Drawmij the Mage
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DRAWMIJ THE MAGE Wizard 8 (Conjurer) 37,060 Jim Ward CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME Human Sage Greyhawk RACE BACKGROUND CAMPAIGN or PLAYER ID SPEED FEATURES, TRAITS & MORE STR PROFICIENCY ARMOR +3 BONUS CLASS Alignment: Neutral. I will help others, but +0 (AC) INITIATIVE avoid serious personal risks or loyales 11 10 +2 30 . that don't benefit me. SAVING THROWS Sage Background [PHB p. 137] Armor Worn: none +0 Strength Saves • Feature: Researcher +2 Dexterity Saves • Traits: Family famed for innovaons. DEX Introverted nature. +2 Constuon Saves HIT POINTS HIT DICE • Ideal: Prove a personal theory. +2 +8 Intelligence Saves * • Bond: Wrote controversial work. 14 +4 Wisdom Saves * 50 8d6 • Flaw: Has nightmares about geng lost in -1 Charisma Saves chaoc elemental vistas. * Prof. bonus added DEATH SAVES: Success O O O Fail O O O Human Traits [PHB p. 29] CON SKILLS WEAPON & UNARMED ATTACKS • Age: 33 years old • Medium Size (5' 5", 173 lbs.) +2 +2 Acrobacs (Dex) Basic Aack. One target per Aack acon. 15 +1 Animal Handling (Wis) Wizard Class Features [PHB p. 112] +8 Arcana (Int) * Quarterstaff. Melee Weapon Aack: +3 to • Ritual Casng +0 Athlecs (Str) hit, reach 5 . Hit: 1d6+0 bludgeoning • Arcane Recovery (regain spell slots totalling 4 levels aer short rest once per day) -1 Decepon (Cha) damage. (If used two-handed in melee, does 1d8+0 damage.) • Conjuraon Savant (copy such spells in half INT +8 History (Int) * the me) +1 Insight (Wis) • Minor Conjuraon (create an object that +5 Dagger. Melee or Ranged Weapon Aack: +5 to lasts one hour) -1 Inmidaon (Cha) hit, reach 5 . 1d4+2 piercing damage. (If 20 +8 Invesgaon (Int) * thrown, normal range to 20 .; disadvantage • Benign Transposion (teleport 30 feet or +4 Medicine (Wis) * long range 21 to 60 .) swap places with another within 30 feet) +5 Nature (Int) Spellcasng [PHB p. 201] WIS +1 Percepon (Wis) MAGIC & SPECIAL ATTACKS -1 Performance (Cha) Chill Touch Cantrip. Ranged Spell Aack: +8 to Spell Aack Modifier +8 +1 -1 Persuasion (Cha) hit, target one creature within 120 . range. Spell Save DC 16 +5 Religion (Int) Hit: 2d8 necroc damage and can't regain HP 13 unl the start of your next turn. If target is +2 Sleight of Hand (Dex) undead, it also suffers disadvantage on aack +2 Stealth (Dex) rolls unl the end of your next turn. Cantrips Known: Chill Touch, Friends, Light, Minor Illusion +1 Survival (Wis) CHA EQUIPMENT & TREASURE Prepared Spells -1 * Prof. bonus added Carried Gear (PHB, p. 143): two (2) daggers, 1st Level (4 slots): Mage Armor, Find Familiar, quarterstaff, belt pouch, set of common clothes, Grease, Charm Person, Magic Missile 9 bole of black ink, quill, small knife, personal 2nd Level (3 slots): Cloud of Daggers, PASSIVE WISDOM papers. (This load is about 9 lbs.; add 1 lb. per 50 Invisibility 11 (PERCEPTION) coins carried.) 3rd Level (3 slots): Sleet Storm, Hypnoc Paern, Lightning Bolt Magic Items (DMG p. 135) 4th Level (2 slots): Conjure Minor Elementals, • 2 poons of healing (2d4+2 hp) PROFICIENCIES & LANGUAGES Evard's Black Tentacles, Phantasmal Killer Armor: none (a) Item auned to character. Weapons: dagger, dart, light crossbow, quarterstaff, sling Coins & Gems: 588 gold pieces (gp); 56 silver pieces (sp); 38 copper pieces (cp); 4 gems (worth Tools: none 50 gp each) Saving Throws: Intelligence, Wisdom Skills: Arcana, History, Invesgaon, Medicine Languages: Common, Dwarvish, Elvish, Orc ENCUMBRANCE Liing & Carrying: 165 lbs. max. carrying capacity; 330 lbs. pushing or dragging (speed -5 .); 330 lbs. max. li..