+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+1 | Constitution | |
+6 | Intelligence | |
+4 | Wisdom | |
+1 | Charisma |
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+6 | Arcana | INT | |
+0 | Athletics | STR | |
+1 | Deception | CHA | |
+3 | History | INT | |
+1 | Insight | WIS | |
+1 | Intimidation | CHA | |
+6 | Investigation | INT |
+1 | Medicine | WIS | |
+6 | Nature | INT | |
+1 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+3 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quarterstaff +1 | +5 | DEX | 1d6+1+2 | bludgeoning | |
Simple, Versatile | |||||
Blowgun | +2 | DEX | 3+2 | ||
Fire Bolt | +6 | INT | 2d10 | fire |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, or War Magic [Xan].
You either grew up isolated in nature or chose to leave civilization to be alone. Either way, your years apart from other sentient beings have left you distinctly off-balance. But one man’s ‘crazy’ is another man’s ‘uncharacteristically in tune with all things primordial’. After so much time tending to your own needs, following your own daily rituals, living through the earth and landscape, and speaking to an inanimate object that has become your surrogate for all social needs, you find yourself navigating the civilized world with great difficulty. Why did you leave civilization? What is your attitude toward populated places, settlements, and other people in general? Are you able to adapt to being back amongst others of your kind, or have you grown so accustomed to your loneliness that a return to the norm is almost unthinkable?
d10 | Personality Trait |
---|---|
1 | I believe that all things are sacred. |
2 | No one can me make me do anything. I'm my own person. |
3 | I find it sad that most people are so weighed down by the material that they neglect the spiritual. |
4 | I like my personal space and become violent when it is violated. |
5 | I like to tinker with things, even if it is dangerous. Or life-risking. |
6 | I love the suffering of others. It’s a shame that most find this love an aberration. But at least in the wilderness, there is no one to judge me. |
7 | I often talk to plants or animals because I prefer their company. |
8 | I believe that arcane magic is a corrupting influence in society and needs to be limited or destroyed. |
9 | I worship unsavory or indifferent entities under the belief that it is no more evil or insane than the worship of approved deities. |
10 | I have harmed others in the past and must atone for my mistakes. |
d6 | Ideal |
---|---|
1 | Peace. I desire to share the calm I have found within these woods with all who would have it. (Good) |
2 | Harbinger. I am Nature's Wrath. I shall bring Her judgment to all who have harmed her. (Lawful) |
3 | Knowledge. It is time I returned and judged for myself which is better, Nature or Civilization. (Any) |
4 | Acension. The less comfort we experience, the closer we are to the gods. (Neutral) |
5 | The Rule of Beasts. Out in the wilds, I have seen the order of things. The strong survive, the weak perish. (Evil) |
6 | Escape. Society is trying to control me. I'll show them what real freedom is! (Chaotic) |
d6 | Bond |
---|---|
1 | I have grown wise in the wilds, and now I feel drawn to philosophers and the learned so that I might debate with them on all I have contemplated in my solitude and share my revelations. |
2 | None shall destroy the sanctity of Nature, not on my watch. I love every plant and creature as my brethren. |
3 | I have found God in the wilds, and I will carry out its will. |
4 | I feel a kinship with those who are lonely. |
5 | My inanimate friend is my soulmate. I still speak to them daily. |
6 | I have a penchant for mind-altering substances and those who use them. |
d6 | Flaw |
---|---|
1 | I lose sight of the finer details and focus on the big picture. |
2 | I cannot interact normally with anyone, and this makes me impatient and short-tempered. |
3 | I've been eating bad berries for a long time, and have epileptic fits on occasion as a result. |
4 | I condescend people, and they hate me for it. |
5 | I am a total hedonist and have no regard for consequences. |
6 | I've been in the wilds so long that I have no clue about anything that happened in the last "x" years, and no respect for "civilized" customs. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When this spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Basic Rules , pg. 230
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
PHB
0-level (Cantrip) Transmutation
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
0-level (Cantrip) Enchantment
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
PHB
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
PHB
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Player's Handbook
1-level Conjuration (ritual)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently 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 cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through 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 you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast 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 had 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.
PHB
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
PHB
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct 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. 1d4
PHB
2-level Transmutation
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
PHB
2-level Transmutation
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
Elemental Evil Player's Companion , pg. 161
2-level Transmutation
3-level Evocation (ritual)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
3-level Transmutation (ritual)
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Statblocks for your Trinkets, businesses, building, castles, empires.