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Wizard

1) The character is a Level 5 High Elf Wizard who specializes in the School of Necromancy. 2) Their abilities include darkvision, the War Caster feat, Arcane Recovery once per day, and benefits for the Necromancy school including reduced costs to copy spells and regaining hit points when killing creatures with necromancy spells. 3) As a High Elf, they have advantage on saves against being charmed and cannot be magically put to sleep, and they trance instead of sleeping.

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0% found this document useful (0 votes)
32 views

Wizard

1) The character is a Level 5 High Elf Wizard who specializes in the School of Necromancy. 2) Their abilities include darkvision, the War Caster feat, Arcane Recovery once per day, and benefits for the Necromancy school including reduced costs to copy spells and regaining hit points when killing creatures with necromancy spells. 3) As a High Elf, they have advantage on saves against being charmed and cannot be magically put to sleep, and they trance instead of sleeping.

Uploaded by

Hominah
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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Level 5 High Elf Wizard, School of Necromancy 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


dried kelp
Sage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (10) 10 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
10
SHIELD
AC
War Caster. You have advantage on Constitution
N
CIE C
saving throws that you make to maintain your
+0 Strength concentration on a spell when you take damage.You
Y
PROFI

+0 can perform the somatic components of spells even


+0 Dexterity
when you have weapons or a shield in one or both
+1 Constitution ARMOR CLASS hands.When a hostile creature’s movement
DEXTERITY
✘ +6 Intelligence
provokes an opportunity attack from you, you can
MAXIMUM HIT DICE TEMPORARY use your reaction to cast a spell at the creature,
10 ✘ +4 Wisdom

+2 Charisma
27 5d6 rather than making an opportunity attack. The spell
must have a casting time of 1 action and must
CONDITIONAL
target only that creature.
+0 Arcane Recovery. Once per day when you finish a
short rest, you can choose expended spell slots up
CURRENT HIT POINTS to 5th level to recover. The spell slots can have a
CONSTITUTION DEATH SAVING THROWS
combined level that is equal to or less than 3.
SAVING THROWS

12 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Necromancy Savant. The gold and time you must
spend to copy a necromancy spell into your
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION spellbook is halved.


+1 Animal Handling (Wis)
+1 ✘ +6 Arcana (Int) Darkvision Grim Harvest. Once per turn when you kill one or
more creatures with a spell of 1st level or higher,
+0 Athletics (Str)
you regain hp equal to twice the spell’s level, or
INTELLIGENCE +2 Deception (Cha) three times its level if the spell belongs to the
School of Necromancy. You don’t gain this benefit
16 ✘ +6 History (Int)
+1 Insight (Wis)
for killing constructs or undead.

+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS


+3 ✘ +6 Investigation (Int)
+1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+3 Nature (Int)

13 ✘ +4 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+2 Performance (Cha) hours a day.
+2 Persuasion (Cha)
+1 ✘ +6 Religion (Int)
+0 Sleight of Hand (Dex)
CHARISMA +0 Stealth (Dex)

14 +1 Survival (Wis)
SKILLS

+2 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +3 vs AC 1d6+0 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Primordial, Infernal,


Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
dried kelp
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Quarterstaff] 1 4
Orb 1 3
Dagger 1 1
Scholar’s Pack 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

18 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +6 14 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Necromancy

CANTRIPS Blade Ward Chill Touch


Create Bonfire Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● Cause Fear ● Detect Magic


● False Life ● Mage Armor ● Magic Missile
● Shield Ray of Sickness Sleep

2ND LEVEL 3 SPELL SLOTS Blindness/Deafness Gentle Repose


Ray of Enfeeblement Wither and Bloom

3RD LEVEL 2 SPELL SLOTS ● Animate Dead ● Summon Undead

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Green-Flame Blade (High Elf)


Blade Ward Chill Touch Create Bonfire
Abjuration Cantrip Necromancy Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 120 feet RANGE 60 feet
DURATION 1 round DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You extend your hand and trace a sigil of warding in the air. Until the You create a ghostly, skeletal hand in the space of a creature within You create a bonfire on ground that you can see within range. Until
end of your next turn, you have resistance against bludgeoning, range. Make a ranged spell attack against the creature to assail it the spell ends, the magic bonfire fills a 5-foot cube. Any creature in
piercing, and slashing damage dealt by weapon attacks. with the chill of the grave. On a hit, the target takes 1d8 necrotic the bonfire’s space when you cast the spell must succeed on a
damage, and it can’t regain hit points until the start of your next turn. Dexterity saving throw or take 1d8 fire damage. A creature must also
Until then, the hand clings to the target. make the saving throw when it moves into the bonfire’s space for the
If you hit an undead target, it also has disadvantage on attack rolls first time on a turn or ends its turn there.
against you until the end of your next turn. The bonfire ignites flammable objects in its area that aren’t being
This spell’s damage increases by 1d8 when you reach 5th level worn or carried.
(2d8), 11th level (3d8), and 17th level (4d8). The spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Princes of the Apocalypse

