Megumin: Wizard (13) Human
Megumin: Wizard (13) Human
INSPIRATION
STRENGTH
+2 +5 PROFICIENCY BONUS
10
ARMOR
CLASS
0
INITIATIVE
30
SPEED
14 PERSONALITY TRAITS
0 ●
+3 Constitution
+10 Intelligence
CURRENT HIT POINTS IDEALS
10 ●
+5 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+5 ●
0 Deception (Cha)
+10 History (Int)
NAME ATK BONUS DAMAGE/TYPE
20 0 Insight (Wis)
0 Intimidation (Cha)
0 ●
0 Sleight of Hand (Dex)
+5 Stealth (Dex)
10 0 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
17
AGE HEIGHT WEIGHT
Megumin
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 18 +10
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 1
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7 1
EPAR
SPELL NAME Delayed Blast Fireball
ED
PR
4 3
SPELLS KNOWN
2 3
5 2
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
-----------Other Traits------------
Arcane Deflection. At 2nd level, you have learned to weave your magic
to fortify yourself against harm. When you are hit by an attack or you
fail a saving throw, you can use your reaction to gain a +2 bonus to
your AC against that attack or a +4 bonus to that saving throw.
Arcane Recovery. When you finish a short rest, regain spell slots
totalling no more than 7, and each must be 5th level or lower. (use
once/day).
Durable Magic. Beginning at 10th level, the magic you channel helps
ward off harm. While you maintain concentration on a spell, you have a
+2 bonus to AC and all saving throws.
Elemental Adept. When you gain this feat, choose on of the following
damage types: acid, cold, fire, lightning, or thunder. Spells you cast
ignore resistance to the chosen type, and whenever you roll damage
for a spell that deals damage of the chosen type, treat any rolled 1's as
being a 2.
Power Surge. Starting at 6th level, you can store magical energy within
yourself to later empower your damaging spells. In its stored form, this
energy is called a power surge.
Once per turn when you deal damage to a creature or object with a
wizard spell, you can spend one power surge to deal extra force
damage to that target. The extra damage equals half your wizard level.
Tactical Wit. Starting at 2nd level, your keen ability to assess tactical
situations allows you to act quickly in battle. You can give yourself a
bonus to your initiative rolls equal to your Intelligence modifier.
Page 1
Level-7 evocation
Delayed Blast Fireball
1 act. 150 ft V,S,M Conc, 1 min
A beam of yellow light flashes from your
pointing finger, then condenses to linger at a
chosen point within range as a glowing bead
for the duration. When the spell ends, either
because your concentration is broken or
because you decide to end it, the bead
blossoms with a low roar into an explosion of
flame that spreads around corners. Each
creature in a 20-foot-radius sphere centered
on that point must make a Dexterity saving
throw. A creature takes fire damage equal to
the total accumulated damage on a failed save,
or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of
your turn the bead has not yet detonated, the
damage increases by 1d6. If the glowing bead is
touched before the interval has expired, the
creature touching it must make a Dexterity
saving throw. On a failed save, the spell ends
immediately, causing the bead to erupt in
flame. On a successful save, the creature can
Wizard DC 18 Mod +10
Page 1 (reverse)