Wizard (1) Acolyte Mireille
CLASS & LEVEL BACKGROUND PLAYER NAME
Xulik'rir'Ukathi Harxkellan
Dragonborn Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
13 +3 30 Wild Hearted, Assertive
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED Ambitious, Inquisitive
13 PERSONALITY TRAITS
Hit Point Maximum 8
+1 Strength
DEXTERITY
+3 Dexterity Beaucoup de GOLD and
MONEY
+3 ●
+2 Constitution
+5 Intelligence
CURRENT HIT POINTS IDEALS
16 ●
+2 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 +3 Acrobatics (Dex) SUCCESSES
14 0 Animal Handling (Wis)
1x(1d6+2) Rope Bunny
FAILURES
●
+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1 Athletics (Str)
+3 +1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
16 ●
+2 Insight (Wis)
Quarterstaff +3 1d6+1 bludgeoning
Amulet
+1 Intimidation (Cha) Backpack
WISDOM +3 Investigation (Int)
+2 Medicine (Wis)
Bedroll
0
●
+3 Nature (Int) Cartographer's
0 Perception (Wis)
Number of Attacks: 1 Tools
11
+1 Performance (Cha) - Breath Weapon. Clothes, common
CHARISMA
+1 Persuasion (Cha) Fire, 15 ft. cone, 2d6 Crystal
+5 Religion (Int)
●
fire damage, DC12
+1 +3 Sleight of Hand (Dex)
dex save.
Incense x5
13
+3 Stealth (Dex)
0 Survival (Wis)
Mess kit
SKILLS ATTACKS & SPELLCASTING
Pouch
Prayer Book
10 PASSIVE WISDOM (PERCEPTION)
CP
Rations (1 day) x10
Rope, hempen
Weapon Proficiencies:
SP
Spellbook
Crossbow, light; EP Tinderbox
Dagger; Dart; Torch x10
Quarterstaff; Sling GP
15 Vestements
Language Proficiencies: PP Waterskin
Common; Draconic;
Infernal; Undercommon
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
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22 5'11½" 180lbs
AGE HEIGHT WEIGHT
Xulik'rir'Ukathi Harxkellan Orange Golden
CHARACTER NAME EYES SKIN HAIR
NAME
Tiamat Cultist (Dejected)
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Born into the Cult of the Dragon, a secret society adamant in the belief that
dragons were to rule Faerûn, 'Ukathi was quickly indoctrinated into their
teachings of venerating dragons. She was thought to be a destined servant,
and later a wife to one of the cult's rulers, but a quick wit and a knack for
magic had disrupted that path. For a time, she disguised her wizardry as
clerisy, sneaking books and scrolls out from her nearest library to further her
magical knowledge and prowess.
As she matured, her faith to the Cult had begun to quickly wane, and so was
the same for its most devoted members. In the apex of the Cult's plan to raise
Tiamat herself from the Nine Hells, their plan had failed, and 'Ukathi saw that
her devotion to a dying god and a withering cult was holding her back in her
endeavors.
In a late evening, she had made arrangements with a higher member to cut
out from the Cult and make their own paths. In a group of three, they dodged
patrols and snuck through shadows successfully, till the very last moment.
Beside her, the higher member had begun to writhe and shake, he screamed
in agony, until his very soul was plucked from his body. In almost an instant,
he had turned undead, caught by the leader of their compound. 'Ukathi ran
deep into the woods, barely escaping the ever clutching grasps of her cult, but
after a full day of running, she had passed out from exhaustion. Her final sight
was the oncoming glow on the horizon. The shining sun, that drew two
silhouettes in its wake, stepped towards her, and she passed out before she
could see their intentions.
She suddenly woke up later to ragged sheets and an uneven mattress that
groaned as her weight shifted. She startled a nearby worker, to which she saw
after she noticed the room she was within an inn. Margoe was her name, and
she overlooked 'Ukathi's care as the patrolling town guard had brought her in.
Margoe asked for 'Ukathi's past, but she did not tell, and asked only what she
owed. Five gold pieces for the care, but an outrageous tax totaled to twenty
pieces in total. Margoe had explained that the tax was for a crew of bandits
that habitually harass and extort from the town, they demand tribute from
everybody, and if she didn't have the money to pay, the town would have to
keep her things to barter to the bandits.
