Wizard (1) isekai Matheus Henrique
CLASS & LEVEL BACKGROUND PLAYER NAME
Mateus Henrique Human/Mulan Neutral 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
11 +1 30
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
0 PERSONALITY TRAITS
Hit Point Maximum 5
0 Strength
DEXTERITY
+1 Dexterity
13 ●
-1 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS
+1 ●
+5 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
8 +1 Acrobatics (Dex) SUCCESSES
-1 1x(1d6+-1)
+3 Animal Handling (Wis) FAILURES
●
+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0
14 +1 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+2 ●
+5 Insight (Wis)
Quarterstaff +2 1d6+0 bludgeoning
Backpack
WISDOM
+1 Intimidation (Cha)
+2 Investigation (Int)
Bag of Sand
+3 Medicine (Wis) Book
16 +2 Nature (Int)
Clothes, common
+3 Perception (Wis) Number of
+3 ●
+3 Performance (Cha)
Attacks: 1 Incense x5
CHARISMA
●
+3 Persuasion (Cha)
+2 Religion (Int)
Ink
13 +1 Sleight of Hand (Dex) Ink pen
+1
●
+3 Stealth (Dex) Knife, Small
+3 Survival (Wis)
SKILLS ATTACKS & SPELLCASTING
Parchment x10
Pouch
13 PASSIVE WISDOM (PERCEPTION)
CP Spellbook
SP
Vestements
Tool Proficiencies: Wand
Calligrapher's Supplies EP
Weapon Proficiencies:
Crossbow, light; Dagger;
GP
15
Dart; Quarterstaff; Sling PP
Language Proficiencies:
Abyssal; Common; Infernal
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 :D :D
AGE HEIGHT WEIGHT
Mateus Henrique :D :D :D
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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
Mage Hand
Mending
Ray of Frost
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
-----------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).
Page 1
Mage Hand Mending Ray of Frost
Wizard Cantrip Conjuration DC 12 Spell Mod +4 Wizard Cantrip Transmutation DC 12 Spell Mod +4 Wizard Cantrip Evocation DC 12 Spell Mod +4
1 Act. 30 ft V,S 1 min 1 min Touch V,S,M Inst 1 Act. 60 ft V,S Inst
Two lodestones
A spectral, floating hand appears at a point This spell repairs a single break or tear in an A frigid beam of blue-white light streaks
you choose within range. The hand lasts for object you touch, such as a broken chain link, toward a creature within range. Make a
the duration or until you dismiss it as an two halves of a broken key, a torn cloak, or a ranged spell attack against the target. On a hit,
action. The hand vanishes if it is ever more leaking wineskin. As long as the break or tear it takes 1d8 cold damage, and its speed is
than 30 feet away from you or if you cast this is no larger than 1 foot in any dimension, you reduced by 10 feet until the start of your next
spell again. You can use your action to control mend it, leaving no trace of the former turn. The spell's damage increases by 1d8
the hand. You can use the hand to manipulate damage. This spell can physically repair a when you reach 5th level (2d8), 11th level (3d8),
an object, open an unlocked door or container, magic item or construct, but the spell can't and 17th level (4d8).
stow or retrieve an item from an open restore magic to such an object.
container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.
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