20 Evoker
LEVEL & CLASS PLAYER NAME
Hermit Gnome, Forest 355,000
BACKGROUND RACE
Retreated from society after a life-altering EXPERIENCE Next Level
CHARACTER NAME
AC DESCRIPTION
-1 STR +11 INT
10 Armor Unarmored
122 +6 14
+4 DEX +6 WIS
Shield
-1 +2 CON
RESISTANCES
+2 CHA
4 Dex Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
Adv. on Int/Wis/Cha saves vs. +4
+4 magic
19 SUCCESSES LEVEL DIE USED ENCUMBERED
20 d6+2 15 ft
FAILURES
25 ft 19
+2 ARMOR
+4 Acrobatics (Dex) Light Medium Heavy Shields
14 0 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+11 Arcana (Int) Arcane Recovery (10 levels of spell slots) 1 LR Dagger, Dart, Light Crossbow, Quarterstaff, Sling
-1 Athletics (Str) Overchannel 1+ LR LANGUAGES TOOLS & OTHERS
+5
+2 Deception (Cha) Signature Spell (fireball, fly) 2 SR Common Herbalism kit
+11 History (Int) Gnomish
0 Insight (Wis) Elvish
20
+2 Intimidation (Cha)
+5 Investigation (Int)
+6 Medicine (Wis)
0 +5 Nature (Int)
0 Perception (Wis)
10 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
+2 Persuasion (Cha)
+11 Religion (Int)
+2 +4 Sleight of Hand (Dex)
+4 Stealth (Dex)
0 Survival (Wis)
14
Tool
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
10 PASSIVE WISDOM (PERCEPTION) Fire Bolt Int 120 ft +11 4d10 Fire
Unattended flammable objects ignite (PHB 241)
DESCRIPTION
Darkvision 60 ft
Ray of Frost Int 60 ft +11 4d8 Cold
Target -10 ft speed until start of my next turn (PHB 271)
Dagger Dex Melee, 20/60 ft +10 1d4+4 Piercing
Finesse, light, thrown
NAME TOTAL NAME TOTAL
Evoker, level 20:
Arcane Recovery (Wizard 1, PHB 115) [10 levels of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
Spellcasting (Wizard 1, PHB 114) [5 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
Evocation Savant (School of Evocation 2, PHB 117)
I halve the gp and time needed to copy evocation spells into my spellbook
Sculpt Spells (School of Evocation 2, PHB 117)
If I cast an evocation spell affecting others I can see, I can protect 1 + the spell's level
The chosen automatically succeed on their saving throws vs. the spell
They also take no damage if the spell would normally deal half damage on a save
Potent Cantrip (School of Evocation 6, PHB 117)
Any cantrips I cast still deal half damage on a successful save
Empowered Evocation (School of Evocation 10, PHB 117)
I can add my Int modifier to a single damage roll of any wizard evocation spell I cast
Overchannel (School of Evocation 14, PHB 118)
When I cast a 5th-level or lower wizard spell that damages, it can deal max damage
Except the first time I do this after a long rest, I suffer 2d12 necrotic dmg per spell lvl
Every time I do it after that, before a long rest, I take another 1d12 necrotic damage
This necrotic damage surpasses my resistances/immunities; I can't overchannel cantrips
Spell Mastery (Wizard 18, PHB 115)
By spending 8 hours in study, I can pick a 1st and 2nd-level spell in my spellbook
While prepared, I can cast them at their lowest levels without expending spell slots Feature Name: Discovery
Signature Spell (Wizard 20, PHB 115) [2× per short rest]
The quiet seclusion of my extended hermitage gave me access to a
Two 3rd-level spells of my choice in my spellbook will always count as prepared
unique and powerful discovery. The exact nature of this revelation
I can cast both at third level once per short rest without expending spell slots
depends on the nature of my seclusion. It might be a great truth, a
hidden site, a long forgotten fact, or unearthed some relic of the
past that could rewrite history.
Forest Gnome (+1 Dexterity, +2 Intelligence)
Natural Illusionist:
I know the Minor Illusion cantrip. Intelligence is my spellcasting
ability for it.
Speak with Small Beasts:
Through sounds and gestures, I can communicate simple ideas
with Small or smaller beasts.
