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Wizard

The document outlines a character sheet for a wizard in a role-playing game, detailing attributes such as race, class, abilities, and spellcasting features. It includes sections for skills, saving throws, spell slots, and inventory, as well as rules for preparing and casting spells. Additionally, it describes features related to ability score improvements and signature spells as the character levels up.

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joeygoldwasser
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0% found this document useful (0 votes)
14 views3 pages

Wizard

The document outlines a character sheet for a wizard in a role-playing game, detailing attributes such as race, class, abilities, and spellcasting features. It includes sections for skills, saving throws, spell slots, and inventory, as well as rules for preparing and casting spells. Additionally, it describes features related to ability score improvements and signature spells as the character levels up.

Uploaded by

joeygoldwasser
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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RACE/SUBRACE BACKGROUND

Wizard CLASS
SUBCLASS
CHARACTER NAME
ALIGNMENT EXPERIENCE POINTS LEVEL

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


Inspiration INITIATIVE

SPEED
ARMOR
CLASS

PROFICIENCY CLIMB SIZE


BONUS
SWIM
FLY

EX SKILLS SAVING THROWS


___ Acrobatics (Dex) ___ Strength HIT POINTS TEMP HP
___ Animal Handling (Wis) ___ Dexterity
___ Arcana (Int) ___ Constitution ARCANE RECOVERY
Once per day when you finish a short rest, you 1
___ Athletics (Str) ___ Intelligence
can choose expended spell slots to recover.
___ Deception (Cha) ___ Wisdom HIT DICE The spell slots can have a combined level that is
___ History (Int) ___ Charisma equal to or less than half your wizard level (rounded
___ Insight (Wis) up), and none of the slots can be 6th level or higher.
MAX HIT POINTS
___ Intimidation (Cha) LONG REST RECHARGE
___ Investigation (Int) PROFICIENCIES SUCCESS FAILURE
___ Medicine (Wis) Light Armor
___ Nature (Int) Medium Armor
SPELLCASTING
As a student of arcane magic, you can cast spells. 1
___ Perception (Wis) Heavy Armor CANTRIPS. At 1st level, you know three
___ Performance (Cha) Shields MELEE ATTACK RANGED ATTACK cantrips of your choice from the wizard spell list.
BONUS ATTACKS BONUS
___ Persuasion (Cha) Simple Weapons
You learn additional wizard cantrips of your choice at
higher levels, as shown in the Cantrips Known column
___ Religion (Int) Martial Weapons of the Wizard table.
___ Sleight of Hand (Dex) SPELLBOOK. At 1st level, you have a spellbook
___ Stealth (Dex) ATTACK containing six 1st-level wizard spells of your choice.
___ Survival (Wis) Passive (Wisdom) ATTACK BONUS DAMAGE / NOTES Your spellbook is the repository of the wizard spells
Perception you know, except your cantrips, which are fixed in
your mind.
PREPARING AND CASTING SPELLS. The Wizard
TOOLS, LANGUAGES, AND SENSES table shows how many spell slots you have to cast
your wizard spells of 1st level and higher. To cast one
of these spells, you must expend a slot of the spell’s
level or higher. You regain all expended spell slots
when you finish a long rest.
You prepare the list of wizard spells that are
available for you to cast. To do so, choose a number
of wizard spells from your spellbook equal to your
Intelligence modifier + your wizard level (minimum of
one spell). The spells must be of a level for which you
have spell slots.
SPELL SLOTS
You can change your list of prepared spells when
PP GP SP CP
1st SPELL
you finish a long rest. Preparing a new list of wizard
ATTACK SPELL spells requires time spent studying your spellbook and
2nd BONUS SAVE DC memorizing the incantations and gestures you must
3rd make to cast the spell: at least 1 minute per spell level
4th for each spell on your list.
INVENTORY 5th LEARNING SPELLS OF 1ST LEVEL AND HIGHER.
CANTRIPS SPELLS Each time you gain a wizard level, you can add two
6th KNOWN PREPARED wizard spells of your choice to your spellbook. Each
7th of these spells must be of a level for which you have
8th spell slots, as shown on the Wizard table. On your
9th adventures, you might find other spells that you can
add to your spellbook
RITUAL CASTING. You can cast a wizard spell as a
ritual if that spell has the ritual tag and you have the
RACIAL TRAITS spell in your spellbook. You don’t need to have the
Rum ipsa conecto ritasped ullam aut ommo spell prepared.
optaque qui autempere se mi, qui to cus ne- SPELLCASTING FOCUS. You can use an arcane
cusae volo dolest ut odi doloreh endam, tecat focus as a spellcasting focus for your wizard spells.
voluptatur, corende di dolo bernatur? SPELLCASTING ABILITY. You use your Intelligence
whenever a spell refers to your spellcasting ability.
Aboremod ullaut as nectiatem quossit ibusaep
In addition, you use your Intelligence modifier when
editiat quia cupta sequi vollabo. Ihillibus as setting the saving throw DC for a wizard spell you cast
endi rehendu cimilla autatempor si vent vero and when making an attack roll with one.
mod quisquatet es namusdae exceriosae lit as
sum vid modiam vel et idit explit occaerchit SPELL SAVE DC = 8 + your proficiency bonus +
aspellor sinti is sundae inctio. Endignis eture your Intelligence modifier
venimusdae. Atem eatibusci accum corpor-
rorem derferupti omni tor magnatu reperum SPELL ATTACK MODIFIER = your proficiency bonus +
your Intelligence modifier
velis ratempore voluptatquae dolorem sit assin
cum iliatur?
Mage Hand Press
magehandpress.com
ARCANE TRADITION FEATURE
2 ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 12 FEATS AND NOTES

by 2, or you can increase two ability scores of your


choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

ARCANE TRADITION FEATURE


14

ABILITY SCORE IMPROVEMENT


You can increase one ability score of your choice 4
by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

ARCANE TRADITION FEATURE


6 ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 16
by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

SPELL MASTERY
Choose a 1st-level wizard spell and a 2nd-level 18
wizard spell that are in your spellbook. You can MAGIC ITEMS
cast those spells at their lowest level without
expending a spell slot when you have them prepared.
If you want to cast either spell at a higher level, you
must expend a spell slot as normal.
By spending 8 hours in study, you can exchange
one or both of the spells you chose for different spells
of the same levels.

ABILITY SCORE IMPROVEMENT


You can increase one ability score of your choice 19
ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 8 by 2, or you can increase two ability scores of your
by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability
choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
score above 20 using this feature.

SIGNATURE SPELLS
Choose two 3rd-level wizard spells in your 20
ARCANE TRADITION FEATURE
10 spellbook as your signature spells. You always
have these spells prepared, they don’t count against
the number of spells you have prepared, and you can
cast each of them once at 3rd level without expending
a spell slot.
If you want to cast either spell at a higher level,
you must expend a spell slot as normal.

LONG REST RECHARGE (EACH SPELL)

ATTUNED MAGIC ITEM 1 ATTUNED MAGIC ITEM 2 ATTUNED MAGIC ITEM 3


Int 3 SPELL SLOTS CONC.
6 SPELL SLOTS CONC.

SPELLCASTING ABILITY SAVE DC SPELL ATTACK PREP. PREP.


BONUS

Cantrips
0

1 SPELL SLOTS CONC.


4 SPELL SLOTS CONC.
7 SPELL SLOTS CONC.

PREP. PREP. PREP.

8 SPELL SLOTS CONC.

PREP.

2 SPELL SLOTS CONC.


5 SPELL SLOTS CONC.

PREP. PREP.

9 SPELL SLOTS CONC.

PREP.

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