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Bibble

The document details a character sheet for a Level 5 Sprite Wizard named Bibble, who belongs to the School of Necromancy. Bibble has various abilities, spells, and traits that enhance his magical prowess, particularly in necromancy, and he has a background as a Cloistered Scholar. The character is equipped with spells, weapons, and has specific traits that define his gameplay mechanics in Dungeons & Dragons 5th edition.
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0% found this document useful (0 votes)
11 views7 pages

Bibble

The document details a character sheet for a Level 5 Sprite Wizard named Bibble, who belongs to the School of Necromancy. Bibble has various abilities, spells, and traits that enhance his magical prowess, particularly in necromancy, and he has a background as a Cloistered Scholar. The character is equipped with spells, weapons, and has specific traits that define his gameplay mechanics in Dungeons & Dragons 5th edition.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 5 Sprite Wizard, School of Necromancy 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bibble
Cloistered Scholar Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Arcane Recovery. Once per day when you finish a


STRENGTH Studded Leather 14 short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level
PROFICIENCY BONUS +3
4
SHIELD
AC that is equal to or less than 3.

N
CIE C
Necromancy Savant. The gold and time you must
-3 Strength spend to copy a necromancy spell into your
Y
PROFI

-3 spellbook is halved.
+2 Dexterity

+2 Constitution ARMOR CLASS Grim Harvest. Once per turn when you kill one or
DEXTERITY
✘ +6 Intelligence
more creatures with a spell of 1st level or higher,
MAXIMUM HIT DICE TEMPORARY you regain hp equal to twice the spell’s level, or
14 ✘ +3 Wisdom

+1 Charisma
32 5d6 three times its level if the spell belongs to the
School of Necromancy. You don’t gain this benefit
CONDITIONAL
for killing constructs or undead.
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

15 N
CIE C

+2 Acrobatics (Dex)
SPEED
10ft.
FLY
40ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +6 Arcana (Int)
-3 Athletics (Str)
INTELLIGENCE +1 Deception (Cha)

16 ✘ +6 History (Int)
+0 Insight (Wis)
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int)
+0 Medicine (Wis) Flight. While flying, you can move through the
WISDOM
space of any creature that is of a size larger than
✘ +6 Nature (Int) yours. You cannot fly if you are wearing medium

10 +0 Perception (Wis) or heavy armor.


+1 Performance (Cha) Sprite Magic (1/Long Rest). You can cast the
+1 Persuasion (Cha) invisibility and detect thoughts spells once with
+0 ✘ +6 Religion (Int)
this trait.

+2 Sleight of Hand (Dex) Skilled Poisoner. You can spend five downtime
CHARISMA days and 25 gp to create 5 poison arrows.
+2 Stealth (Dex)

13 +0 Survival (Wis) Languages. You cannot read or write unless your


SKILLS class requires it.

+1 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Cli Lyre 5 ft -3 vs AC -3

FEATURES & TRAITS


Sling 30/120 +5 vs AC 1d4+2 bludgeoning
Ammunition
Armor Proficiencies. Light Armor

Weapon Proficiencies. Shortbow, Rapier, Dagger,


Dart, Sling, Quarterstaff, Crossbow, Light

Tool Proficiencies. Poisoner’s kit

Languages. Common, Elvish, Sylvan, Draconic,


Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Bibble
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found
your way to one of Faerûn’s great institutes of learning , where you were apprenticed and taught that knowledge is a
more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for
I ... speak ... slowly ... when talking ... to idiots, ... new lore to add to its storehouse of knowledge.
which ... almost ... everyone ... is .. compared ... to
me. The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and
I’m used to helping out those who aren’t as smart as
I am, and I patiently explain anything and everything attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might
to others. be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in
all the world.
PERSONALITY TRAITS

Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now
No Limits. Nothing should fetter the infinite you have struck out to increase your knowledge and to make yourself available to help those in other places who seek
possibility inherent in all existence. (Chaotic) your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the
information that arrives daily from across Faerûn.

IDEAL

I work to preserve a library, university, scriptorium,


or monastery.

BOND

Unlocking an ancient mystery is worth the price of a


civilization.

