0% found this document useful (0 votes)
2 views3 pages

Dave v1

Uploaded by

Jamen Gensure
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
0% found this document useful (0 votes)
2 views3 pages

Dave v1

Uploaded by

Jamen Gensure
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
You are on page 1/ 3

Wizard 3 Sage Jamen

CLASS & LEVEL BACKGROUND PLAYER NAME


Dave
Human (Variant) CG 900
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
9 -1 30 ft.
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 23


-1 Strength
DEXTERITY

-1
-1

+3
Dexterity
Constitution
23
CURRENT HIT POINTS IDEALS
● +5 Intelligence

8 ● +4 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3
-1 Acrobatics (Dex) Total 3d6 SUCCESSES
16 Animal Handling (Wis)
+2
3 FAILURES
+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

+3 ●
+0

+5
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you

Insight (Wis)
Dagger +1 1d4 -1 S often know where and from whom you can obtain it. Usually, this information comes from a
library, scriptorium, university, or a sage or other learned person or creature. Your DM
16 ● +4 might rule that the knowledge you seek is secreted away in an almost inaccessible place,
or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can
require an adventure or even a whole campaign.
+0 Intimidation (Cha) Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once
WISDOM +3 Investigation (Int) per day when you finish a short 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.
+2 Medicine (Wis)
+2 +3 Nature (Int)
Divination Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to
copy a Divination spell into your spellbook is halved.

Portent
● +4 Perception (Wis) Starting at 2nd level when you choose this school, glimpses of the future begin to press in
14 on your awareness. When you finish a long rest, roll two d20s and record the numbers
rolled. You can replace any attack roll, saving throw, or ability check made by you or a
+0 Performance (Cha) creature that you can see with one of these foretelling rolls. You must choose to do so
before the roll, and you can replace a roll in this way only once per turn.

+0 Persuasion (Cha) Each foretelling roll can be used only once. When you finish a long rest, you lose any
CHARISMA unused foretelling rolls.

● +5 Religion (Int) Ritual Caster

+0
Source: Player's Handbook

-1 Sleight of Hand (Dex) Prerequisite: Intelligence or Wisdom of 13 or higher

You have learned a number of spells that you can cast as rituals. These spells are written
-1 Stealth (Dex) in a ritual book, which you must have in hand while casting one of them.

10 +2 Survival (Wis)
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your
choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or
wizard. You must choose your spells from that class's spell list, and the spells you choose
must have the ritual tag. The class you choose also must have the ritual tag. The class you
choose also determines your spellcasting ability for these spells: Charisma for bard,
SKILLS ATTACKS & SPELLCASTING sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's
spellbook, you might be able to add it to your ritual book. The spell must be on the spell list
for the class you chose, the spell's level can be no higher than half your level (rounded up),
and it must have the ritual tag. The process of copying the spell into your ritual book takes
14 PASSIVE WISDOM (PERCEPTION)
1 Bottle of Ink 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material
components you expend as you experiment with the spell to master it, as well as the fine
CP inks you need to record it.

1 Quill
1 Small Knife
Common, Draconic, Quori, SP
1 Set of Common
Infernal
EP Clothes
1 letter from a dead
GP 10 colleague posing a
question you have
PP not yet been able to
answer

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
56
AGE HEIGHT WEIGHT
Dave
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6
Light
Message
Toll the Dead

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Detect Magic

Feather Fall
4
Find Familiar

Grease
SPELLS KNOWN

Identify

Mage Armor

Shield

Sleep

2 2
Enlarge/Reduce

Knock

Suggestion
5
Vortex Warp

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

You might also like