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Isria's Character SHeet

Isria Varma is a level 4 Enchantment Wizard with a Protector background, possessing various spells and abilities. Key features include Arcane Recovery, Darkvision, and Healing Hands, along with a range of spells such as Witch Bolt and Chromatic Orb. The character has a diverse skill set, including proficiency in Arcana and Persuasion, and is equipped with a quarterstaff and a spellbook.

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0% found this document useful (0 votes)
7 views8 pages

Isria's Character SHeet

Isria Varma is a level 4 Enchantment Wizard with a Protector background, possessing various spells and abilities. Key features include Arcane Recovery, Darkvision, and Healing Hands, along with a range of spells such as Witch Bolt and Chromatic Orb. The character has a diverse skill set, including proficiency in Arcana and Persuasion, and is equipped with a quarterstaff and a spellbook.

Uploaded by

zedrick620
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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Enchantment Wizard 4

CLASS & LEVEL BACKGROUND PLAYER NAME


Isria Varma Protector
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 10 0 30

0 2 PROFICIENCY BONUS

10 PERSONALITY TRAITS
Hit Point Maximum 18
0 Strength

DEXTERITY 0 Dexterity

0
0 CURRENT HIT POINTS
Constitution
4 Intelligence
5 Wisdom
11 IDEALS
3 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

0 0 Acrobatics (Dex)
4

11 3 Animal Handling (…
4 Arcana (Int) BONDS

NTELLIGENCE 0 Athletics (Str)


NAME ATK DAMAGE/TYPE

2
3 Deception (Cha)
4 History (Int) Quarterstaff (… +2 1d6 Bludgeo…
3 Insight (Wis)
15
3 Intimidation (Cha) Quarterstaff (… +2 1d8 Bludgeo…
FLAWS
2 Investigation (Int)
WISDOM
3 Witch Bolt +4 1d12 Lightning
Medicine (Wis)

3 2
3
Nature (Int)

Perception (Wis)
Chromatic Orb +4 3d8 acid, col… Ritual Casting

16 3 Performance (Cha)
Arcane Recovery
Shatter DC12 3d8 Thunder
Darkvision
3 Persuasion (Cha)
CHARISMA Celestial Resistance
2 Religion (Int) Aganazzar's … DC12 3d8 fire

3 0

0
Sleight of Hand (…
Stealth (Dex)
ATTACKS & SPELLCASTING
Healing Hands

Light Bearer
16 3 Survival (Wis) Enchantment Savant

SKILLS Hypnotic Gaze


CP SP EP GP PP
Improved Minor Illusion

Polearm Master
13 PASSIVE WISDOM (PERCEPTION) 1 Quarterstaff
1 Scholar's Pack FEATURES & TRAITS

1 Spellbook
TOOL: Piano
1 Recipe Journal from Reihlur
LANGUAGE: Celestial, Common
1 Letter from Reihlur
WEAPON: Dagger, Dart, Light Crossbow,
EQUIPMENT
Quarterstaff, Sling

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 1 Total:
CP SP EP GP PP
1
ARCANE RECOVERY

Total: Total:

ATTACKS & SPELLCASTING

Total: Total:

EQUIPMENT
INTELLIGENCE 12 4

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Light Sending

Message
7 0
Prestidigitation 4 0
Mending

Minor Illusion

Shape Water 8 0
5 0
Gust

9 0
1 4

Comprehend Languages

Disguise Self

Fog Cloud

Charm Person

Silvery Barbs

Witch Bolt

Chromatic Orb

Id Insinuation

Identify

Detect Magic

Shield

2 3

Shatter

Aganazzar's Scorcher
FEATURES & TRAITS
Ritual Casting Improved Minor Illusion
You can cast a wizard spell as a ritual if that spell Light Bearer When you choose this school at 2nd level, you
has the ritual tag and you have the spell in your You know the light cantrip. Charisma is your learn the minor illusion cantrip. If you already
spellbook. You don’t need to have the spell spellcasting ability for it. know this cantrip, you learn a different wizard
prepared. cantrip of your choice. The cantrip doesn't count
Enchantment Savant
against your number of cantrips known. When you
Arcane Recovery Beginning when you select this school at 2nd level,
cast minor illusion, you can create both a sound
You have learned to regain some of your magical the gold and time you must spend to copy an
and an image with a single casting of the spell.
energy by studying your spellbook. Once per day Enchantment spell into your spellbook is halved.

