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Saegan Hightower: Character Level, Race, & Class Experience

Saegan Hightower is a level 3 human sage wizard with a +2 proficiency bonus. Their ability scores provide bonuses to intelligence, constitution, and wisdom saves and skills. As a wizard, Saegan gains the Fey Touched, Arcane Recovery, War Magic, and Arcane Deflection features. They have a +3 bonus to initiative from Tactical Wit. Saegan is proficient with daggers, slings, quarterstaffs, and light crossbows.

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0% found this document useful (0 votes)
97 views7 pages

Saegan Hightower: Character Level, Race, & Class Experience

Saegan Hightower is a level 3 human sage wizard with a +2 proficiency bonus. Their ability scores provide bonuses to intelligence, constitution, and wisdom saves and skills. As a wizard, Saegan gains the Fey Touched, Arcane Recovery, War Magic, and Arcane Deflection features. They have a +3 bonus to initiative from Tactical Wit. Saegan is proficient with daggers, slings, quarterstaffs, and light crossbows.

Uploaded by

Deiku
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 3 Human Wizard, War Magic 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Saegan Hightower
Sage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Fey Touched (1/Long Rest). You can cast your


STRENGTH Unarmored (10) 10 chosen spells without expending a spell slot or using
any spell slots you have of the appropriate level.
PROFICIENCY BONUS +2
8
SHIELD
AC
Arcane Recovery. Once per day when you finish a
N
CIE C
short rest, you can choose expended spell slots to
-1 Strength recover. The spell slots can have a combined level
Y
PROFI

-1 that is equal to or less than 2.


+0 Dexterity

+2 Constitution ARMOR CLASS War Magic. War mages act fast in battle, using their
DEXTERITY
✘ +5 Intelligence
spells to seize tactical control of a situation.
MAXIMUM HIT DICE TEMPORARY

10 ✘ +3 Wisdom

+2 Charisma
24 3d6 Arcane Deflection. When you are hit with an attack
or you fail a saving throw, you can use your reaction
to gain +2 bonus to your AC or +4 bonus to that
21
CONDITIONAL
saving throw. If you use this feature, you can only
+0 cast cantrips in your following turn.
CURRENT HIT POINTS Tactical Wit. You gain +3 bonus to your initiative.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +5 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE ✘ +4 Deception (Cha)

17 ✘


+5 History (Int)
+3 Insight (Wis)
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +5 Investigation (Int)
+1 Medicine (Wis)
WISDOM +3 Nature (Int)

12 +1 Perception (Wis)
+2 Performance (Cha)
+2 Persuasion (Cha)
+1 +3 Religion (Int)
+0 Sleight of Hand (Dex)
CHARISMA +0 Stealth (Dex)

14 +1 Survival (Wis)
SKILLS

+2 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +1 vs AC 1d6-1 bludgeoning
Versatile
FEATURES & TRAITS
Dagger 20/60 +2 vs AC 1d4+0 piercing
Finesse, Light, Thrown
Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Draconic, Celestial, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Saegan Hightower
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.

I’m willing to listen to every side of an argument


before I make my own judgment.

PERSONALITY TRAITS

No Limits. Nothing should fetter the infinite


possibility inherent in all existence. (Chaotic)

IDEAL

I've been searching my whole life for the answer to a


certain question.

BOND

I speak without really thinking through my words,


invariably insulting others.

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
Crystal 1 1
Explorer’s Pack 1 10
[Dagger] 1 1

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

12 lb / 120 lb 240 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 +5 13 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, War Magic

CANTRIPS Frostbite Ray of Frost


Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● ● ● ● Cause Fear Chromatic Orb


Grease Mage Armor Shield
Sleep Thunderwave Unseen Servant

2ND LEVEL 2 SPELL SLOTS ● Mirror Image Tasha’s Mind Whip

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Heroism (Fey Touched)

2ND LEVEL Misty Step (Fey Touched)


Frostbite Ray of Frost Toll the Dead
Evocation Cantrip Evocation Cantrip Necromancy Cantrip

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


RANGE 60 feet RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You cause numbing frost to form on one creature that you can see A frigid beam of blue-white light streaks toward a creature within You point at one creature you can see within range, and the sound of
within range. The target must make a Constitution saving throw. On a range. Make a ranged spell attack against the target. On a hit, it takes a dolorous bell fills the air around it for a moment. The target must
failed save, the target takes 1d6 cold damage, and it has 1d8 cold damage, and its speed is reduced by 10 feet until the start of succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
disadvantage on the next weapon attack roll it makes before the end your next turn. The spell’s damage increases by 1d8 when you reach the target is missing any of its hit points, it instead takes 1d12
of its next turn. 5th level (2d8), 11th level (3d8), and 17th level (4d8). necrotic damage.
The spell’s damage increases by 1d6 when you reach 5th level The spell’s damage increases by one die when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6). (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything

Cause Fear Chromatic Orb Grease


1st-level necromancy 1st-level evocation 1st-level conjuration

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


RANGE 60 feet RANGE 90 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 minute
COMPONENTS V COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S, M (a bit of pork rind or butter)

You awaken the sense of mortality in one creature you can see within You hurl a 4-inch-diameter sphere of energy at a creature that you Slick grease covers the ground in a 10-foot square centered on a
range. A construct or an undead is immune to this effect. The target can see within range. You choose acid, cold, fire, lightning, poison, or point within range and turns it into difficult terrain for the duration.
must succeed on a Wisdom saving throw or become frightened of thunder for the type of orb you create, and then make a ranged spell When the grease appears, each creature standing in its area must
you until the spell ends. The frightened target can repeat the saving attack against the target. If the attack hits, the creature takes 3d8 succeed on a Dexterity saving throw or fall prone. A creature that
throw at the end of each of its turns, ending the effect on itself on a damage of the type you choose. enters the area or ends its turn there must also succeed on a
success. At Higher Levels. When you cast this spell using a spell slot of 2nd Dexterity saving throw or fall prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above
level or higher, you can target one additional creature for each slot 1st.
level above 1st. The creatures must be within 30 feet of each other
when you target them.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Heroism Mage Armor Shield


