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Artemis 14

level 14 wizard sheet

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

Artemis 14

level 14 wizard sheet

Uploaded by

esbenson1826
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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War Wizard Sage

CLASS & LEVEL BACKGROUND PLAYER NAME


Artemis
tiefling cg
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

+1 INSPIRATION
STRENGTH
18 +8 30
10 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum 108


Strength
DEXTERITY
Dexterity

17 ●
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16
Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis)


14d6 FAILURES
● +10 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)

20 ● +10
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
-Arcane Recovery: 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
Insight (Wis) than half your wizard level (rounded up), and none of the
slots can be 6th level or higher.
Intimidation (Cha) -Cantrip Formulas: Whenever you finish a long rest and
consult those formulas in your spellbook, you can replace
WISDOM ● +10 Investigation (Int) one wizard cantrip you know with another cantrip from the
wizard spell list.
Medicine (Wis)
13 Nature (Int)
-Arcane Deflection: 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. When you use this feature, you can't cast
Perception (Wis) spells other than cantrips until the end of your next turn.
-Tactical Wit: Starting at 2nd level, your keen ability to
Performance (Cha) assess tactical situations allows you to act quickly in battle.
You can give yourself a bonus to your initiative rolls equal to
Persuasion (Cha) your Intelligence modifier.
CHARISMA
-Power Surge:You can store a maximum number of power
● +10 Religion (Int) surges equal to your Intelligence modifier.Whenever you
18 Sleight of Hand (Dex)
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
Stealth (Dex) steal magic from the spell you foiled. If you end a short rest
with no power surges, you gain one power surge. Once per
Survival (Wis) turn when you deal damage to a creature or object with a
wizard spell, you can spend one power surge to deal extra
SKILLS ATTACKS & SPELLCASTING force damage to that target. The extra damage equals half
your wizard level.
-Durable Magic: +2 to AC and Saves while concentrating on
a spell
PASSIVE WISDOM (PERCEPTION) -Deflecting Shroud: When you use your Arcane Deflection
CP
Bracers of Defense feature, you can cause magical energy to arc from you. Up
to three creatures of your choice within 60 feet of you each
Archmage Robes take force damage equal to half your wizard level.
Wand of Blasting
Infernal, Gnomish, Dwarvish, SP
Quarterstaff
Common
EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
42 6'1" 175
AGE HEIGHT WEIGHT
Artemis
Gold White Blonde
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 Int 20 +10
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Prestidigitation Haste Chain Lightning

Mage Hand Fireball Glibe of invulnerability

Firebolt Magic Circle Mental Prison

Shoocking Grasp Tiny Servant Otto's Irresistible Dance

Minor Illusion Remove Curse

Lightning Bolt

Counterspell

Dispel Magic

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 1
EPAR
SPELL NAME Mordenkainen's Sword
ED
PR

Absorb Elements Teleport

Catapult
4 3 Plane Shift

Magic Missile

Mage Armor Summon Construct


SPELLS KNOWN

Silent Image Elemental Bane

Chromatic Orb Ice Storm

Sleep Polymorph

Thunderwave Wall of Fire

Tenser's Floating Disk

2 3
Arcane Lock

Dragon's Breath

Shatter
5 2
Enlarge/reduce

Maximillion's Earthen Grasp Bigby's Hand


9
Rime's Binding Ice Hold Monster

Air Bubble Legend Lore

Cone of Cold

Telekinesis

Animate Objects

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

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