Wizard (1) / Paladin (1) Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Malcore Dragonborn Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
15 +1 30
17 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+3 PERSONALITY TRAITS
Hit Point Maximum 10
+3 Strength
DEXTERITY
12 ●
+1 Dexterity
-1 Constitution
+4 Intelligence
10
CURRENT HIT POINTS IDEALS
+1 ●
+2 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
8 +1 Acrobatics (Dex) SUCCESSES
1x(1d6+-1)
-1 0 Animal Handling (Wis) 1x(1d10+-1) FAILURES
●
+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+3 Athletics (Str)
14 ●
+2 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+2 ●
+2 Insight (Wis)
Scimitar +5 1d6+3 slashing
Amulet
+2 Intimidation (Cha) Dagger +5 1d4+3 piercing Backpack
+2 Investigation (Int)
WISDOM
0 Medicine (Wis)
Bedroll
10 +2 Nature (Int)
Number of Attacks: 1
Clothes, common
0
0 Perception (Wis)
+2 Performance (Cha) - Breath Weapon. Incense x5
CHARISMA
+2 Persuasion (Cha) Lightning, 5 x 30 ft. Mess kit
●
+4 Religion (Int)
line, 2d6 lightning Pouch
14 +1 Sleight of Hand (Dex)
+1 Stealth (Dex) damage, DC9 dex Prayer Book
+2 0 Survival (Wis) save. Rations (1 day)
SKILLS ATTACKS & SPELLCASTING x10
10 PASSIVE WISDOM (PERCEPTION)
Rope, hempen
CP
Scale mail
Weapon Proficiencies:
SP Spellbook
Martial; Simple EP
Staff
Armor Proficiencies: Light;
Tinderbox
Medium; Shields
GP
15 Torch x10
Language Proficiencies:
PP Vestements
Celestial; Common; Waterskin
Draconic; Infernal
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
30 6"2 250
AGE HEIGHT WEIGHT
Malcore red black none
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
own race for helping injured poachers
he found himself stumbling from town
to town at the age of 18 getting drunk
and sleeping with anyone who was
willing, 12 years later after believing
hes at his lowest point he turns to
religon aquiring knowlidge of magic
and mystic arts and he started to pray
to Tiamat, the origanal dragon, and
after 6 moths of thinking it was all in
vain he starts to have extremly vivid
dreams as if he's being transported to
another world and each time he sees a
faint shadow of a humoungus beast
and every time it gets near he wakes
up in a pool of his own sweat and
tears.
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Fire Bolt
Poison Spray
Ray of Frost
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Comprehend Languages
False Life
4
Find Familiar
Mage Armor
SPELLS KNOWN
Magic Missile
Shield
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Damage Resistances: lightning
---------------Actions--------------
Divine Sense. Within 60 ft., detect presense of undead,
celestial, or fiend. Also detect consecrated or desecrated object
or place (use 3 times/long rest).
Lay on Hands. You have a healing pool of 5 HPs, with it you
can heal a creature or expend 5 points to cure disease or
neutralize poison (use 5 times/long rest).
-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell
slots totalling no more than 1, and each must be 5th level or
lower. (use once/day).
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1
Fire Bolt Poison Spray Ray of Frost
Wizard Cantrip Evocation DC 12 Spell Mod +4 Wizard Cantrip Conjuration DC 12 Spell Mod +4 Wizard Cantrip Evocation DC 12 Spell Mod +4
1 Act. 120 ft V,S Inst 1 Act. 10 ft V,S Inst 1 Act. 60 ft V,S Inst
You hurl a mote of fire at a creature or object You extend your hand toward a creature you A frigid beam of blue-white light streaks
within range. Make a ranged spell attack can see within range and project a puff of toward a creature within range. Make a
against the target. On a hit, the target takes noxious gas from your palm. The creature ranged spell attack against the target. On a hit,
1d10 fire damage. A flammable object hit by must succeed on a Constitution saving throw it takes 1d8 cold damage, and its speed is
this spell ignites if it isn’t being worn or or take 1d12 poison damage. This spell’s reduced by 10 feet until the start of your next
carried. This spell’s damage increases by 1d10 damage increases by 1d12 when you reach 5th turn. The spell's damage increases by 1d8
when you reach 5th level (2d10), 11th level level (2d12), 11th level (3d12), and 17th level when you reach 5th level (2d8), 11th level (3d8),
(3d10), and 17th level (4d10). (4d12). and 17th level (4d8).
