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Megumin: Wizard (13) Human

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0% found this document useful (0 votes)
317 views6 pages

Megumin: Wizard (13) Human

Uploaded by

Bob
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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Wizard (13)

CLASS & LEVEL BACKGROUND PLAYER NAME


Megumin Human Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

+2 +5 PROFICIENCY BONUS
10
ARMOR
CLASS
0
INITIATIVE
30
SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 93


+2 Strength
DEXTERITY
0 Dexterity

0 ●
+3 Constitution
+10 Intelligence
CURRENT HIT POINTS IDEALS

10 ●
+5 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 0 Acrobatics (Dex) Total 13d6 SUCCESSES

16 0 Animal Handling (Wis) FAILURES



+10 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)

+5 ●
0 Deception (Cha)
+10 History (Int)
NAME ATK BONUS DAMAGE/TYPE

20 0 Insight (Wis)
0 Intimidation (Cha)

WISDOM +5 Investigation (Int)


0 Medicine (Wis)
0 +5 Nature (Int)
0 Perception (Wis)
10
0 Performance (Cha)
0 Persuasion (Cha)
CHARISMA
+5 Religion (Int)

0 ●
0 Sleight of Hand (Dex)
+5 Stealth (Dex)
10 0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION)


CP Staff (1);
Waterskin (1);
Weapon Proficiencies:
SP
Bedroll (1);
Rations (1 day)
Crossbow, light; EP
(10); Rope,
Dagger; Dart; hempen (1);
Quarterstaff; Sling GP
Tinderbox (1);
PP
Mess kit (1);
Language Proficiencies: Backpack (1);
Abyssal; Common Spellbook (1);
Torch (10)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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.

You can store a maximum number of power surges equal to your


Intelligence modifier (minimum of one). Whenever you finish a long
rest, your number of power surges resets to one. Whenever you
successfully end a spell with dispel magic or counterspell, you gain one
power surge, as you steal magic from the spell you foiled. If you end a
short rest with no power surges, you gain one 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)

Delayed Blast Fireball (reverse)


throw the bead up to 40 feet. When it strikes a
creature or a solid object, the spell ends, and
the bead explodes. The fire damages objects in
the area and ignites flammable objects that
aren't being worn or carried. At Higher Levels.
When you cast this spell using a spell slot of
8th level or higher, the base damage increases
by 1d6 for each slot level above 7th.

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