Green-Flame Blade Toll the Dead Cause Fear


Evocation Cantrip Necromancy Cantrip 1st-level necromancy

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self (5-foot radius) RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, M (a melee weapon worth at least 1 sp) COMPONENTS V, S COMPONENTS V

You brandish the weapon used in the spell’s casting and make a You point at one creature you can see within range, and the sound of You awaken the sense of mortality in one creature you can see within
melee attack with it against one creature within 5 feet of you. On a a dolorous bell fills the air around it for a moment. The target must range. A construct or an undead is immune to this effect. The target
hit, the target suffers the weapon attack’s normal effects, and you succeed on a Wisdom saving throw or take 1d8 necrotic damage. If must succeed on a Wisdom saving throw or become frightened of
can cause green fire to leap from the target to a different creature of the target is missing any of its hit points, it instead takes 1d12 you until the spell ends. The frightened target can repeat the saving
your choice that you can see within 5 feet of it. The second creature necrotic damage. throw at the end of each of its turns, ending the effect on itself on a
takes fire damage equal to your spellcasting ability modifier. The spell’s damage increases by one die when you reach 5th level success.
This spell’s damage increases when you reach certain levels. At 5th (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). At Higher Levels. When you cast this spell using a spell slot of 2nd
level, the melee attack deals an extra 1d8 fire damage to the target level or higher, you can target one additional creature for each slot
on a hit, and the fire damage to the second creature increases to 1d8 level above 1st. The creatures must be within 30 feet of each other
+ your spellcasting ability modifier. Both damage rolls increase by 1d8 when you target them.
at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Cantrip (High Elf) Sword Coast Adventurer’s Guide Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Xanathar’s Guide to Everything

Detect Magic False Life Mage Armor


1st-level divination (ritual) 1st-level necromancy 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE Self RANGE Touch
DURATION Concentration, up to 10 minutes DURATION 1 hour DURATION 8 hours
COMPONENTS V, S COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S, M (a piece of cured leather)

For the duration, you sense the presence of magic within 30 feet of Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You touch a willing creature who isn’t wearing armor, and a
you. If you sense magic in this way, you can use your action to see a + 4 temporary hit points for the duration. protective magical force surrounds it until the spell ends. The target’s
faint aura around any visible creature or object in the area that bears At Higher Levels. When you cast this spell using a spell slot of 2nd base AC becomes 13 + its Dexterity modifier. The spell ends it if the
magic, and you learn its school of magic, if any. level or higher, you gain 5 additional temporary hit points for each target dons armor or if you dismiss the spell as an action.
The spell can penetrate most barriers, but is blocked by 1 foot of slot level above 1st.
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Magic Missile Ray of Sickness Shield
1st-level evocation 1st-level necromancy 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted
by the magic missile spell
RANGE 120 feet RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create three glowing darts of magical force. Each dart hits a A ray of sickening greenish energy lashes out toward a creature An invisible barrier of magical force appears and protects you. Until
creature of your choice that you can see within range. A dart deals within range. Make a ranged spell attack against the target. On a hit, the start of your next turn, you have a +5 bonus to AC, including
1d4 + 1 force damage to its target. The darts all strike simultaneously, the target takes 2d8 poison damage and must make a Constitution against the triggering attack, and you take no damage from magic
and you can direct them to hit one creature or several. saving throw. On a failed save, it is also poisoned until the end of missile.
At Higher Levels. When you cast this spell using a spell slot of 2nd your next turn.
level or higher, the spell creates one more dart for each slot level At Higher Levels. When you cast this spell using a spell slot of 2nd
above 1st. level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Sleep Blindness/Deafness Gentle Repose


1st-level enchantment 2nd-level necromancy 2nd-level necromancy (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 90 feet RANGE 30 feet RANGE Touch
DURATION 1 minute DURATION 1 minute DURATION 10 days
COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V COMPONENTS V, S, M (a pinch of salt and one copper piece placed on each of the
corpse’s eyes, which must remain there for the duration)