1st-level enchantment 1st-level abjuration 1st-level abjuration

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


RANGE Touch RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION 8 hours DURATION 1 round
COMPONENTS V, S COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S

A willing creature you touch is imbued with bravery. Until the spell You touch a willing creature who isn’t wearing armor, and a Reaction trigger: You are hit by an attack or targeted by the magic
ends, the creature is immune to being frightened and gains protective magical force surrounds it until the spell ends. The target’s missile spell An invisible barrier of magical force appears and protects
temporary hit points equal to your spellcasting ability modifier at the base AC becomes 13 + its Dexterity modifier. The spell ends it if the you. Until the start of your next turn, you have a +5 bonus to AC,
start of each of its turns. When the spell ends, the target loses any target dons armor or if you dismiss the spell as an action. including against the triggering attack, and you take no damage from
remaining temporary hit points from this spell. magic missile.
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.

Fey Touched Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Sleep Thunderwave Unseen Servant
1st-level enchantment 1st-level evocation 1st-level conjuration (ritual)

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


RANGE 90 feet RANGE Self (15-foot cube) RANGE 60 feet
DURATION 1 minute DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V, S COMPONENTS V, S, M (a piece of string and a bit of wood)

This spell sends creatures into a magical slumber. Roll 5d8, the total A wave of thunderous force sweeps out from you. Each creature in a This spell creates an invisible, mindless, shapeless, Medium force that
is how many hit points of creatures this spell can affect. Creatures 15-foot cube originating from you must make a Constitution saving performs simple tasks at your command until the spell ends. The
within 20 feet of a point you choose within range are affected in throw. On a failed save, a creature takes 2d8 thunder damage and is servant springs into existence in an unoccupied space on the ground
ascending order of their current hit points (ignoring unconscious pushed 10 feet away from you. On a successful save, the creature within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
creatures). takes half as much damage and isn’t pushed. In addition, unsecured attack. If it drops to 0 hit points, the spell ends.
Starting with the creature that has the lowest current hit points, objects that are completely within the area of effect are Once on each of your turns as a bonus action, you can mentally
each creature affected by this spell falls unconscious until the spell automatically pushed 10 feet away from you by the spell’s effect, and command the servant to move up to 15 feet and interact with an
ends, the sleeper takes damage, or someone uses an action to shake the spell emits a thunderous boom audible out to 300 feet. object. The servant can perform simple tasks that a human servant
or slap the sleeper awake. Subtract each creature’s hit points from At Higher Levels. When you cast this spell using a spell slot of 2nd could do, such as fetching things, cleaning, mending, folding clothes,
the total before moving on to the creature with the next lowest hit level or higher, the damage increases by 1d8 for each slot level above lighting fires, serving food, and pouring wine. Once you give the
points. A creature’s hit points must be equal to or less than the 1st. command, the servant performs the task to the best of its ability until
remaining total for that creature to be affected. it completes the task, then waits for your next command.
Undead and creatures immune to being charmed aren’t affected If you command the servant to perform a task that would move it
by this spell. more than 60 feet away from you, the spell ends.
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

Mirror Image Misty Step Tasha’s Mind Whip


2nd-level illusion 2nd-level conjuration 2nd-level enchantment

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE 90 feet
DURATION 1 minute DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V COMPONENTS V

Three illusory duplicates of yourself appear in your space. Until the Briefly surrounded by silvery mist, you teleport up to 30 feet to an You psychically lash out at one creature you can see within range.
spell ends, the duplicates move with you and mimic your actions, unoccupied space that you can see. The target must make an Intelligence saving throw. On a failed save,
shifting position so it’s impossible to track which image is real. You the target takes 3d6 psychic damage, and it can’t take a reaction until
can use your action to dismiss the illusory duplicates. Each time a the end of its next turn. Moreover, on its next turn, it must choose
creature targets you with an attack during the spell’s duration, roll a whether it gets a move, an action, or a bonus action; it gets only one
d20 to determine whether the attack instead targets one of your of the three. On a successful save, the target takes half as much
duplicates. If you have three duplicates, you must roll a 6 or higher to damage and suffers none of the spell’s other effects.
change the attack’s target to a duplicate. With two duplicates, you At Higher Levels. When you cast this spell using a spell slot of 3rd
must roll an 8 or higher. With one duplicate, you must roll an 11 or level or higher, you can target one additional creature for each slot
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an level above 2nd. The creatures must be within 30 feet of each other
attack hits a duplicate, the duplicate is destroyed. A duplicate can be when you target them.
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all three duplicates are destroyed. A
creature is unaffected by this spell if it can’t see, if it relies on senses
other than sight, such as blindsight, or if it can perceive illusions as
false, as with truesight.

Spellcasting (Wizard) Player’s Handbook Fey Touched Player’s Handbook Spellcasting (Wizard) Tasha’s Cauldron of Everything
Crystal Explorer’s Pack Dagger
Spellcasting Focus Equipment Packs Weapons

An arcane focus is a special item— an orb, a crystal, a rod, a Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
specially constructed staff, a wand—like length of wood, or torches, 10 days of rations, and a waterskin. The pack also
some similar item designed to channel the power of arcane has 50 feet of hempen rope strapped to the side of it.
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

1 lb. Player’s Handbook 10 lbs. Player’s Handbook 1 lb. Player’s Handbook

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