FLAW BACKGROUND STORY

Feature: Library Access


Though others must often endure extensive interviews
and significant fees to gain access to even the most
common archives in your library, you have free and easy
access to the majority of the library, though it might also
have repositories of lore that are too valuable, magical, or
secret to permit anyone immediate access. You have a
working knowledge of your cloister's personnel and
bureaucracy, and you know how to navigate those
connections with some ease.Additionally, you are likely to
gain preferential treatment at other libraries across the
Realms, as professional courtesy shown to a fellow
scholar.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Entertainer’s Pack 1 10 Cli Lyre 1 —
[Studded Leather] 1 13
[Sling] 1 —

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

23 lb / 30 lb 60 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +6 14 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Necromancy

CANTRIPS Chill Touch Gleam


Mind Sliver Ray of Frost

1ST LEVEL 4 SPELL SLOTS Chromatic Orb Fog Cloud


Grease Ice Knife Jump
Ray of Sickness Tasha’s Hideous Laughter Thunderwave

2ND LEVEL 3 SPELL SLOTS Maximilian’s Earthen Grasp Mind Spike


Misty Step Web

3RD LEVEL 2 SPELL SLOTS Animate Dead Slow


Chill Touch Gleam Mind Sliver
Necromancy Cantrip Evocation Cantrip Enchantment Cantrip

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action


RANGE 120 feet RANGE Self RANGE 60 feet
DURATION 1 round DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS S COMPONENTS V

You create a ghostly, skeletal hand in the space of a creature within You may use your reaction to cause your physical form to emit a You drive a disorienting spike of psychic energy into the mind of one
range. Make a ranged spell attack against the creature to assail it bright flash of light. This flash will shed bright light in a 10-foot radius creature you can see within range. The target must make an
with the chill of the grave. On a hit, the target takes 1d8 necrotic and dim light for an additional 10 feet, centered on yourself. Intelligence saving throw. Unless the saving throw is successful, the
damage, and it can’t regain hit points until the start of your next turn. Additionally, if you are currently being grappled by a creature, it must target takes 1d6 psychic damage, and the first time it makes a saving
Until then, the hand clings to the target. If you hit an undead target, succeed on a Dexterity saving throw or take 2d6 radiant damage and throw before the end of your next turn, it must roll a d4 and subtract
it also has disadvantage on attack rolls against you until the end of drop its grapple. the number rolled from the save.
your next turn. This spell’s damage increases by 1d8 when you reach This spell’s damage increases by 1d6 when you reach certain levels:
5th level (2d8), 11th level (3d8), and 17th level (4d8). 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Grimlore’s Grimoire Spellcasting (Wizard) UA: Psionic Options Revisited

Ray of Frost Chromatic Orb Fog Cloud


Evocation Cantrip 1st-level evocation 1st-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 90 feet RANGE 120 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S

A frigid beam of blue-white light streaks toward a creature within You hurl a 4-inch-diameter sphere of energy at a creature that you You create a 20-foot-radius sphere of fog centered on a point within
range. Make a ranged spell attack against the target. On a hit, it takes can see within range. You choose acid, cold, fire, lightning, poison, or range. The sphere spreads around corners, and its area is heavily
1d8 cold damage, and its speed is reduced by 10 feet until the start of thunder for the type of orb you create, and then make a ranged spell obscured, It lasts for the duration or until a wind of moderate or
your next turn. The spell’s damage increases by 1d8 when you reach attack against the target. If the attack hits, the creature takes 3d8 greater speed (at least 10 miles per hour) disperses it.
5th level (2d8), 11th level (3d8), and 17th level (4d8). damage of the type you choose. At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot
level or higher, the damage increases by 1d8 for each slot level above level above 1st.
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Grease Ice Knife Jump


1st-level conjuration 1st-level conjuration 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 60 feet RANGE Touch
DURATION 1 minute DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (a bit of pork rind or butter) COMPONENTS S, M (a drop of water or piece of ice) COMPONENTS V, S, M (a grasshopper’s hind leg)

