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Fast Character - Aasimar Wizard 3 (Diviner) - PHB 2024

Rielik the Unforgiving is a level 3 Aasimar Wizard (Diviner) with a Neutral Good alignment, focusing on compassion and helping others. He possesses various skills, spells, and equipment, including proficiency in musical instruments and a spellbook with multiple spells. His character details include traits, flaws, and a background as an entertainer, emphasizing his artistic pursuits and struggles with substance use.
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0% found this document useful (0 votes)
11 views4 pages

Fast Character - Aasimar Wizard 3 (Diviner) - PHB 2024

Rielik the Unforgiving is a level 3 Aasimar Wizard (Diviner) with a Neutral Good alignment, focusing on compassion and helping others. He possesses various skills, spells, and equipment, including proficiency in musical instruments and a spellbook with multiple spells. His character details include traits, flaws, and a background as an entertainer, emphasizing his artistic pursuits and struggles with substance use.
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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RIELIK THE UNFORGIVING

Wizard 3 (Diviner) 963


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Aasimar Entertainer
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+0 +2 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Neutral Good. I help others
(AC) INITIATIVE according to their needs and promote
10 compassion above all else.
SAVING THROWS
12 +2 30 ft.
Entertainer Background [PHB 2024,
Armor Worn: none p. 180]
+0 Strength Saves
• Traits: Just a one-hit wonder so far. Thrifty-
DEX +2 Dexterity Saves
minded.
HIT POINTS HIT DICE
+2 +2 Constitution Saves
+4 Intelligence Saves *
• Ideal: Traditional art is best.

15 +3 Wisdom Saves * 20 3d6 • Bond: Past lover inspires art.


• Flaw: Takes dangerous drugs.
-1 Charisma Saves
* Prof. bonus added DEATH SAVES: Success O O O Fail O O O
Aasimar Traits [PHB 2024, p. 186]
• Age: 26 years old
CON SKILLS WEAPON & UNARMED ATTACKS • Medium Size (5' 7", 136 lbs.)

+2 +4 Acrobatics (Dex) * Basic Attack. One target per Attack action.


• Celestial Resistance (vs. necrotic, radiant)
• Darkvision (60 feet)
+1 Animal Handling (Wis) • Healing Hands (2d4s by touch betw. long
14 +6 Arcana (Int) ** rests)
Quarterstaff. Melee Weapon Attack: +2 to
+0 Athletics (Str) hit, reach 5 ft. Hit: 1d6+0 bludgeoning • Celestial Legacy (Charisma-based; Light
damage. (If used two-handed in melee, cantrip)
-1 Deception (Cha)
INT +4 History (Int) * does 1d8+0 damage.)
Wizard Class Features [PHB 2024, p. 165]
+2 +1 Insight (Wis)
-1 Intimidation (Cha)
Dagger. Melee or Ranged Weapon Attack: +4 to
• Ritual Adept (cast unprepared spells from
spellbook)
hit, reach 5 ft. 1d4+2 piercing damage. (If
15 +2 Investigation (Int) thrown, normal range to 20 ft.; disadvantage • Arcane Recovery (recover 2 spell slots on
+1 Medicine (Wis) long range 21 to 60 ft.) short rest)
• Divination Savant (automatic spells to
+2 Nature (Int) spellbook)
+1 Perception (Wis) FEATS & SPECIAL ABILITIES
WIS • Portent (betw. long rests, roll two d20 and
+1 Performance (Cha) *
+1 -1 Persuasion (Cha)
Musician [PHB 2024, p. 201]: Proficiencies
(pan flute, horn, viol). In short or long rest,
your song grants Heroic Inspiration to 2
use results whenever)

Wizard's Spellbook [PHB 2024, p. 165]:


12 +2 Religion (Int)
allies. Augury, Charm Person, Comprehend
+2 Sleight of Hand (Dex)
Languages, Detect Magic, False Life, Fog
+2 Stealth (Dex) Fire Bolt Cantrip. Ranged Spell Attack: +4 to
hit, targets one creature or object within 120 Cloud, Identify, Magic Missile,
+1 Survival (Wis) Phantasmal Force, Sleep, Tenser's
CHA * Prof. bonus added
ft. range. Hit: 1d10 fire damage and
Floating Disk
unattended flammable objects catch on fire.
-1 ** Expertise
Spellcasting [PHB 2024, p. 235]
9
11 PASSIVE WISDOM
(PERCEPTION)
Spell Attack Modifier +4
Spell Save DC 12

PROFICIENCIES & LANGUAGES Cantrips Known: Fire Bolt, Light, Mage


Armor: none Hand, Prestidigitation
Weapons: simple weapons
Prepared Spells
Tools: musical instrument (flute), musical 1st Level (4 slots): Charm Person, Detect
instrument (horn), musical instrument Magic, False Life, Magic Missile, Sleep
(lute), musical instrument (lyre), musical 2nd Level (2 slots): Augury, Phantasmal
instrument (pan flute), musical instrument Force
(viol)
Saving Throws: Intelligence, Wisdom
Skills: Acrobatics, Arcana, History,
Performance
Languages: Common, Gnomish, Halfling

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EQUIPMENT & TREASURE
Carried Gear [PHB 2024, p. 213]: two (2) daggers, quarterstaff, light crossbow and 20 bolts, scholar's pack (backpack, book of lore, bottle of ink, ink pen,
10 sheets of parchment, a little bag of sand, a small knife), flute (musical instrument), lute (musical instrument), lyre (musical instrument), arcane focus:
staff, belt pouch, set of common clothes, set of costume clothes, robes, spellbook, two costumes, perfume, mirror. (This load is about 45 lbs.; add 1 lb.
per 50 coins carried.)

Coins & Gems: 34 gold pieces (g.p.); 53 silver pieces (s.p.); 15 copper pieces (c.p.); 2 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 hazards.
• 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 hazards.
• 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 (Stabilize): 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.

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• 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.

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Page number references...


[PHB 2024] = Dungeons & Dragons Player's Handbook (2024 version, aka "One D&D" or "5.1") by Jeremy Crawford, published Sept. 2024, by
Wizards of the Coast (ISBN-13: 978-0-7869-6951-7).

[DMG 2024] = Dungeons & Dragons Dungeon Master's Guide (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.

[MM 2024] = Dungeons & Dragons Monster Manual (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.

[PHB 2014] = Dungeons & Dragons Player's Handbook (5th edition) (2014 version) by Mike Mearls and Jeremy Crawford, published Aug. 19,
2014, by Wizards of the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).

[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).

[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).
[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).

[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).

[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).

[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).

[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).
[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).

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[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).
[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).

[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).

[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).

[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).

Books are available from a gaming store near you.

FREQUENTLY ASKED QUESTIONS | CONTACT (especially about typos, glitches and othre errrors)

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This Web site is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Web site may use the
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