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1700388-US - Wizard

This document outlines the character sheet for a wizard in a role-playing game, detailing their hit points, proficiencies, equipment, spells, and class features. It includes information on spellcasting, arcane traditions, and ability score improvements as the wizard levels up. Additionally, it provides a section for character backstory, personality traits, and inventory management.
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0% found this document useful (0 votes)
12 views20 pages

1700388-US - Wizard

This document outlines the character sheet for a wizard in a role-playing game, detailing their hit points, proficiencies, equipment, spells, and class features. It includes information on spellcasting, arcane traditions, and ability score improvements as the wizard levels up. Additionally, it provides a section for character backstory, personality traits, and inventory management.
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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name:

wizard race:

alignment: level:

arcane tradition:

class features
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard
level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and
Religion

Equipment

You start with the following equipment, in addition to the equipment granted
by your background:

(a) a quarterstaff or (b) a dagger


(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
A spellbook
str dex con int wis cha

proficiency speed initiative armor

inspiration
bonus class

saving throws skills


prof mod skill bonus

● str int dex Acrobatics


● wis Animal handling
dex ● wis int Arcana
● str Athletics
● con cha
cha Deception
int History
senses ● wis Insight
cha Intimidation
passive wis (perception)
int Investigation
● wis Medicine
passive int (investigation)
int Nature
passive wis (insight) ● wis Perception
cha Performance
cha Persuasion
death saves int Religion

◆ ◆ fails dex
dex
Sleight of Hand
Stealth
saves
◆ ● wis Survival

hit points
Hit Dice: 1d6 per wizard level current max temp
Hit Points at 1st Level: 6+ your Con.
modifier
Hit Points at Higher Levels: 1d6 (or 4) +
your Con. modifier per wizard level after
1st
other proficiencies background
& languages

attacks & spellcasting


name atk bonus damage/type
personality traits ideals

bonds flaws

features & traits


character backstory

character appearance

allies & organizations


gear & armor
attuned
head ●

amulet ●

cloak ●

armor ●

arms ●

ring ●

ring ●

belt ●

boots ●

shield ●

inventory & treasure


inventory & treasure
the wizard
lvl prof. features cantrips
bonus known

1st +2 spellcasting, arcane recovery 3


2nd +2 arcane tradition 3
3rd +2 – 3
4th +2 ability score improvement 4
5th +3 – 4
6th +3 arcane tradition feature 4
7th +3 – 4
8th +3 ability score improvement 4
9th +4 – 4
10th +4 arcane tradition feature 5
11th +4 – 5
12th +4 ability score improvement 5
13th +5 – 5
14th +5 arcane tradition feature 5
15th +5 – 5
16th +5 ability score improvement 5
17th +6 – 5
18th +6 spell mastery 5
19th +6 ability score improvement 5
20th +6 signature spells 5

