spell slots to recover - up to a * Brave • BR 28
combined level of 2, and none of the slots can be 6th You have advantage on saving throws against being
level or higher. frightened.

| 1 / Long Rest • Special * Halfling Nimbleness • BR 28


You can move through the space of any creature that
* Arcane Tradition • PHB 115 is of a size larger than yours.

| School of Necromancy * Naturally Stealthy • BR 28


You can attempt to hide even when you are obscured
* Necromancy Savant • PHB 118 only by a creature that is at least one size larger than
The gold and time you must spend to copy a you.
necromancy spell into your spellbook is halved.

* Grim Harvest • PHB 118


Once per turn when you kill one or more creatures with
a spell of 1st level or higher, you regain HP equal to
twice the spell’s level, or three times its level if the
spell belongs to the School of Necromancy. You don’t
gain this benefit for killing constructs or undead.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 23 Amulet of Proof against Detection and Location 1 -- Tinderbox 1 1 lb.

Eyes of Minute Seeing 1 -- Stake (Wooden) 2 --

SP 17 Mabaran Ebony Focus 1 -- Potion of Poison 1 --

Parang 1 1 lb. Holy Water (flask) 1 1 lb.


EP 0 Dagger, Punching 1 1 lb. Oil (flask) 1 1 lb.

Mabaran Ebony Staff 1 4 lb. Dreamlily 2 --


GP 2 Backpack 1 5 lb. Ink (1 ounce bottle) 1 --

Component Pouch 1 2 lb. Ink Pen 1 --


PP 0 Pouch 1 1 lb. Mirror, Steel 1 0.5 lb.

Spellbook 1 3 lb.
WEIGHT CARRIED

29.84 lb. Holy Symbol 1 --

ENCUMBERED Book 1 5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Parchment (one sheet) 7 -- Amulet of Proof against Detection and Location 1 --

PUSH/DRAG/LIFT Clothes, Common 1 3 lb. Mabaran Ebony Focus 1 --

240 lb. Potion of Healing 1 0.5 lb.

EQUIPMENT

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Small
GENDER AGE SIZE HEIGHT WEIGHT
Necromancer of the Faith Neutral -None-
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Allies === I can't talk about the knowledge that torments
You trust the Scout. A kind soul in a cruel world, me. I’d rather not burden others with my
despite this gruff appearance and unfriendly curse.
demeanor. The Scout is not blinded by Faith, by
patriotism and all that knightly rubbish. The Scout
will always have your back
PERSONALITY TRAITS
=== Enemies ===
You loath the Paladin. Just a blind, dangerous
idiot who wields this moronic, fake faith like a I’m a monster that controls other
blade. The Paladin is a walking symbol of monsters, and I have chosen to
everything that is wrong with the Blood of Vol.
accept this.
=== Organizations === IDEALS

The Faith. You have cut ties with the Faith, with
the other mages, and with other seekers. It is in I have a child to protect. Not a single
the past. Almost. You still have to obey them, else soul may know about it. I must make
they might become suspicious! the world a safer place for her.
BONDS
The Boromar Clan. You are working as
Mage-for-hire for the halfing crime syndicate.
Almost all of Sharn is in Boromar's pocket, and
I am a purveyor of doom, death and
they take care of their own. For a price.
destruction who lives in a world
without hope. Therefore I like to take
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

You were supposed to have it all. You had the


talent, the will to succeed, the sheer magical might
- and the backing of the right, powerful people.
Then you discovered the truth about the Faith. The
whole awful, mind-shattering truth. Luckily the
Order perished shortly after. It all went away. You
had to go undercover, hide and deal with criminals
and other low-lifes to survive. Only the Dreamlily
makes it bearable, now...

Present day: The Order must never know what


you know. It would be your undoing, and everyone
who knows you. She can't risk it. Therefore you
hide in the depths of Sharn among the Boromar
thugs. You kill for them, yes. But you have do
anything and everything to keep your partner and
child safe. You still help out the Order, once in a
while... They can never know.

CHARACTER BACKSTORY ADDITIONAL NOTES

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INT 13 +5
Wizard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Call of the Grave Wizard WIS 13 1A 60 ft. V,S Instantaneous XGtE 169 V/S

O Message Wizard -- 1A 120 ft. V,S,M 1 round PHB 259 D: 1Rnd, V/S/M

O Fire Bolt Wizard +5 1A 120 ft. V,S Instantaneous PHB 242 V/S

=== 1st LEVEL === 4 Slots OOOO

O Cause Fear <C> Wizard WIS 13 1A 60 ft. V Concentration, up to 1 minute XGtE 151 D: 1m, V

O Ray of Sickness Wizard CON 13 / +5 1A 60 ft. V,S Instantaneous PHB 271 V/S

O Sleep Wizard -- 1A 90 ft./20 ft. Sphere V,S,M 1 minute PHB 276 D: 1m, 20 ft. Sphere, V/S/M

O Unseen Servant [R] Wizard -- 1A + 10m 60 ft. V,S,M 1 hour PHB 284 D: 1h, V/S/M

O Protection from Evil and Good <C> Wizard -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

O Magic Missile Wizard -- 1A 120 ft. V,S Instantaneous PHB 257 V/S

O Identify [R] Wizard -- 11m Touch V,S,M Instantaneous PHB 252 V/S/M

O Ice Knife Wizard DEX 13 / +5 1A 60 ft./5 ft. Sphere S,M Instantaneous EE 157 5 ft. Sphere, S/M

O Detect Magic [R]<C> Wizard -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Comprehend Languages [R] Wizard -- 1A + 10m Self V,S,M 1 hour PHB 224 D: 1h, V/S/M

O Illusory Script [R] Wizard -- 11m Touch S,M 10 days PHB 252 D: 10d, S/M

O Mage Armor Wizard -- 1A Touch V,S,M 8 hours PHB 256 D: 8h, V/S/M

O False Life Wizard -- 1A Self V,S,M 1 hour PHB 239 D: 1h, V/S/M

O Witch Bolt <C> Wizard +5 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 289 D: 1m, V/S/M

=== 2nd LEVEL === 2 Slots OO

O Ray of Enfeeblement <C> Wizard CON 13 / +5 1A 60 ft. V,S Concentration, up to 1 minute PHB 271 D: 1m, V/S

O Hold Person <C> Wizard WIS 13 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 251 D: 1m, V/S/M

O Invisibility <C> Wizard -- 1A Touch V,S,M Concentration, up to 1 hour PHB 254 D: 1h, V/S/M

O Web <C> Wizard DEX 13 1A 60 ft./20 ft. Cube V,S,M Concentration, up to 1 hour PHB 287 D: 1h, 20 ft. Cube, V/S/M

O Magic Weapon <C> Wizard -- 1BA Touch V,S Concentration, up to 1 hour PHB 257 D: 1h, V/S

SPELLS

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