Redemption. There`s a spark of good in everyone. I will become the

Transcription

Redemption. There`s a spark of good in everyone. I will become the
Wizard 1
Criminal (smuggler)
C L AS S & L E V E L
BACKGROUND
Fire Genasi
Chaotic Good
RACE
ALIGNMENT
P L AYE R N AM E
EXPERIENCE POINTS
FAC T I O N
DCI NUMBER
CHARACTER NAME
INSPIRATION
STRENGTH
+0
11
+2
ARMOR
CLASS
PROFICIENCY BONUS
10
12
●
●
CONSTITUTION
●
Redemption. There's a spark
of good in everyone.
Dexterity
Constitution
CURRENT HIT POINTS
Intelligence
Wisdom
●
TEMPORARY HIT POINTS
Total 1d6
HIT DICE
+4 Deception (Cha)
+3 History (Int)
NAME
+5 Investigation (Int)
+1 Medicine (Wis)
●
ATK BONUS DAMAGE/TYPE
Dagger - thrown (20')
+3
1d4+1 piercing
Dagger
+3
1d4 piercing
Fire Bolt
+5
1d10 fire damage
Cantrips. You know cause bonfire, dancing lights, fire
bolt, and produce flame, and can cast them at will.
Spell Slots. You have two 1st-level spell slots you can
use to cast your prepared spells.
+3 Religion (Int)
+1 Sleight of Hand (Dex)
+2
Prepared Spells. You prepare four 1st-level spells to
make them available for you to cast, choosing from
the spells in your spellbook. See page 3 of this sheet.
+3 Stealth (Dex)
+2 Survival (Wis)
ATTACKS & SPELLCASTING
SKILLS
13
Dagger
Orb
Spellbook
PASSIVE WISDOM (PERCEPTION)
CP
Languages: Common and
Primordial
SP
A crowbar, set of dark common
clothes including a hood, and a
belt pouch.
EP
Proficiencies: Daggers, darts,
slings, quarterstaffs, light
crossbows, Dragonchess, and
thieves' tools
GP
PP
15
Scholar's Pack: 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.
Trinket: A vest with a hundred tiny
pockets.
OTHER PROFICIENCIES & LANGUAGES
An innocent person is in prison for a
crime that I committed. I'm okay with that.
DEATH SAVES
Dagger; finesse, light, thrown (range 20/60)
+2 Performance (Cha)
+2 Persuasion (Cha)
CHARISMA
SUCCESSES
BONDS
FAILURES
+3 Nature (Int)
+1 Perception (Wis)
13
IDEALS
I will become the greatest
wizard that ever lived.
Charisma
+1 Insight (Wis)
+2 Intimidation (Cha)
+1
14
SPEED
Strength
● +5 Arcana (Int)
+0 Athletics (Str)
16
WISDOM
+0
+1
+0
+5
+3
+2
+1 Acrobatics (Dex)
+1 Animal Handling (Wis)
10
+3
INITIATIVE
I don't pay attention to the risks in
a situation. Never tell me the odds.
I blow up at the slightest insult.
Hit Point Maximum 6
SAVING THROWS
+0
INTELLIGENCE
30
PERSONALITY TRAITS
DEXTERITY
+1
+1
FLAWS
Spellcasting Ability. Intelligence is your
spellcasting ability for your spells. The
saving throw DC to resist a spell you cast
is 13. Your attack bonus when you make
an attack with a spell is +5. See the
rulebook for rules on casting your spells.
Arcane Recovery. You can regain some
of your magical energy by studying your
spellbook. Once per day during a short
rest, you can choose to recover
expended spell slots with a combined
level equal to or less than half your
wizard level (rounded up).
Ritual Casting. You can cast a cleric
spell as a ritual if that spell has the
ritual tag and if you have the spell
prepared.
Darkvision. You can see in dim light
within 60 feet of you as if it were bright
light, and in darkness as if it were dim
light.
Fire Resistance. You have resistance to
fire damage.
Reach to the Blaze. You know the
produce flame cantrip (in the Player's
Handbook). Constitution is your
spellcasting ability for this spell.
EQUIPMENT
TM & © 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670
FEATURES & TRAITS
B12180001
AGE
HEIGHT
Dark - they flare red when angry
WEIGHT
Coal Black
Red and writhing
SKIN
EYES
HAIR
CHARACTER NAME
Faction Rank
FACTION
Suggested names:
Ashur Longflame, Ka, Fera,
Kree, Flame, Ember, Blaze,
Cinder, Spark, Burn, Ash
Created by Roland Volz
CHARACTER APPEARANCE
Your family came from Calimshan, cast out
generations ago by the genie rulers of those
lands for an unnamed crime. Your family has
established itself well in Mulmaster among the
aristocrats here, with their extensive trade
contacts, criminal syndicate and other allies. At
first, all went well and for generations you have
prospered, keeping the family's criminal
tendencies quiet, but of late the situation has
become bleak.
The secret police force (the Hawks) have
become little more than the personal enforcers of
the will of the High Blade, leader of the Council of
Blades which runs the city. Corruption has
become rampant, especially among the
Brotherhood of the Cloak, the guild of arcanists
which enforce the laws which prohibit the casting
of magic within the city. With the arrival of the
elemental cults, the situation is primed to
explode.
And your people are caught in the crossfire. In
this time of troubles your differences cause
others to mistrust you (some for good reason),
and your people will suffer for it; this is the lesson
of history. Unless you do something about it...
ALLIES & ORGANIZATIONS
Criminal (Smuggler) Feature,
Criminal Contact:
You have a reliable and
trustworthy contact who acts as
your liaison to a network of
other criminals. You know how
to get messages to and from
your contact, even over great
distances; specifically, you
know the local messengers,
corrupt caravan masters, and
seedy sailors who can deliver
messages for you.
ADDITIONAL FEATURES & TRAITS
TOTAL NON-CONSUMABLE MAGIC ITEMS
Personal Goal: Acquire a Devastation Orb. You
have learned of the existence of powerful
elemental artifacts called devastation orbs, which
are reputed to have world-shaping powers.
Based on divinations you have had performed,
you are convinced that somewhere nearby, these
items are being constructed. If you can acquire
one and unlock its arcane secrets, you will have
the power to defend your people. But the
divinations revealed that they were being made
for a fell purpose; you've no doubt that whoever
is making them intends to use them as a
weapon, and soon.
CHARACTER BACKSTORY
TREASURE
TM & © 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670
B12180001
Wizard 1
SPELLCASTING
CLASS
0
CANTRIPS
3
Int
13
+5
SPELLCASTING
ABILITY
SPELL SAVE DC
SPELL ATTACK
BONUS
6
Create bonfire
Dancing lights
Fire bolt
Produce flame
SPELL
LEVEL
SLOTS TOTAL
1
2
ED
EPAR
PR
SLOTS EXPENDED
7
SPELL NAME
Absorb elements
Burning hands
4
Charm person
SPELLS KNOWN
Comprehend languages
Mage armor
Sleep
8
2
5
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.