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Wizard 7

Sage

CLASS & LEVEL

Alexius Raimon
CHARACTER NAME

Klaus

BACKGROUND

Human Variant

Neutral Good

RACE

ALIGNMENT

PLAYER NAME

EXPERIENCE POINTS

INSPIRATION

STRENGTH

13

16
+3

ARMOR
CLASS

PROFICIENCY BONUS

+3

30

INITIATIVE

SPEED

Im willing to listen to every side of an


argument before I make my own
judgment.
PERSONALITY TRAITS

+1
DEXTERITY

16
+3

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

CONSTITUTION

Hit Point Maximum 44

Knowledge. The path to power and


self-improvement is through knowledge.
(Neutral)
CURRENT HIT POINTS

I have an ancient text that holds terrible


secrets that must not fall into the wrong
hands.

SAVING THROWS

TEMPORARY HIT POINTS

14
+2

INTELLIGENCE

20
+5
WISDOM

IDEALS

+3

Acrobatics (Dex)

+2

Animal Handling (Wis)

+8

Arcana (Int)

+1

Athletics (Str)

+2

Deception (Cha)

+8

History (Int)

+5

Insight (Wis)

+2

Intimidation (Cha)

+13

Investigation (Int)

Total 7

SUCCESSES

d6

FAILURES

HIT DICE

NAME

BONDS

I overlook obvious solutions in favor of


complicated ones.

DEATH SAVES

FLAWS

ATK BONUS DAMAGE/TYPE

Spellcasting

Quarterstaff

+4

d6+1

Dagger

+6

d4+1

Arcane Recovery
You have learned to regain some of your magical energy by
studying your spellbook. Once 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.

14

=2

Medicine (Wis)

-+5

Nature (Int)

Arcane Tradition Evocation

+2

+7

Perception (Wis)

+2

Performance (Cha)

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the
ritual tag and you have the spell in your spellbook. You don't
need to have the spell prepared.

+2

Persuasion (Cha)

+5

Religion (Int)

+3

Sleight of Hand (Dex)

+3

Stealth (Dex)

+2

Survival (Wis)

CHARISMA

14
+2

Evocation Savant
Beginning when you select this school at 2nd level, the gold
and time you must spend to copy an evocation spell into your
spellbook is halved.

SKILLS

+2

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

Common, Draconian, Infernal,


Thayan, daggers, darts,
slings, quarterstaffs,
light crossbows

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES

250

A bottle of black ink, a quill, a


small knife, a letter from a
dead colleague posing a
question you have not yet
been able to answer, a set of
common clothes, and a belt
pouch, an arcane focus,
spellbook, backpack, a book
of lore, a bottle of ink, an ink
pen, 10 sheets of parchment,
a little bag of sand, small
knife.

Sculpt Spells
Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you
cast an evocation spell that affects other creatures that you
can see, you can choose a number of them equal to 1 + the
spells level. The chosen creatures automatically succeed on
their saving throws against the spell, and they take no
damage if they would normally take half damage on a
successful save.
Observant
Quick to notice details of your environment, you gain the
following benefits:
Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
If you can see a creatures mouth while it is speaking a
language you understand, you can interpret what its saying
by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception)
and passive Intelligence (Investigation) scores.
Spell Sniper
You have learned techniques to enhance your attacks with
certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack
roll, the spells range is doubled.
Your ranged spell attacks ignore half cover and
three-quarters cover.
You learn one cantrip that requires an attack roll.

EQUIPMENT
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FEATURES & TRAITS

CHARACTER NAME

AGE

HEIGHT

WEIGHT

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from
whom you can obtain it. Usually, this information com es from a library, scriptorium, university, or a sage or other learned
person or creature. Your DM 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.
Preparing and Casting Spells
The Wizard lable shows how many spell slots you have to east your spells of 1st leveI and higher. To east one of these
spells, you must expend a slol of the spelJ's leveI or higher. Vou regain ali expended spell slots when you finish a long rest.
Vou prepare the Iist of wizard spells that are available for you to east. To do so, ehoose a number of wizard spells from your
spellbook equal to your Intelligenee modifier + your wizard leveI (minimum of one spell). The spells must be of a leveI for
whieh you have spell slots. (12)
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature
succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no
additional effect from the cantrip.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE
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SPELLCASTING
CLASS

CANTRIPS

Fire Bolt (120 fr range, 2d10 dam), Light,


Minor Illusion, Prestidigitation, Ray of Frost

Int

16

+8

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

Animate Dead (page 212)

Bestow Curse (See page 218)


Blink (Roll d20 <11 = move to ethereal plane)

Counterspell (Interupts lv 3 spells, 4+ gets abi check)

Dispel Magic (dispels lv 3 spells, 4+ gets abi check)


Fear (30ft cone, will save or frightened)
Fly (Flies for 10 min)
Fireball (150ft range, 20ft radius, 8d8 dam, dex 1/2 dam, i)
SPELL
LEVEL

Glyph of Warding (rune 5d8 dam)


SLOTS TOTAL

EPAR

PR

Haste (+2 ac, adv on dx save, =1 action, 1min)

Lightning Bolt (100x5 ft, 8d6 dam dex save 1/2, i)


Magic Circle (page 256)

Burning Hands (15-fool cone, 3d6, Dex save=half)

Charm Person (Charms humanoid, wis save, adv if fight)

Detect Magic (detects magick within 30 ft, Ritual)


Identify (tells you what an [magick] item is, ritual)
SPELLS KNOWN

Sleet Storm (Douses fire)

SPELL NAME

ED

SLOTS EXPENDED

Banishment (Char save or be banished)

Mage Armor (Ac=13+dex mod)

Conjure Minor Elemental (Summons elemntal rnk >rnk2)

Magic Missile (3 darts 1d4+1 dam)

Ice Sorm (20 ft radius, dex save 6d8 dam, diff terrain)

Sleep (Sleeps 5d8HD; save will, 20 rad 90 ft range)

Stone Skin (resists nonmagical bludgeoning, piercing, slashing)

Witch Bolt (1d12 dam, 1 min concentration duration)

Wall of Fire (dx save, 5d8 dam, 1 min)

Feather Fall

Find Familiar

Alter Self (Alters appearance, can become aquatic)

Arcane Lock (Locks thing, cannot be picked)

Blur (Attacks gain disadvantage)

Hold Person (Wix save or cannot move)

Knock (unlocks an item)


Invisibility (invisible, 1 hr)

Mirror Image (see page 260)

Melf's Acid Arrow (on hit 4d4 dam, 2d4 next rnd)

Web

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

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