Slick grease covers the ground in a 10-foot square centered on a You create a shard of ice and fling it at one creature within range. You touch a creature. The creature’s jump distance is tripled until the
point within range and turns it into difficult terrain for the duration. Make a ranged spell attack against the target. On a hit, the target spell ends.
When the grease appears, each creature standing in its area must takes 1d10 piercing damage. Hit or miss, the shard then explodes.
succeed on a Dexterity saving throw or fall prone. A creature that The target and each creature within 5 feet of the point where the ice
enters the area or ends its turn there must also succeed on a exploded must succeed on a Dexterity saving throw or take 2d6 cold
Dexterity saving throw or fall prone. damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the cold damage increases by 1d6 for each slot level
above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook
Ray of Sickness Tasha’s Hideous Laughter Thunderwave
1st-level necromancy 1st-level enchantment 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 30 feet RANGE Self (15-foot cube)
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air) COMPONENTS V, S

A ray of sickening greenish energy lashes out toward a creature A creature of your choice that you can see within range perceives A wave of thunderous force sweeps out from you. Each creature in a
within range. Make a ranged spell attack against the target. On a hit, everything as hilariously funny and falls into fits of laughter if this 15-foot cube originating from you must make a Constitution saving
the target takes 2d8 poison damage and must make a Constitution spell affects it. The target must succeed on a Wisdom saving throw or throw. On a failed save, a creature takes 2d8 thunder damage and is
saving throw. On a failed save, it is also poisoned until the end of fall prone, becoming incapacitated and unable to stand up for the pushed 10 feet away from you. On a successful save, the creature
your next turn. duration. A creature with an Intelligence score of 4 or less isn’t takes half as much damage and isn’t pushed. In addition, unsecured
At Higher Levels. When you cast this spell using a spell slot of 2nd affected. objects that are completely within the area of effect are
level or higher, the damage increases by 1d8 for each slot level above At the end of each of its turns, and each time it takes damage, the automatically pushed 10 feet away from you by the spell’s effect, and
1st. target can make another Wisdom saving throw. The target has the spell emits a thunderous boom audible out to 300 feet.
advantage on the saving throw if it’s triggered by damage. On a At Higher Levels. When you cast this spell using a spell slot of 2nd
success, the spell ends. level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Maximilian’s Earthen Grasp Mind Spike Misty Step


2nd-level transmutation 2nd-level divination 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S, M (a miniature hand sculpted from clay) COMPONENTS S COMPONENTS V

You choose a 5-foot-square unoccupied space on the ground that you You reach into the mind of one creature you can see within range. Briefly surrounded by silvery mist, you teleport up to 30 feet to an
can see within range. A Medium hand made from compacted soil The target must make a Wisdom saving throw, taking 3d8 psychic unoccupied space that you can see.
rises there and reaches for one creature you can see within 5 feet of damage on a failed save, or half as much damage on a successful one.
it. The target must make a Strength saving throw. On a failed save, On a failed save, you also always know the target’s location until the
the target takes 2d6 bludgeoning damage and is restrained for the spell ends, but only while the two of you are on the same plane of
spell’s duration. existence. While you have this knowledge, the target can’t become
As an action, you can cause the hand to crush the restrained target, hidden from you, and if it’s invisible, it gains no benefit from that
who must make a Strength saving throw. It takes 2d6 bludgeoning condition against you.
damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd
To break out, the restrained target can make a Strength check level or higher, the damage increases by 1d8 for each slot level above
against your spell save DC. On a success, the target escapes and is no 2nd.
longer restrained by the hand.
As an action, you can cause the hand to reach for a different
creature or to move to a different unoccupied space within range.
The hand releases a restrained target if you do either.

Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook

Web Animate Dead Slow


2nd-level conjuration 3rd-level necromancy 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 60 feet RANGE 10 feet RANGE 120 feet
DURATION Concentration, up to 1 hour DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a bit of spiderweb) COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) COMPONENTS V, S, M (a drop of molasses)

You conjure a mass of thick, sticky webbing at a point of your choice This spell creates an undead servant. Choose a pile of bones or a corpse You alter time around up to six creatures of your choice in a 40-foot
within range. The webs fill a 20-foot cube from that point for the of a Medium or Small humanoid within range. Your spell imbues the cube within range. Each target must succeed on a Wisdom saving
duration. The webs are difficult terrain and lightly obscure their area. target with a foul mimicry of life, raising it as an undead creature. The throw or be affected by this spell for the duration.
If the webs aren’t anchored between two solid masses (such as target becomes a skeleton if you chose bones or a zombie if you chose a An affected target’s speed is halved, it takes a -2 penalty to AC and
walls or trees) or layered across a floor, wall, or ceiling, the conjured corpse (the DM has the creature’s game statistics). Dexterity saving throws, and it can’t use reactions. On its turn, it can
web collapses on itself, and the spell ends at the start of your next On each of your turns, you can use a bonus action to mentally use either an action or a bonus action, not both. Regardless of the
turn. Webs layered over a flat surface have a depth of 5 feet. command any creature you made with this spell if the creature is within creature’s abilities or magic items, it can’t make more than one
Each creature that starts its turn in the webs or that enters them 60 feet of you (if you control multiple creatures, you can command any melee or ranged attack during its turn.
during its turn must make a Dexterity saving throw. On a failed save, or all of them at the same time, issuing the same command to each one). If the creature attempts to cast a spell with a casting time of 1
the creature is restrained as long as it remains in the webs or until it You decide what action the creature will take and where it will move action, roll a d20. On an 11 or higher, the spell doesn’t take effect
during its next turn, or you can issue a general command, such as to
breaks free. guard a particular chamber or corridor. If you issue no commands, the until the creature’s next turn, and the creature must use its action on
A creature restrained by the webs can use its actions to make a creature only defends itself against hostile creatures. Once given an that turn to complete the spell. If it can’t, the spell is wasted.
Strength check against your spell save DC. If it succeeds, it is no order, the creature continues to follow it until its task is complete. A creature affected by this spell makes another Wisdom saving
longer restrained. The creature is under your control for 24 hours, after which it stops throw at the end of each of its turns. On a successful save, the effect
The webs are flammable. Any 5-foot cube of webs exposed to fire obeying any command you’ve given it. To maintain control of the ends for it.
burns away in 1 round, dealing 2d4 fire damage to any creature that creature for another 24 hours, you must cast this spell on the creature
starts its turn in the fire. again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead
creatures for each slot level above 3rd. Each of the creatures must come
from a different corpse or pile of bones.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Entertainer’s Pack Studded Leather Cli Lyre
Equipment Packs Armor Musical Instruments

Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 Made from tough but flexible leather, studded leather is An instrument of the bards is an exquisite example of it kind, superior to
days of rations, a waterskin, and a disguise kit. reinforced with close-set rivets or spikes. an ordinary instrument in every way. Seven types of these instruments
exist, each named after a legendary bard college. The following table lists
the spells common to all instruments, as well as the spells specific to
each one and its rarity. A creature that attempts to play the instrument
without being attuned to it must succeed on a DC 15 Wisdom saving
throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells.
Once the instrument has been used to cast a spell, it can't be used to
cast that spell again until the next dawn. The spells use your spellcasting
ability and spell save DC.
You can play the instrument while casting a spell that causes any of its
targets to be charmed on a failed saving throw, thereby imposing
disadvantage on the save. This effect applies only if the spell has a
somatic or a material component.
Instrument Rarity Spells
All - Fly, invisibility, levitate, protection from evil and good, plus the
spells listed for the particular instrument
Anstruth harp Very rare Control weather, cure wounds (5th level),
wall of thorns
Canaith mandolin Rare Cure wounds (3rd level) , dispel magic,
protection from energy (lightning only)
Cli lyre Rare Stone shape, wall of fire, wind wall
Doss lute Uncommon Animal friendship, protection from energy
(fire only) , protection from poison
Fochlucan Uncommon Entangle, faerie fire, shillelagh, bandore
speak with animals
Mac-Fuirmidh cittern Uncommon Barkskin, cure wounds, fog cloud
Ollamh harp Legendary Confusion, control weather, fire storm

10 lbs. Player’s Handbook 13 lb. Player’s Handbook 0 lb. Dungeon Master’s Guide

Sling
Weapons

— Player’s Handbook

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