Vizard The Wizard

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ShadowDark NAME

Vizard the Wizard


TALENTS / SPELLS
WEAPONS: Dagger, staff; ARMOR: None

LANGUAGES: Common, Diabolic, Giant, Orcish, Primordial, Thanian

STR INT ANCESTRY


Human: AMBITIOUS: Extra Talent at level 1

12 / +1 15 / +2 Human Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT check

Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+3 vs a DC equal to 10 + the spell's tier.

Human Ambition-1: LEARN EXTRA SPELL: Learn Mage Armor

DEX WIS CLASS Wizard-1: STAT BONUS: +2 to Intelligence

9 / -1 7 / -2 Wizard Wizard-3: CASTING: +1 to Wizard spell casting rolls (inc. above)

SPELLS: Burning Hands, Feather Fall, Invisibility, Mage Armor, Magic Missile (ADV), Mirror Image, Sleep

CON CHA LEVEL XP 0


14 / +2 13 / +1 4 / 40

TITLE GEAR GP 146 SP 5 CP


HP AC Channeler
1. Dagger 11. Oil, flask FREE TO CARRY

12 9 ALIGNMENT
2. Staff
3. Caltrops (one bag)
12. Rope, 60'
13. XXXXXXXXXXXXXXXX
Backpack
Bag of Coins
Chaotic 4. Coins (51) 14. XXXXXXXXXXXXXXXX (100)

ATTACKS 5. Crowbar 15. XXXXXXXXXXXXXXXX


6. Grappling hook 16. XXXXXXXXXXXXXXXX
BACKGROUND
DAGGER: +1 (N), 1d4 Scholar 7. Iron spikes (10) 17. XXXXXXXXXXXXXXXX
(FIN) 8. Lantern 18. XXXXXXXXXXXXXXXX
9. Mirror 19. XXXXXXXXXXXXXXXX
DEITY 10. Oil, flask 20. XXXXXXXXXXXXXXXX
STAFF: +1, 1d4 (2H) Shune the Vile
Edits: Stats set to STR 12, DEX 9, CON 14, INT 13, WIS 7, CHA 13
BURNING HANDS (Tier 1, Wizard), DC 11 to cast
Duration: Instant
Range: Close
You spread your fingers with thumbs touching, unleashing a circle of flame that fills a close area around where you stand. Creatures within the area of effect
take 1d6 damage. Unattended flammable objects ignite.

FEATHER FALL (Tier 1, Wizard), DC 11 to cast


Duration: Instant
Range: Self
You may make an attempt to cast this spell when you fall.
Your rate of descent slows so that you land safely on your feet.

INVISIBILITY (Tier 2, Wizard), DC 12 to cast


Duration: 10 rounds
Range: Close
A creature you touch becomes invisible for the spell's duration.
The spell ends if the target attacks or casts a spell.

MAGE ARMOR (Tier 1, Wizard), DC 11 to cast


Duration: 10 rounds
Range: Self
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell's duration.

MAGIC MISSILE (Tier 1, Wizard), DC 11 to cast (always cast with advantage)


Duration: Instant
Range: Far
You have advantage on your check to cast this spell.
A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.

MIRROR IMAGE (Tier 2, Wizard), DC 12 to cast


Duration: 5 rounds
Range: Self
You create a number of illusory duplicates of yourself equal to half your level rounded down (minimum 1). The duplicates surround you and mimic you.
Each time a creature attacks you, the attack misses and causes one of the duplicates to evaporate. If all of the illusions have disappeared, the spell ends.
SLEEP (Tier 1, Wizard), DC 11 to cast
Duration: Instant
Range: Near
You weave a lulling spell that fills a near-sized cube extending from you. Creatures in the area of effect fall into a deep sleep if they are LV 2 or less.
Vigorous shaking or being injured wakes them.

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