Sabine
Sabine
SABINE
Wizard 3 (Illusionist)
EXPERIENCE POINTS
981
PLAYER NAME
RACE/ANCESTRY/HERITAGE
Human
BACKGROUND
Soldier
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR
+0
10
DEX
+2
15
CON
+2
15
INT
+2
15
WIS
+1
12
CHA
-1
8
+2
PROFICIENCY
BONUS
+0 Strength Saves
+2 Dexterity Saves
+2 Constitution Saves
+4 Intelligence Saves *
+3 Wisdom Saves *
-1 Charisma Saves
* Prof. bonus added
+2 Acrobatics (Dex)
+1 Animal Handling (Wis)
+6 Arcana (Int) **
+2 Athletics (Str) *
-1 Deception (Cha)
+4 History (Int) *
+1 Insight (Wis)
+1 Intimidation (Cha) *
+4 Investigation (Int) *
+1 Medicine (Wis)
+2 Nature (Int)
+1 Perception (Wis)
-1 Performance (Cha)
-1 Persuasion (Cha)
+2 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+1 Survival (Wis)
* Prof. bonus added
** Expertise
11
Armor: none
Weapons: simple weapons
Tools: gaming set (dice set)
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Athletics, History, Intimidation, Investigation
Languages: Common, Dwarvish, Giant
ARMOR
CLASS
(AC)
12
Armor Worn: none
INITIATIVE
+2
SPEED
30 ft.
HIT POINTS
20
HIT DICE
3d6
DEATH SAVES: Success O O O Fail O O O
WEAPON & UNARMED ATTACKS
Basic Attack. One target per Attack action.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 1d6+0 bludgeoning damage. (If used two-handed in melee, does
1d8+0 damage.)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.;
disadvantage long range 21 to 60 ft.)
FEATS & SPECIAL ABILITIES
Lucky Feat [PHB 2024, p. 201]: Gain 2 Luck Points, each of which may give adv. on an ability check, save, or attack, or impose
disadv. on one attacker targeting you. Regain expended points in a long rest.
Savage Attacker Feat [PHB 2024, p. 201]: Once per turn, roll damage for a hit twice and use either damage total.
Ray Of Frost Cantrip. Ranged Spell Attack: +4 to hit, targets one creature or object within 60 ft. range. Hit: 1d8 cold damage and
target's speed reduced by 10 feet for one round.
Wizard's Spellbook [PHB 2024, p. 165]: Blindness/Deafness, Charm Person, Color Spray, Disguise Self, Fog Cloud, Grease,
Invisibility, Mage Armor, Magic Missile, Silent Image
Spell Save DC 12
Cantrips Known: Light, Mage Hand, Minor Illusion, Prestidigitation, Ray of Frost
Prepared Spells
1st Level (4 slots): Charm Person, Color Spray, Mage Armor, Magic Missile, Silent Image
2nd Level (2 slots): Blindness/Deafness, Invisibility
Coins & Gems: 43 gold pieces (g.p.); 38 silver pieces (s.p.); 42 copper pieces (c.p.); 3 gems (worth 10 g.p. each)
ENCUMBRANCE
Lifting & Carrying: 150 lbs. max. carrying capacity; 300 lbs. pushing or dragging (speed -5 ft.); 300 lbs. max. lift.
PLAYING THE GAME
• The Dungeon Master (DM) describes a scene and players take turns describing their characters' responses, often using one of six
abilities:
• Strength (STR) (physical prowess),
• Dexterity (DEX) (agility, reflexes),
• Constitution (CON) (health, fortitude),
• Intelligence (INT) (memory, reason),
• Wisdom (WIS) (awareness, willpower),
• Charisma (CHA) (appeal, leadership).
• For ability checks, saving throws, and attack rolls, roll 1d20 + one ability modifier + proficiency bonus (if proficient in task). Other
modifiers may come from class features or spells. The higher the total, the better the effort. The DM tracks minimum totals
needed for successful results.
• For initiative rolls, roll 1d20 + Initiative (DEX) modifier. Higher totals act before lower totals in the same 6-second round.
• During a turn, a character or creature may do 1 movement, 1 action and up to 1 bonus action. Between turns, do up to 1 reaction.
• Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s and use the lower result.
• On attack rolls only, a "natural 20" is always a critical hit, while a "natural 1" is always a miss.
• Saving throws do not count as actions and are rolled as needed at any time due to attacks, spells, or hazzards.
• A character may die if failing three death saves while at 0 hit points, gaining 6 levels of Exhaustion, or suffering certain deadly
spells and hazzards.
• Specific traits, features, spells, and magic items may create exceptions to any rules.
ACTIONS (1 per turn)
• Attack: Roll to hit, melee or ranged. Some classes and creatures make extra attacks at higher levels with this action. Mastery with
a weapon includes additional possible combat effects.
• Dash: Double Speed this turn.
• Disengage: Avoiding all opportunity attacks while moving; "defensive retreat."
• Dodge: Give attackers disadvantage and gain advantage on Dexterity saves for yourself.
• Escape: Try to break free from grapple via Strength (Athletics) or Dexterity (Acrobatics).
• Grapple: Special melee attack to give target the Grappled condition.
• Help (Stabilze): DC 10 Medicine check to aid 0 h.p. dying creature; automatic success if using healer's kit.
• Help: Give an ally advantage on one ability check or attack roll.
• Hide: Stealth allowed only if unobserved.
• Influence: Make a Charisma check to alter a creature's attitude.
• Magic: Cast a spell with a casting time 1 action, or use a magical item or feature.
• Ready: Plan to take action as a reaction when a trigger occurs.
• Search: Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
• Shove: Special melee attack.
• Study: Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.
• Utilize: Use a nonmagical item (pick a lock, cover a hooded lantern, equip or drop a shield, etc.
BONUS ACTIONS (up to 1 per turn)
• Consume Potion: Drink for yourself or administer to another within 5 feet.
• Offhand Attack: If doing Attack as action, may make one attack this turn if light weapon in other hand.
• Magic (Cast Spell): If casting time 1 bonus action.
MOVEMENTS (limited by Speed)
• Move: Distance equal to Speed.
• Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain or Move While Grappling: "Half speed," uses up 10 ft. of Speed
per 5 ft. distance.
• Drop Prone: No cost to Speed.
• Stand Up: From Prone position/condition, costs half Speed that turn.
• Take Cover: At end of move, half cover gives +2 to Armor Class and Dexterity saving throws; three-quarter cover gives +5 AC and
DEX saves.
REACTIONS (1 between turns)
• Cast Spell: If casting time 1 reaction.
• Opportunity Attack: May make one attack if enemy moves out of reach.
• Readied Action: After trigger occurs, else action wasted.
FREE ACTIONS
• Concentration (Maintain A Spell): Ends if caster starts another concentration spell, or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes damage, a Constitution saving throw is needed to avoid immediately ending spell. DC
equals 10 or half damage, whichever greater. Each hit needs a separate saving throw check.