Amon
Amon
Amon
4 Wild Mage
Amon
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LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON
F AC DESCRIPTION
-1 STR 0
PRO
INT
10 Armor Unarmored
28 +2 13
Set Max HP
STRENGTH +3 DEX +2 WIS
Shield
-1 ● +3 CON
RESISTANCES
● +5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor
Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR
CONSTITUTION FAILURES
30 ft, 13 ABILITY
SAVE DC
CHARISMA
SAVING THROWS climb 20 ft
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex)
PRO
Light Medium Heavy Shields
PRO
0
● +5 Deception (Cha) > Tides of Chaos 1 LR Common Disguise kit
0 History (Int) > Halfling Thieves' tools
+2 Insight (Wis)
10
>
● +5 Intimidation (Cha) >
SKILLS ACTIONS
DESCRIPTION
Darkvision 60 ft
Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing
>
Finesse, light, thrown
SENSES
>
>
Reload Reload
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I know the secret patterns and flow to cities and can find passages
through the urban sprawl that others would miss. When I am not in
combat, I (and companions I lead) can travel between any two
locations in the city twice as fast as my speed would normally allow.
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
◆ Wild Magic Surge Table (Wild Magic 1, PHB 104) [results 01-50] ◆ Wild Magic Surge Table (Wild Magic 1, PHB 104) [results 51-100]
My spellcasting can unleash surges of untamed magic. Immediately after I cast d100 Effect
a sorcerer spell of 1st level or higher, the DM can have me roll a d20. If I roll a 1, a 51-52 A spectral shield hovers near you for the next minute, granting you a +2
Wild Magic Surge happens. Roll on the table below to create a random magical bonus to AC and immunity to magic missile.
effect. A surge can happen only once per turn. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it 55-56 Your hair falls out but grows back within 24 hours.
normally requires concentration, it doesn't require concentration in this case; the 57-58 For the next minute, any flammable object you touch that isn't being
spell lasts for its full duration. worn or carried by another creature bursts into flame.
d100 Effect 59-60 You regain your lowest-level expended spell slot.
01-02 Roll on this table at the start of each of your turns for the next minute, 61-62 For the next minute, you must shout when you speak.
ignoring this result on subsequent rolls. 63-64 You cast fog cloud centered on yourself.
03-04 For the next minute, you can see any invisible creature if you have line of 65-66 Up to three creatures you choose within 30 ft of you take 4d10 lightning
sight to it. damage.
05-06 A modron chosen and controlled by the DM appears in an unoccupied 67-68 You are frightened by the nearest creature until the end of your next turn.
space within 5 ft of you, then disappears 1 minute later. 69-70 Each creature within 30 ft of you becomes invisible for the next minute.
07-08 You cast fireball as a 3rd-level spell centered on yourself. The invisibility ends on a creature when it attacks or casts a spell.
09-10 You cast magic missile as a 5th-level spell. 71-72 You gain resistance to all damage for the next minute.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If 73-74 A random creature within 60 ft of you becomes poisoned for 1d4 hours.
the roll is odd, you shrink. If the roll is even, you grow. 75-76 You glow with bright light in a 30-ft radius for the next minute. Any
13-14 You cast confusion centered on yourself. creature that ends its turn within 5 ft of you is blinded until the end of its next
15-16 For the next minute, you regain 5 hit points at the start of each of your turn.
turns. 79-80 Illusory butterflies and flower petals flutter in the air within 10 ft of you
17-18 You grow a long beard made of feathers that remains until you sneeze, at for the next minute.
which point the feathers explode out from your face. 77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into
19-20 You cast grease centered on yourself. a sheep for the spell's duration.
21-22 Creatures have disadvantage on saving throws against the next spell you 81-82 You can take one additional action immediately.
cast in the next minute that involves a saving throw. 83-84 Each creature within 30 ft of you takes 1d10 necrotic damage. You regain
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this hit points equal to the sum of the necrotic damage dealt.
effect. 85-86 You cast mirror image.
25-26 An eye appears on your forehead for the next minute. 87-88 You cast fly on a random creature within 60 ft of you.
27-28 For the next minute, all your spells with a casting time feet of 1 action 89-90 You become invisible for the next minute. During that time, other
have a casting time of 1 bonus action. creatures can't hear you. The invisibility ends if you attack or cast a spell.
29-30 You teleport up to 60 ft to an unoccupied space of your choice that you 91-92 If you die within the next minute, you immediately come back to life as if
can see. by the reincarnate spell.
31-32 You are transported to the Astral Plane until the end of your next turn, 93-94 Your size increases by one size category for the next minute.
after which time you return to the space you previously occupied or the nearest 95-96 You and all creatures within 30 ft of you gain vulnerability to piercing
unoccupied space if that space is occupied. damage for the next minute.
33-34 Maximize the damage of the next damaging spell you cast within the 97-98 You are surrounded by faint, ethereal music for the next minute.
next minute. 99-100 You regain all expended sorcery points.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the
roll is odd, you get younger (minimum 1 year old). If the roll is even, you get
older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within
60 ft of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a
plant, you are incapacitated and have vulnerability to all damage. If you drop to 0
hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 ft as a bonus action on
each of your turns.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 ft of you,
then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float
out of your mouth.
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Amon
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Frostbite 1 crea save or 1d6 Cold dmg and dis. on next weapon attack roll Con Evoc 1a 60 ft V,S Instantaneous X 156
> Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
> Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,M Instantaneous P 259
> Message 1 crea I point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft V,S,M 1 rnd P 259
> Mind Sliver 1 crea save or 1d6 Psychic dmg and subtract 1d4 from first saving throw before my next turn ends Int Ench 1a 60 ft V 1 rnd T 108
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Chaos Bolt Spell atk 2d8+1d6+1d6/SL dmg, d8s set dmg type, see B; double on d8s: new atk vs. crea in 30 ft — Evoc 1a 120 ft V,S Instantaneous X 151
> Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,M 1 min P 239
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
> Max's Earthen Grasp Medium hand atks 1 crea: save or 2d6 Bludg. dmg & restrained; 1 a hand moves/atks, releases; see B Str Trans 1a 30 ft V,S,M Conc, 1 min X 161
> Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)