Human Wizard (Variant) v7

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    RACE

    CLASS & LEVEL PLAYER NAME

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTSALIGNMENT

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

    Hit Point Maximum  Strength

      Dexterity

      Constitution

      Intelligence

      Wisdom

      Charisma

    CP

    EP

    PP

    GP

    SP

    PASSIVE WISDOM (PERCEPTION)

    EQUIPMENTOTHER PROFICIENCIES & LANGUAGES

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

      Acrobatics (Dex)

      Animal Handling (Wis)

      Arcana (Int)

      Athletics (Str)

      Deception (Cha)

      History (Int)

      Insight (Wis)

      Intimidation (Cha)

      Investigation (Int)

      Medicine (Wis)

      Nature (Int)

      Perception (Wis)

      Performance (Cha)

      Persuasion (Cha)

      Religion (Int)

      Sleight of Hand (Dex)

      Stealth (Dex)

      Survival (Wis)

    DEATH SAVESHIT DICE

    NAME ATK BONUS DAMAGE/TYPE

    Total SUCCESSES

    FAILURES

    IDEALS

    BONDS

    FLAWS

    PERSONALITY TRAITS

    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEEDPROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    SKILLS

    Wizard 7 Sage Klaus

    Alexius RaimonHuman – Variant Neutral Good

    13+3

    16 +3 30I’m willing to listen to every side of anargument before I make my own

     judgment.

    +1

    16

    Knowledge. The path to power andself-improvement is through knowledge.(Neutral)

    +3I have an ancient text that holds terriblesecrets that must not fall into the wronghands.

    147

    +2d6

    I overlook obvious solutions in favor ofcomplicated ones.

    20

    +3

    +2

    +1

    +2

    +8

    Quarterstaff +4 d6+1+5

    +2 Dagger +6

    +5

    d4+1

    +13

    14

    +8

    +7+2

    14

    -+5

    +2

    =2

    +5

    +3

    +2

    44

    +3

    +2+2

    +2

    Common, Draconian, Infernal,Thayan, daggers, darts,slings, quarterstaffs,light crossbows 250

    A bottle of black ink, a quill, a

    small knife, a letter from adead colleague posing aquestion you have not yetbeen able to answer, a set ofcommon clothes, and a beltpouch, an arcane focus,spellbook, backpack, a bookof lore, a bottle of ink, an inkpen, 10 sheets of parchment,a little bag of sand, smallknife.

    Spellcasting

    Arcane RecoveryYou have learned to regain some of your magical energy bystudying your spellbook. Once per day when you finish ashort rest, you can choose expended spell slots to recover.The spell slots can have a combined level that is equal to orless than half your wizard level (rounded up), and none of theslots can be 6th level or higher.

    Arcane Tradition – Evocation

    Ritual CastingYou can cast a wizard spell as a ritual if that spell has theritual tag and you have the spell in your spellbook. You don'tneed to have the spell prepared.

    Evocation SavantBeginning when you select this school at 2nd level, the goldand time you must spend to copy an evocation spell into yourspellbook is halved.

    Sculpt SpellsBeginning at 2nd level, you can create pockets of relativesafety within the effects of your evocation spells. When youcast an evocation spell that affects other creatures that youcan see, you can choose a number of them equal to 1 + thespell’s level. The chosen creatures automatically succeed ontheir saving throws against the spell, and they take nodamage if they would normally take half damage on asuccessful save.

    ObservantQuick to notice details of your environment, you gain thefollowing benefits:• Increase your Intelligence or Wisdom score by 1, to amaximum of 20.• If you can see a creature’s mouth while it is speaking alanguage you understand, you can interpret what it’s sayingby reading its lips.• You have a +5 bonus to your passive Wisdom (Perception)and passive Intelligence (Investigation) scores.

    Spell SniperYou have learned techniques to enhance your attacks withcertain kinds of spells, gaining the following benefits:• When you cast a spell that requires you to make an attackroll, the spell’s range is doubled.• Your ranged spell attacks ignore half cover andthree-quarters cover.• You learn one cantrip that requires an attack roll.

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    CHARACTER NAME   EYES

    AGE WEIGHTHEIGHT

    HAIRSKIN

    NAME

    TREASURECHARACTER BACKSTORY

    CHARACTER APPEARANCE

    ADDITIONAL FEATURES & TRAITS

    ALLIES & ORGANIZATIONS

    SYMBOL

    TM & © 20 14 W izards of the Coast LLC . Perm ission is granted to pho tocopy this docum ent for personal use.

    ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and fromwhom you can obtain it. Usually, this information com es from a library, scriptorium, university, or a sage or other learnedperson or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, orthat it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a wholecampaign.

    Preparing and Casting SpellsThe Wizard lable shows how many spell slots you have to east your spells of 1st leveI and higher. To east one of thesespells, 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 yourspellbook equal to your Intelligenee modifier + your wizard leveI (minimum of one spell). The spells must be of a leveI forwhieh you have spell slots. (12)

    Potent CantripStarting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creaturesucceeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers noadditional effect from the cantrip.

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