Comprehend Languages (ritual) False Life Find Familiar (ritual)
Wizard Level 1 Divination DC 12 Spell Mod +4 Wizard Level 1 Necromancy DC 12 Spell Mod +4 Wizard Level 1 Conjuration DC 12 Spell Mod +4
1 Act. Self V,S,M 1 hr 1 Act. Self V,S,M 1 hr 1 hr 10 ft V,S,M Inst
A pinch of soot and salt A small amount of alcohol or distilled spirits Charcoal, herbs, and incense (10 gp worth) consumed
in a fire in a brass brazier.
For the duration, you understand the literal Bolstering yourself with a necromantic You gain the service of a familiar, a spirit that
meaning of any spoken language that you facsimile of life, you gain 1d4 + 4 temporary takes an animal form you choose: bat, cat,
hear. You also understand any written hit points for the duration. At Higher Levels. crab, frog (toad), hawk, lizard, octopus, owl,
language that you see, but you must be When you cast this spell using a spell slot of poisonous snake, fish (quipper), rat, raven, sea
touching the surface on which the words are 2nd level or higher, you gain 5 additional horse, spider, or weasel. Appearing in an
written. It takes about 1 minute to read one temporary hit points for each slot level above unoccupied space within range, the familiar
page of text. This spell doesn't decode secret 1st. has the statistics of the chosen form, though it
messages in a text or a glyph, such as an is a celestial, fey, or fiend (your choice) instead
arcane sigil, that isn't part of a written of a beast. Your familiar acts independently
language. of you, but it always obeys your commands. In
combat, it rolls its own initiative and acts on
its own turn. A familiar can't attack, but it can
take other actions as normal. When the
familiar drops to 0 hit points, it disappears,
leaving behind no physical form. It reappears
after you case this spell again. When your
familiar is within 100 feet of you, you can
communicate with it telepathically.
Additionally, as an action, you can see though
Mage Armor Magic Missile Shield
Wizard Level 1 Abjuration DC 12 Spell Mod +4 Wizard Level 1 Evocation DC 12 Spell Mod +4 Wizard Level 1 Abjuration DC 12 Spell Mod +4
1 Act. Touch V,S,M 8 hrs 1 Act. 120 ft V,S Inst 1 reAct. Self V,S 1 Rnd
A piece of cured leather
You touch a willing creature who isn't wearing You create three glowing darts of magical An invisible barrier of magical force appears
armor, and a protective magical force force. Each dart hits a creature of your choice and protects you. Until the start of your next
surrounds it until the spell ends. The target's that you can see within range. A dart deals 1d4 turn, you have a +5 bonus to AC, including
base AC becomes 13 + its Dexterity modifier. + 1 force damage to its target. The darts all against the triggering attack, and you take no
The spell ends if the target dons armor or if strike simultaneously, and you can direct damage from magic missile.
you dismiss the spell as an action. them to hit one creature or several. At Higher
Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates
one more dart for each slot level above 1st.
Page 1 (reverse)
Find Familiar (reverse)
your familiar's eyes and hear what it hears
until the start of your next turn, gaining the
benefits of any special senses that the familiar
has. During this time you are deaf and blind
with regard to your own senses. As an
action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension
where it awaits your summon. Alternatively,
you can dismiss it forever. As an action while
it is temporarily dismissed, you can cause it to
reappear in an unoccupied space within 30
feet of you. You can't have more than one
familiar at a time. If you case this spell while
you already have a familiar, you instead cause
it to adopt a new form. Choose one of the
forms from the above list. Your familiar
transforms into the chosen creature.
Finally, when you cast a spell with a range of
touch, your familiar can deliver the spell as if
it has cast the spell. Your familiar must be
within 100 feet of you, and it must use its
reaction to deliver the spell when you cast it. If
the spell requires an attack roll, you use your
attack modifier for the roll.