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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