when you finish a short rest, you can choose Polearm Master
Hypnotic Gaze
expended spell slots to recover. The spell slots can You can keep your enemies at bay with reach
Starting at 2nd level when you choose this school,
have a combined level that is equal to or less than weapons. You gain the following benefits: When
your soft words and enchanting gaze can magically
half your wizard level (rounded up), and none of you take the Attack action and attack with only a
enthrall another creature. As an action, choose one
the slots can be 6th level or higher. For example, if glaive, halberd, quarterstaff, or spear, you can use a
creature that you can see within 5 feet of you. If
you’re a 4th-level wizard, you can recover up to bonus action to make a melee attack with the
the target can see or hear you, it must succeed on a
two levels worth of spell slots. You can recover opposite end of the weapon; this attack uses the
Wisdom saving throw against your wizard spell
either a 2nd-level spell slot or two 1st-level spell same ability modifier as the primary attack. The
save DC or be charmed by you until the end of
slots. weapon's damage die for this attack is a d4, and the
your next turn. The charmed creature's speed drops
attack deals bludgeoning damage. While you are
Darkvision to 0, and the creature is incapacitated and visibly
wielding a glaive, halberd, pike, quarterstaff, or
Blessed with a radiant soul, your vision can easily dazed. On subsequent turns, you can use your
spear, other creatures provoke an opportunity
cut through darkness. You can see in dim light action to maintain this effect, extending its
attack from you when they enter the reach you
within 60 feet of you as if it were bright light, and duration until the end of your next turn. However,
have with that weapon.
in darkness as if it were dim light. You can't the effect ends if you move more than 5 feet away