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
CP
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
41 - 80 lb
HEAVILY ENCUMBERED
81 - 120 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 121 - 240 lb
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL
CHARACTER NAME
Intelligence 25 +11 DC 19
SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17 — Evoc 1a 120 ft V,S Instantaneous P 241
Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
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
Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
Ray of Frost Spell attack for 1d8 Cold dmg and -10 ft speed until start of your next turn; +1d8 at CL 5, 11, and 17 — Evoc 1a 60 ft V,S Instantaneous P 271
Burning Hands 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 15-ft cone V,S Instantaneous P 220
Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers — Div 1a Self V,S,M 1 h P 224
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
Alter Self Change appearance, gain +1 magical 1d6 natural weapons, or water breathing and swim spd — Trans 1a Self V,S Conc, 1 h P 211
Enlarge/Reduce 1 crea/object save or enlarged (Str adv. +1d4 weapon dmg), reduced (Str dis. -1d4 weapon dmg) Con Trans 1a 30 ft V,S,M Conc, 1 min P 237
Levitate 1 crea/obj up to 500 lb save or rise vertically, up to 20 ft; 1 a (move a if self) move up/down 20 ft Con Trans 1a 60 ft V,S,M Conc, 10 min P 255
Fireball 20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S,M Instantaneous P 241
Fly 1+1/SL willing creatures gain fly 60 ft speed — Trans 1a Touch V,S,M Conc, 10 min P 243
Haste 1 willing crea +2 AC, speed doubled, adv. on Dex saves, extra action (1 attack, dash, disengage, hide) — Trans 1a 30 ft V,S,M Conc, 1 min P 250
Lightning Bolt 100-ft long 5-ft wide all 8d6+1d6/SL Lightn. dmg; save halves; unattended flammable obj ignite Dex Evoc 1a 100-ft line V,S,M Instantaneous P 255
Blight 1 creature takes 8d8+1d8/SL Necrotic dmg; save halves; plants have dis. on save Con Necro 1a 30 ft V,S Instantaneous P 219
Dimension Door Teleport yourself and 1 willing crea within 5 ft, up to 500 ft to a place you see, specify, or describe — Conj 1a 500 ft V Instantaneous P 233
Polymorph 1 creature with > 0 hp save or transformed into beast of choice of same CR or lower; see book Wis Trans 1a 60 ft V,S,M Conc, 1 h P 266
Cone of Cold 8d8+1d8/SL Cold dmg; save halves; crea killed become frozen statues until thawed Con Evoc 1a 60-ft cone V,S,M Instantaneous P 224
Telekinesis Move Huge creature or 1000 lb object 30 ft as 1 a; ability check with spellcasting ability vs. Str; see B — Trans 1a 60 ft V,S Conc, 10 min P 280
Chain Lightning Lightning bolt 1 crea and 3+1/SL crea within 30 ft; 10d8 Lightning dmg; save halves Dex Evoc 1a 150 ft V,S,M Instantaneous P 221
Disintegrate 1 crea save or 10d6+3d6/SL+40 Force dmg; or up to 10-ft cube nonmagical object is destroyed Dex Trans 1a 60 ft V,S,M Instantaneous P 233
Sunbeam 60-ft long 5-ft wide all 6d8 Radiant dmg, 1 rnd blind; save halves and not blinded; 1 a for new line Con Evoc 1a 60-ft line V,S,M Conc, 1 min P 279
Delayed Blast Fireball Create bead; at chosen moment, or if conc. is broken, 20-ft rad 12d6+1d6/SL Fire dmg; save halves Dex Evoc 1a 150 ft V,S,M Conc, 1 min P 230
Forcecage 20-ft cube cage, or 10-ft cube solid; blocks all spells; extraplanar travel in/out on save (1500gp) Cha Evoc 1a 100 ft V,S,Mƒ 1 h P 243
Reverse Gravity 50-ft rad 100-ft high everything falls upward; save to grab hold onto something solid Dex Trans 1a 100 ft V,S,M Conc, 1 min P 272
Dominate Monster 1 crea save or charmed, follows telepathic commands, 1 a for complete control; SL9: conc, 8h Wis Ench 1a 60 ft V,S Conc, 1 h P 235
Sunburst 60-ft rad all 12d6 Radiant dmg, 1 min blind; save halves and not blinded; save at end of each turn Con Evoc 1a 150 ft V,S,M Instantaneous P 279
Meteor Swarm 4× 40-ft rad all 20d6 Bludgeoning dmg and 20d6 Fire dmg; save halves; areas do not stack Dex Evoc 1a 1 mile V,S Instantaneous P 259
Power Word Kill 1 creature with 100 current hp or less dies — Ench 1a 60 ft V Instantaneous P 266