Medic

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Level 1 Wizard 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Medic
Mercenary Veteran Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Arcane Recovery. Once per day when you finish a


STRENGTH Unarmored (12) 12 short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level
PROFICIENCY BONUS +2
12
SHIELD
AC that is equal to or less than 1.

N
CIE C

+1 Strength
Y
PROFI

+1
+2 Dexterity

+2 Constitution ARMOR CLASS


DEXTERITY
✘ +5 Intelligence
MAXIMUM HIT DICE TEMPORARY

14 ✘ +1 Wisdom

+0 Charisma
8 1d6
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

14 N
CIE C

+2 Acrobatics (Dex)
SPEED
0ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +5 Arcana (Int)
✘ +3 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

16 ✘
+3 History (Int)
+1 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int)
-1 Medicine (Wis)
WISDOM +3 Nature (Int)

8 -1 Perception (Wis)
+0 Performance (Cha)
✘ +2 Persuasion (Cha)
-1 +3 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

10 -1 Survival (Wis)
SKILLS

+0 9 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Vehicles land, Dice set

Languages. –

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Medic
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of
treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience
makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the
I can stare down a hell hound without flinching. battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band
I have a crude sense of humor. of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your
own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably
suited for battle, so now you fight on in a different way.
PERSONALITY TRAITS

Independence. When people follow orders blindly,


they embrace a kind of tyranny. (Chaotic)

IDEAL

Those who fight beside me are those worth dying


for.

BOND

The monstrous enemy we faced in battle still leaves


me quivering with fear.

FLAW BACKGROUND STORY

Feature: Mercenary Life


You know the mercenary life as only someone who
has experienced it can. You are able to identify
mercenary companies by their emblems, and you
know a little about any such company, including the
names and reputations of its commanders and
leaders, and who has hired them recently. You can
find the taverns and festhalls where mercenaries
abide in any area, as long as you speak the language.
You can find mercenary work between adventures
sufficient to maintain a comfortable lifestyle (see
"Practicing a Profession" under "Downtime
Activities" in chapter 8 of the Player's Handbook).
BACKGROUND FEATURE

A gold monocle frame without the lens

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Clothes, Common 1 3
Dice Set 1 —
Dagger 1 1
Rod 1 2
[Crossbow, Light] 1 5
Crossbow Bolt 10 .5
Scholar’s Pack 1 10
Spellbook 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

24.7 lb / 180 lb 360 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

Rank Insignia
#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 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard

CANTRIPS Light Message


Prestidigitation

1ST LEVEL 2 SPELL SLOTS Cause Fear Charm Person


Expeditious Retreat False Life Find Familiar
Mage Armor
Light Message Prestidigitation
Evocation Cantrip Transmutation Cantrip Transmutation Cantrip

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


RANGE Touch RANGE 120 feet RANGE 10 feet
DURATION 1 hour DURATION 1 round DURATION Up to 1 hour
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S, M (a short piece of copper wire) COMPONENTS V, S

You touch one object that is no larger than 10 feet in any dimension. You point your finger toward a creature within range and whisper a This spell is a minor magical trick that novice spellcasters use for
Until the spell ends, the object sheds bright light in a 20-foot radius message. The target (and only the target) hears the message and can practice. You create one of the following magical effects within
and dim light for an additional 20 feet. The light can be colored as reply in a whisper that only you can hear. You can cast this spell range:
you like. Completely covering the object with something opaque through solid objects if you are familiar with the target and know it is • You create an instantaneous, harmless sensory effect, such as a
blocks the light. The spell ends if you cast it again or dismiss it as an beyond the barrier. Magical silence, 1 foot of stone, 1 inch of shower of sparks, a puff of wind, faint musical notes, or an odd odor.
action. common metal, a thin sheet of lead, or 3 feet of wood blocks the • You instantaneously light or snuff out a candle, a torch, or a
If you target an object held or worn by a hostile creature, that spell. The spell doesn’t have to follow a straight line and can travel small campfire.
creature must succeed on a Dexterity saving throw to avoid the spell. freely around corners or through openings. • You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Cause Fear Charm Person Expeditious Retreat


1st-level necromancy 1st-level enchantment 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE 30 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, S

You awaken the sense of mortality in one creature you can see within You attempt to charm a humanoid you can see within range. It must This spell allows you to move at an incredible pace. When you cast
range. A construct or an undead is immune to this effect. The target make a Wisdom saving throw, and does so with advantage if you or this spell, and then as a bonus action on each of your turns until the
must succeed on a Wisdom saving throw or become frightened of your companions are fighting it. If it fails the saving throw, it is spell ends, you can take the Dash action.
you until the spell ends. The frightened target can repeat the saving charmed by you until the spell ends or until you or your companions
throw at the end of each of its turns, ending the effect on itself on a do anything harmful to it. The charmed creature regards you as a
success. friendly acquaintance. When the spell ends, the creature knows it
At Higher Levels. When you cast this spell using a spell slot of 2nd was charmed by you.
level or higher, you can target one additional creature for each slot At Higher Levels. When you cast this spell using a spell slot of 2nd
level above 1st. The creatures must be within 30 feet of each other level or higher, you can target one additional creature for each slot
when you target them. 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

False Life Find Familiar Mage Armor


1st-level necromancy 1st-level conjuration (ritual) 1st-level abjuration

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


RANGE Self RANGE 10 feet RANGE Touch
DURATION 1 hour DURATION Instantaneous DURATION 8 hours
COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S, M (a piece of cured leather)
consumed by fire in a brass brazier)

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You gain the service of a familiar, a spirit that takes an animal form you choose: You touch a willing creature who isn’t wearing armor, and a
+ 4 temporary hit points for the duration. bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish protective magical force surrounds it until the spell ends. The target’s
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
At Higher Levels. When you cast this spell using a spell slot of 2nd space within range, the familiar has the statistics of the chosen form, though it is a base AC becomes 13 + its Dexterity modifier. The spell ends it if the
level or higher, you gain 5 additional temporary hit points for each celestial, fey or fiend (your choice) instead of a beast. target dons armor or if you dismiss the spell as an action.
slot level above 1st. Your familiar acts independently of you, but it always obeys your commands. In
combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Clothes, Common Dice Set Dagger
Adventuring Gear Tools Weapons

If you are proficient with the Dice Set, you can add your
proficiency bonus to ability checks you make to play a
game.

3 lb. Player’s Handbook — Player’s Handbook 1 lb. Player’s Handbook

Rod Crossbow, Light Crossbow Bolt


Spellcasting Focus Weapons Ammunition

An arcane focus is a special item—an orb, a crystal, a rod, a Crossbow bolts are used with a crossbow to make a ranged
specially constructed staff, a wand—like length of wood, or attack.
some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Scholar’s Pack Spellbook


Equipment Packs Adventuring Gear

Includes a backpack, a book of lore, a bottle of ink, an ink Essential for wizards, a spellbook is a leather-bound tome
pen, 10 sheets of parchment, a little bag of sand, and a with 100 blank vellum pages suitable for recording spells.
small knife.

10 lbs. Player’s Handbook 3 lb. Player’s Handbook

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