discern color in darkness, only shades of gray. from the creature, if the creature can neither see
nor hear you, or if the creature takes damage. Once
Celestial Resistance the effect ends, or if the creature succeeds on its
You have resistance to necrotic damage and radiant initial saving throw against this effect, you can't
damage. use this feature on that creature again until you
finish a long rest.
Healing Hands
As an action, you can touch a creature and cause it
to regain a number of hit points equal to your level.
Once you use this trait, you can't use it again until
you finish a long rest.
SPELLS
Light Prestidigitation Minor Illusion
Evocation cantrip Transmutation cantrip Illusion cantrip
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 10 feet Range: 30 feet
Target: One object that is no larger than 10 feet in Target: See text Target: See text
any dimension Components: V S Components: S M
Components: V M Duration: Up to 1 hour Duration: 1 minute
Duration: 1 hour Description: Description:
Description: This spell is a minor magical trick that novice You create a sound or an image of an object within
You touch one object that is no larger than 10 feet spellcasters use for practice. You create one of the range that lasts for the duration. The illusion also
in any dimension. Until the spell ends, the object following magical effects within range: You create ends if you dismiss it as an action or cast this spell
sheds bright light in a 20-foot radius and dim light an instantaneous, harmless sensory effect, such as a again. If you create a sound, its volume can range
for an additional 20 feet. The light can be colored shower of sparks, a puff of wind, faint musical from a whisper to a scream. It can be your voice,
as you like. Completely covering the object with notes, or an odd odor. You instantaneously light or someone else’s voice, a lion’s roar, a beating of
something opaque blocks the light. The spell ends snuff out a candle, a torch, or a small campfire. drums, or any other sound you choose. The sound
if you cast it again or dismiss it as an action. If you You instantaneously clean or soil an object no continues unabated throughout the duration, or you
target an object held or worn by a hostile creature, larger than 1 cubic foot. You chill, warm, or flavor can make discrete sounds at different times before
that creature must succeed on a Dexterity saving up to 1 cubic foot of nonliving material for 1 hour. the spell ends. If you create an image of an object
throw to avoid the spell. You make a color, a small mark, or a symbol —such as a chair, muddy footprints, or a small
appear on an object or a surface for 1 hour. You chest—it must be no larger than a 5-foot cube. The
Message create a nonmagical trinket or an illusory image image can’t create sound, light, smell, or any other
Transmutation cantrip that can fit in your hand and that lasts until the end sensory effect. Physical interaction with the image
Casting Time: 1 action of your next turn. If you cast this spell multiple reveals it to be an illusion, because things can pass
Range: 120 feet times, you can have up to three of its non- through it. If a creature uses its action to examine
Target: A creature within range instantaneous effects active at a time, and you can the sound or image, the creature can determine that
Components: V S M dismiss such an effect as an action. it is an illusion with a successful Intelligence
Duration: 1 round (Investigation) check against your spell save DC. If
Description: Mending a creature discerns the illusion for what it is, the
You point your finger toward a creature within Transmutation cantrip illusion becomes faint to the creature.
range and whisper a message. The target (and only Casting Time: 1 minute
the target) hears the message and can reply in a Range: Touch Shape Water
whisper that only you can hear. You can cast this Target: A single break or tear in an object you Transmutation cantrip
spell through solid objects if you are familiar with touch Casting Time: action
the target and know it is beyond the barrier. Components: V S M Range: 30 ft.
Magical silence, 1 foot of stone, 1 inch of common Duration: Instantaneous Target:
metal, a thin sheet of lead, or 3 feet of wood blocks Description: Components: S
the spell. The spell doesn’t have to follow a This spell repairs a single break or tear in an object Duration: instantaneous or one hour (see below)
straight line and can travel freely around corners or you touch, such as a broken chain link, two halves Description:
through openings. of a broken key, a torn cloak, or a leaking You choose an area of water that you can see
wineskin. As long as the break or tear is no larger within range and that fits within a 5-foot cube. You
than 1 foot in any dimension, you mend it, leaving manipulate it in one of the following ways: You
no trace of the former damage. This spell can instantaneously move or otherwise change the flow
physically repair a magic item or construct, but the of the water as you direct, up to 5 feet in any
spell can’t restore magic to such an object. direction. This movement doesn't have enough
force to cause damage. You cause the water to form
into simple shapes and animate at your direction.
This change lasts for 1 hour. You change the
water's color or opacity. The water must be
changed in the same way throughout. This change
lasts for 1 hour. You freeze the water, provided that
there are no creatures in it. The water unfreezes in
1 hour. If you cast this spell multiple times, you
can have no more than two of its non-instantaneous
effects active at a time, and you can dismiss such
an effect as an action.
Gust Disguise Self Charm Person
Transmutation cantrip Illusion 1 Enchantment 1
Casting Time: action Casting Time: 1 action Casting Time: 1 action
Range: 30 ft. Range: Self Range: 30 feet
Target: Target: Self Target: A humanoid you can see within range
Components: V S Components: V S Components: V S
Duration: Instantaneous Duration: 1 hour Duration: 1 hour
Description: Description: Description:
You seize the air and compel it to create one of the You make yourself—including your clothing, You attempt to charm a humanoid you can see
following effects at a point you can see within armor, weapons, and other belongings on your within range. It must make a Wisdom saving
range: One Medium or smaller creature that you person—look different until the spell ends or until throw, and does so with advantage if you or your
choose must succeed on a Strength saving throw or you use your action to dismiss it. You can seem 1 companions are fighting it. If it fails the saving
be pushed up to 5 feet away from you. You create a foot shorter or taller and can appear thin, fat, or in throw, it is charmed by you until the spell ends or
small blast of air capable of moving one object that between. You can’t change your body type, so you until you or your companions do anything harmful
is neither held nor carried and that weighs no more must adopt a form that has the same basic to it. The charmed creature regards you as a
than 5 pounds. The object is pushed up to 10 feet arrangement of limbs. Otherwise, the extent of the friendly acquaintance. When the spell ends, the
away from you. It isn't pushed with enough force illusion is up to you. The changes wrought by this creature knows it was charmed by you.
to cause damage. You create a harmless sensory spell fail to hold up to physical inspection. For At Higher Levels: When you cast this spell using a
effect using air, such as causing leaves to rustle, example, if you use this spell to add a hat to your spell slot of 2nd level or higher, you can target one
wind to slam shutters closed, or your clothing to outfit, objects pass through the hat, and anyone additional creature for each slot level above 1st.