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Fire Bolt
Mending
Shocking Grasp
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Burning Hands
Expeditious Retreat
4
Identify
Mage Armor
SPELLS KNOWN
Magic Missile
Thunderwave
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Damage Resistances: fire
-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell
slots totalling no more than 1, and each must be 5th level or
lower. (use once/day).
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1
Fire Bolt Mending Shocking Grasp
Wizard Cantrip Evocation DC 13 Spell Mod +5 Wizard Cantrip Transmutation DC 13 Spell Mod +5 Wizard Cantrip Evocation DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst 1 min Touch V,S,M Inst 1 Act. Touch V,S Inst
Two lodestones
You hurl a mote of fire at a creature or object This spell repairs a single break or tear in an Lightning springs from your hand to deliver a
within range. Make a ranged spell attack object you touch, such as a broken chain link, shock to a creature you try to touch. Make a
against the target. On a hit, the target takes two halves of a broken key, a torn cloak, or a melee spell attack against the target. You have
1d10 fire damage. A flammable object hit by leaking wineskin. As long as the break or tear advantage on the attack roll if the target is
this spell ignites if it isn’t being worn or is no larger than 1 foot in any dimension, you wearing armor made of metal. On a hit, the
carried. This spell’s damage increases by 1d10 mend it, leaving no trace of the former target takes 1d8 lightning damage, and it can't
when you reach 5th level (2d10), 11th level damage. This spell can physically repair a take reactions until the start of its next turn.
(3d10), and 17th level (4d10). magic item or construct, but the spell can't The spell's damage increases by 1d8 when you
restore magic to such an object. reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Burning Hands Expeditious Retreat Identify (ritual)
Wizard Level 1 Evocation DC 13 Spell Mod +5 Wizard Level 1 Transmutation DC 13 Spell Mod +5 Wizard Level 1 Divination DC 13 Spell Mod +5
1 Act. Self V,S Inst 1 B.A. Self V,S Conc, 10 mins 1 min Touch V,S,M Inst
A pearl worth at least 100 gp and an owl feather
As you hold your hands with thumbs touching This spell allows you to move at an incredible You choose one object that you must touch
and fingers spread, a thin sheet of flames pace. When you cast this spell, and then as a throughout the casting of the spell. If it is a
shoots forth from your outstretched bonus action on each of your turns until the magic item or some other magic-imbued
fingertips. Each creature in a 15-foot cone spell ends, you can take the Dash action. object, you learn its properties and how to use
must make a Dexterity saving throw. A them, whether it requires attunement to use,
creature takes 3d6 fire damage on a failed and how many charges it has, if any. You learn
save, or half as much damage on a successful whether any spells are affecting the item and
one. The fire ignites any flammable objects in what they are. If the item was created by a
the area that aren't being worn or carried. At spell, you learn which spell created it. If you
Higher Levels. When you cast this spell using a instead touch a creature throughout the
spell slot of 2nd level or higher, the damage casting, you learn what spells, if any, are
increases by 1d6 for each slot level above 1st. currently affecting it.
Mage Armor Magic Missile Thunderwave
Wizard Level 1 Abjuration DC 13 Spell Mod +5 Wizard Level 1 Evocation DC 13 Spell Mod +5 Wizard Level 1 Evocation DC 13 Spell Mod +5
1 Act. Touch V,S,M 8 hrs 1 Act. 120 ft V,S Inst 1 Act. Self V,S Inst
A piece of cured leather
You touch a willing creature who isn't wearing You create three glowing darts of magical A wave of thunderous force sweeps out from
armor, and a protective magical force force. Each dart hits a creature of your choice you. Each creature in a 15-foot cube
surrounds it until the spell ends. The target's that you can see within range. A dart deals 1d4 originating from you must make a
base AC becomes 13 + its Dexterity modifier. + 1 force damage to its target. The darts all Constitution saving throw. On a failed save, a
The spell ends if the target dons armor or if strike simultaneously, and you can direct creature takes 2d8 thunder damage and is
you dismiss the spell as an action. them to hit one creature or several. At Higher pushed 10 feet away from you. On a successful
Levels. When you cast this spell using a spell save, the creature takes half as much damage
slot of 2nd level or higher, the spell creates and isn't pushed. In addition, unsecured
one more dart for each slot level above 1st. objects that are completely within the area of
effect are automatically pushed 10 feet away
from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300
feet. 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 1st.
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