modifier spell atk save dc arcane recovery tracker


once per day after
◆ short rest

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


Spell attack modifier = your proficiency bonus + your Intelligence modifier
spell slots per spell level
1 3 5 7 9
2 4 6 8
◆ ◆ ◆ ◆ ◆
◆ ◆ ◆ ◆
◆ ◆ ◆ ◆
◆ ◆ ◆
◆ ◆ ◆
◆ ◆
◆ replenished
after long rest
spell list
cantrips ● False Life ● Gust of Wind
Acid Splash ● Feather Fall ● Hold Person
Blade Ward ● Find Familiar ● Invisibility
Booming Blade ● Fog Cloud ● Knock
Chill Touch ● Grease ● Levitate
Control Flames ● Ice Knife ● Locate Object
Create Bonfire ● Identify ● Magic Mouth
Dancing Lights ● Illusory Script ● Magic Weapon
Encode Thoughts ● Jump ● Maximillian's Earthen
Fire Bolt ● Longstrider Grasp
Friends ● Mage Armor ● Melf's Acid Arrow
Frostbite ● Magic Missile ● Mirror Image
Green Flame Blade ● Protection from Evil and ● Misty Step
Gust Good ● Nystul's Magic Aura
Infestation ● Puppet ● Phantasmal Force
Light ● Ray of Sickness ● Pyrotechnics
Lightning Lure ● Sense Emotion ● Ray of Enfeeblement
Mage Hand ● Shield ● Rope Trick
Mending ● Silent Image ● Scorching Ray
Message ● Snare ● See Invisibility
Minor Illusion ● Sleep ● Shatter
Mold Earth ● Sudden Awakening ● Skywrite
Poison Spray ● Tasha's Hideous Laughter ● Snilloc's Snowball Storm
Prestidigitation ● Tenser's Floating Disk ● Spider Climb
Ray of Frost ● Thunderwave ● Suggestion
Shape Water ● Unseen Servant ● Web
Shocking Grasp ● Witch Bolt 3rd level
Sword Burst 2nd level ● Animate Dead
Thunderclap ● Aganazzar's Scorcher ● Bestow Curse
Toll the Dead ● Alter Self ● Blink
True Strike ● Arcane Lock ● Clairvoyance
1st level ● Blindness/Deafness ● Conjure Lesser Demons
● Absorb Elements ● Blur ● Counterspell
● Alarm ● Cloud of Daggers ● Dispel Magic
● Burning Hands ● Continual Flame ● Enemies Abound
● Catapult ● Crown of Madness ● Erupting Earth
● Cause Fear ● Darkness ● Fear
● Charm Person ● Darkvision ● Feign Death
● Chromatic Orb ● Detect Thoughts ● Fireball
● Color Spray ● Dust Devil ● Flame Arrows
● Comprehend Languages ● Earthbind ● Fly
● Detect Magic ● Enlarge/Reduce ● Galder's Tower
● Disguise Self ● Flaming Sphere ● Gaseous Form
● Earth Tremor ● Flock of Familiars ● Glyph of Warding
● Expeditious Retreat ● Gentle Repose ● Haste
spell list
● Lightning Bolt ● Phantasmal Killer ● Eyebite
● Magic Circle ● Polymorph ● Flesh to Stone
● Major Image ● Stone Shape ● Globe of Invulnerability
● Melf's Minute Meteors ● Stoneskin ● Guards and Wards
● Nondetection ● Storm Sphere ● Investiture of Flame
● Phantom Steed ● Vitriolic Sphere ● Investiture of Ice
● Protection from Energy ● Wall of Fire ● Investiture of Stone
● Remove Curse ● Watery Sphere ● Investiture of Wind
● Sending 5th level ● Magic Jar
● Sleet Storm ● Animate Objects ● Mass Suggestion
● Slow ● Bigby's Hand ● Move Earth
● Stinking Cloud ● Cloudkill ● Otiluke's Freezing Sphere
● Tidal Wave ● Cone of Cold ● Otto's Irresistible Dance
● Tongues ● Conjure Elemental ● Programmed Illusion
● Vampiric Touch ● Conjure Vrock ● Sunbeam
● Wall of Sand ● Contact Other Plane ● True Seeing
● Wall of Water ● Control Winds ● Wall of Ice
● Water Breathing ● Creation 7th level
4th level ● Dominate Person ● Conjure Hezrou
● Arcane Eye ● Dream ● Delayed Blast Fireball
● Banishment ● Geas ● Etherealness
● Blight ● Hold Monster ● Finger of Death
● Confusion ● Immolation ● Forcecage
● Conjure Barlgura ● Legend Lore ● Mirage Arcane
● Conjure Minor ● Mislead ● Mordenkainen's Magnificent
Elementals ● Modify Memory Mansion
● Conjure Shadow Demon ● Passwall ● Mordenkainen's Sword
● Control Water ● Planar Binding ● Plane Shift
● Dimension Door ● Rary's Telepathic Bond ● Prismatic Spray
● Elemental Bane ● Scrying ● Project Image
● Evard's Black Tentacles ● Seeming ● Reverse Gravity
● Fabricate ● Telekinesis ● Sequester
● Fire Shield ● Teleportation Circle ● Simulacrum
● Galder's Speedy Courier ● Transmute Rock ● Symbol