ripple in a breeze. who touches it would feel nothing or would feel The creatures must be within 30 feet of each other
your head and hair. If you use this spell to appear when you target them.
Comprehend Languages thinner than you are, the hand of someone who
Divination 1 reaches out to touch you would bump into you Silvery Barbs
Casting Time: 1 action while it was seemingly still in midair. To discern Enchantment 1
Range: Self that you are disguised, a creature can use its action Casting Time: Reaction, which you take when a
Target: Self to inspect your appearance and must succeed on an creature you can see within 60 feet of yourself
Components: V S M Intelligence (Investigation) check against your succeeds on an attack roll, an ability check, or a
Duration: 1 hour spell save DC. saving throw
Description: Range: 60 ft.
For the duration, you understand the literal Fog Cloud Target:
meaning of any spoken language that you hear. Conjuration 1 Components: V
You also understand any written language that you Casting Time: 1 action Duration: Instantaneous
see, but you must be touching the surface on which Range: 120 feet Description:
the words are written. It takes about 1 minute to Target: A point within range You magically distract the triggering creature and
read one page of text. This spell doesn’t decode Components: V S turn its momentary uncertainty into encouragement
secret messages in a text or a glyph, such as an Duration: ConcentrationUp to 1 hour for another creature. The triggering creature must
arcane sigil, that isn’t part of a written language. Description: reroll the d20 and use the lower roll. You can then
You create a 20-foot-radius sphere of fog centered choose a different creature you can see within
on a point within range. The sphere spreads around range (you can choose yourself). The chosen
corners, and its area is heavily obscured. It lasts for creature has advantage on the next attack roll,
the duration or until a wind of moderate or greater ability check, or saving throw it makes within 1
speed (at least 10 miles per hour) disperses it. minute. A creature can be empowered by only one
At Higher Levels: When you cast this spell using a use of this spell at a time.
spell slot of 2nd level or higher, the radius of the
fog increases by 20 feet for each slot level above
1st.
Witch Bolt Identify Shatter
Evocation 1 Divination 1 Evocation 2
Casting Time: action Casting Time: 1 minute Casting Time: 1 action
Range: 30 ft. Range: Touch Range: 60 feet
Target: Target: One object that you must touch throughout Target: A point of your choice within range
Components: V S M the casting of the spell Components: V S M
Duration: Concentrationup to 1 minute Components: V S M Duration: Instantaneous
Description: Duration: Instantaneous Description:
A beam of crackling, blue energy lances out toward Description: A sudden loud ringing noise, painfully intense,
a creature within range, forming a sustained arc of You choose one object that you must touch erupts from a point of your choice within range.
lightning between you and the target. Make a throughout the casting of the spell. If it is a magic Each creature in a 10-foot-radius sphere centered
ranged spell attack against that creature. On a hit, item or some other magic-imbued object, you learn on that point must make a Constitution saving
the target takes 1d12 lightning damage, and on its properties and how to use them, whether it throw. A creature takes 3d8 thunder damage on a
each of your turns for the duration, you can use requires attunement to use, and how many charges failed save, or half as much damage on a
your action to deal 1d12 lightning damage to the it has, if any. You learn whether any spells are successful one. A creature made of inorganic
target automatically. The spell ends if you use your affecting the item and what they are. If the item material such as stone, crystal, or metal has
action to do anything else. The spell also ends if was created by a spell, you learn which spell disadvantage on this saving throw. A nonmagical
the target is ever outside the spell's range or if it created it. If you instead touch a creature object that isn’t being worn or carried also takes
has total cover from you. throughout the casting, you learn what spells, if the damage if it’s in the spell’s area.
At Higher Levels: When you cast this spell using a any, are currently affecting it. At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the initial damage spell slot of 3rd level or higher, the damage
increases by 1d12 for each slot level above 1st. Detect Magic increases by 1d8 for each slot level above 2nd.
Divination 1
Chromatic Orb Casting Time: 1 action Aganazzar's Scorcher
Evocation 1 Range: Self Evocation 2
Casting Time: action Target: Self Casting Time: action
Range: 90 ft. Components: V S Range: 30 ft.
Target: Duration: ConcentrationUp to 10 minutes Target:
Components: V S M Description: Components: V S M
Duration: For the duration, you sense the presence of magic Duration: Instantaneous
Description: within 30 feet of you. If you sense magic in this Description:
You hurl a 4-inch-diameter sphere of energy at a way, you can use your action to see a faint aura A line of roaring flame 30 feet long and 5 feet wide
creature that you can see within range. You choose around any visible creature or object in the area emanates from you in a direction you choose. Each
acid, cold, fire, lightning, poison, or thunder for the that bears magic, and you learn its school of magic, creature in the line must make a Dexterity saving
type of orb you create, and then make a ranged if any. The spell can penetrate most barriers, but it throw. A creature takes 3d8 fire damage on a failed
spell attack against the target. If the attack hits, the is blocked by 1 foot of stone, 1 inch of common save, or half as much damage on a successful one.
creature takes 3d8 damage of the type you chose. metal, a thin sheet of lead, or 3 feet of wood or dirt. At Higher Levels: When you cast this spell using a
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage
spell slot of 2nd level or higher, the damage Shield increases by 1d8 for each slot level above 2nd.
increases by 1d8 for each slot level above 1st. Abjuration 1
Casting Time: 1 reaction, which you take when Sending
Id Insinuation you are hit by an attack or targeted by the magic Evocation 3
Enchantment 1 missile spell Casting Time: 1 action
Casting Time: action Range: Self Range: Unlimited
Range: 60 ft. Target: Self Target: A creature with which you are familiar
Target: Components: V S Components: V S M
Components: V S Duration: 1 round Duration: 1 round
Duration: Concentrationup to 1 minutw Description: Description:
Description: An invisible barrier of magical force appears and You send a short message of twenty-five words or
You unleash a torrent of conflicting desires in the protects you. Until the start of your next turn, you less to a creature with which you are familiar. The
mind of one creature you can see within range, have a +5 bonus to AC, including against the creature hears the message in its mind, recognizes
impairing its ability to make decisions. The target triggering attack, and you take no damage from you as the sender if it knows you, and can answer
must succeed on a Wisdom saving throw or be magic missile. in a like manner immediately. The spell enables
incapacitated. At the end of each of its turns, it creatures with Intelligence scores of at least 1 to
takes 1d12 psychic damage, and it can then make understand the meaning of your message. You can
another Wisdom saving throw. On a success, the send the message across any distance and even to
spell ends on the target. other planes of existence, but if the target is on a
different plane than you, there is a 5 percent
chance that the message doesn’t arrive.

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