Table of Contents
Tamara DeMarco, Human Wizard level 4
HP 30 AC 13 XP ?
Stats | STR +2 (14) | DEX +3 (16) | CON +3 (16) | INT +4 (18) | WIS +2 (14) | CHA +2 (15) |
Saves | STR +2 | DEX +3 | CON +3 | INT +6 | WIS +4 | CHA +2 |
Racial Features:
$STATS = ( 2 +6+ 1 +4+5) = 15, (6+ 3 +4+3) = 13, (5+4+ 2 +5) = 14, ( 1 + 1 +6+6+ 1 +3) = 15, (6+ 2 +6+5) = 17, ( 3 +5+3+5) = 13
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one extra language of your choice (Draconic). Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Ore curses, Elvish musical expressions, Dwarvish military phrases, and so on.
CLASS FEATURES
As a wizard, you gain the following 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: Arcana, Medicine
Skills:
PROF | MOD | SKILL | BONUS |
DEX | Acrobatics | +3 | |
WIS | Animal Handling | +2 | |
P | INT | Arcana | +6 |
STR | Athletics | +2 | |
CHA | Deception | +2 | |
INT | History | +4 | |
WIS | Insight | +2 | |
CHA | Intimidation | +2 | |
INT | Investigation | +4 | |
P | WIS | Medicine | +4 |
INT | Nature | +4 | |
WIS | Perception | +2 | |
CHA | Performance | +2 | |
CHA | Persuasion | +2 | |
INT | Religion | +4 | |
DEX | Sleight of Hand | +3 | |
DEX | Stealth | +3 | |
WIS | Survival | +2 |
Wizard Features:
SPELLCASTING As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
CANTRIPS
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Can trips Known column of the Wizard table.
SPELLBOOK
At 1 st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spell book is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
PREPARING AND CASTING SPELLS
The Wizard table shows how many spell slots you have to cast your wizard spells of 1 st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1 st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1 st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your I ntell igence modifier Spell attack modifier = your proficiency bonus + your I ntell igence modifier
RITUAL CASTING
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
SPELLCASTING FOCUS
You can use an arcane focus (see chapter 5, “Equipment”) as a spellcasting focus for your wizard spells.
LEARNING SPELLS OF lST LEVEL AND HIGHER
Each time you gain a wizard level, you can add two wizard spells of your choice to your spell book for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
ARCANE RECOVERY
You have learned to regain some of your magical energy by studying your spellbook. 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 than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-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, all detailed at the end of the class description.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
SCHOOL OF EVOCATION
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
EVOCATION SAVANT
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
SCULPT SPELLS
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save
CANTRIP FORMULAS
3rd-level wizard feature
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Feats:
Healer: You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Background: Noble
Proficiencies: History and Persuasion
Tool Prof.: Alchemy kit
Languages: Elven
FEATURE: POSITION OF PRIVILEGE
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Equipment
Fine clothes
Spells
Cantrips
Mending
Firebolt
Light
Shocking Grasp
1st Level
Sleep
Witch Bolt
Magic Missile
Identify
2nd Level
Flaming Sphere
Hold Person
Melf's Acid Arrow