● Greater Invisibility ● Wall of Force ● Teleport
● Hallucinatory Terrain ● Wall of Stone ● Whirlwind
● Ice Storm 6th level
● Leomund's Secret Chest ● Arcane Gate
● Locate Creature ● Chain Lightning
● Mordenkainen's Faithful ● Circle of Death
Hound ● Contingency
● Mordenkainen's Private ● Create Undead
Sanctum ● Disintegrate
● Otiluke's Resilient ● Drawmij's Instant
Sphere Summons
8th level of the class description, and more choices
● Abi-Dalzim's Horrid Wilting are available in other sources.
● Antimagic Field Your choice grants you features at 2nd
● Antipathy/Sympathy level and again at 6th, 10th, and 14th
● Clone level.
● Control Weather Ability Score Improvement
● Demiplane When you reach 4th level, and again at
● Dominate Monster 8th, 12th, 16th, and 19th level, you can
● Feeblemind increase one ability score of your choice
● Maze by 2, or you can increase two ability scores
● Mind Blank of your choice by 1. As normal, you can’t
● Power Word: Stun increase an ability score above 20 using
this feature.
● Sunburst
● Telepathy Spell Mastery
9th level At 18th level, you have achieved such
● Astral Projection mastery over certain spells that you can
cast them at will. Choose a 1st-level
● Foresight wizard spell and a 2nd-level wizard spell
● Gate that are in your spellbook. You can cast
● Imprisonment those spells at their lowest level without
● Meteor Swarm expending a spell slot when you have
them prepared. If you want to cast either
● Power Word: Kill spell at a higher level, you must expend a
● Prismatic Wall spell slot as normal.
● Shapechange
By spending 8 hours in study, you can
● Time Stop exchange one or both of the spells you
● True Polymorph chose for different spells of the same
● Weird levels.
● Wish Signature Spells
Arcane Recovery When you reach 20th level, you gain
mastery over two powerful spells and can
You have learned to regain some of your cast them with little effort. Choose two
magical energy by studying your 3rd-level wizard spells in your spellbook as
spellbook. Once per day when you finish a your signature spells. You always have
short rest, you can choose expended spell these spells prepared, they don’t count
slots to recover. The spell slots can have a against the number of spells you have
combined level that is equal to or less than prepared, and you can cast each of them
half your wizard level (rounded up), and once at 3rd level without expending a
none of the slots can be 6th level or spell slot. When you do so, you can’t do so
higher. again until you finish a short or long rest.
For example, if you’re a 4th-level wizard, If you want to cast either spell at a higher
you can recover up to two levels worth of level, you must expend a spell slot as
spell slots. You can recover either a 2nd- normal.
level spell slot or two 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an
arcane tradition, shaping your practice of
magic through one of eight schools:
Abjuration, Conjuration, Divination,
Enchantment, Evocation, Illusion,
Necromancy, or Transmutation. The
School of Evocation is detailed at the end
animal companions/familiars

strength dexterity constitution


info

name

species
intelligence wisdom charisma
size

challenge rating

armor speed

senses

passive wis (perception) class

passive int (investigation)


languages

passive wis (insight)

saving throws skills


prof mod skill bonus
● str int ● dex Acrobatics
● str Athletics
dex ● wis
● wis Insight
● wis Perception
● con cha
● cha Persuasion
● dex Stealth
death saves

◆ ◆ fails

saves

hit points
Hit Dice: 1d8 per bard level current max temp
Hit Points at 1st Level: 8+ your Con.
modifier
Hit Points at Higher Levels: 1d8 (or 5) +
your Con. modifier per bard level after 1st
additional
attacksnotes
name atk bonus damage/type

resistances & immunities

features & traits

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