This spell sends creatures into a magical slumber. Roll 5d8, the total You can blind or deafen a foe. Choose one creature that you can see You touch a corpse or other remains. For the duration, the target is
is how many hit points of creatures this spell can affect. Creatures within range to make a Constitution saving throw. If it fails, the target protected from decay and can’t become undead.
within 20 feet of a point you choose within range are affected in is either blinded or deafened (your choice) for the duration. At the The spell also effectively extends the time limit on raising the
ascending order of their current hit points (ignoring unconscious end of each of its turns, the target can make a Constitution saving target from the dead, since days spent under the influence of this
creatures). throw. On a success, the spell ends. spell don’t count against the time limit of spells such as raise dead.
Starting with the creature that has the lowest current hit points, At Higher Levels. When you cast this spell using a spell slot of 3rd
each creature affected by this spell falls unconscious until the spell or higher, you can target one additional creature for each slot level
ends, the sleeper takes damage, or someone uses an action to shake above 2nd.
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Ray of Enfeeblement Wither and Bloom Animate Dead


2nd-level necromancy 2nd-level necromancy 3rd-level necromancy

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 60 feet RANGE 60 feet RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (A withered vine twisted into a loop) COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

A black beam of enervating energy springs from your finger toward a You invoke both death and life upon a 10-foot-radius sphere This spell creates an undead servant. Choose a pile of bones or a corpse
creature within range. Make a ranged spell attack against the target. centered on a point within range. Each creature of your choice in that of a Medium or Small humanoid within range. Your spell imbues the
On a hit, the target deals only half damage with weapon attacks that area must make a Constitution saving throw, taking 2d6 necrotic target with a foul mimicry of life, raising it as an undead creature. The
use Strength until the spell ends. damage on a failed save, or half as much damage on a successful one. target becomes a skeleton if you chose bones or a zombie if you chose a
At the end of each of the target’s turns, it can make a Constitution Nonmagical vegetation in that area withers. corpse (the DM has the creature’s game statistics).
saving throw against the spell. On a success, the spell ends. In addition, one creature of your choice in that area can spend and On each of your turns, you can use a bonus action to mentally
roll one of its unspent Hit Dice and regain a number of hit points command any creature you made with this spell if the creature is within
equal to the roll plus your spellcasting ability modifier. 60 feet of you (if you control multiple creatures, you can command any
At Higher Levels.When you cast this spell using a spell slot of 3rd or all of them at the same time, issuing the same command to each one).
level or higher, the damage increases by 1d6 for each slot above 2nd, You decide what action the creature will take and where it will move
during its next turn, or you can issue a general command, such as to
and the number of Hit Dice that can be spent and added to the guard a particular chamber or corridor. If you issue no commands, the
healing roll increases by one for each slot above 2nd. creature only defends itself against hostile creatures. Once given an
order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops
obeying any command you’ve given it. To maintain control of the
creature for another 24 hours, you must cast this spell on the creature
again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead
creatures for each slot level above 3rd. Each of the creatures must come
from a different corpse or pile of bones.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Strixhaven: A Curriculum Of Chaos Spellcasting (Wizard) Player’s Handbook
Summon Undead
3rd-level necromancy

CASTING TIME 1 action


RANGE 90 feet
DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a gilded skull worth at least 300 gp)

You call forth an undead spirit. It manifests in an unoccupied space


that you can see within range. This corporeal form uses the Undead
Spirit stat block. When you cast the spell, choose the creature’s form:
Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature
with the chosen form, which determines certain traits in its stat
block. The creature disappears when it drops to 0 hit points or when
the spell ends.
The creature is an ally to you and your companions. In combat, the
creature shares your initiative count, but it takes its turn immediately
after yours. It obeys your verbal commands (no action required by
you). If you don’t issue any, it takes the Dodge action and uses its
move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, use the higher level wherever the spell’s level appears
in the stat block.

Spellcasting (Wizard) Tasha’s Cauldron of Everything


Quarterstaff Orb Dagger
Weapons Spellcasting Focus Weapons

An arcane focus is a special item—an orb, a crystal, a rod, a


specially constructed staff, a wand—like length of wood, or
some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

4 lb. Player’s Handbook 3 lb. Player’s Handbook 1 lb. Player’s Handbook

Scholar’s Pack
Equipment Packs

Includes a backpack, a book of lore, a bottle of ink, an ink


pen, 10 sheets of parchment, a little bag of sand, and a
small knife.

10 lbs. Player’s Handbook

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