Troy Cinderstone | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Troy Cinderstone

Wizard 2 Class & Level
Sage (Professor) Background
Human-Variant Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 8
-1
constitution 10
+0
intelligence 16
+3
wisdom 12
+1
charisma 10
+0
Total Hit Dice 2
Hit Die
1d6+0
+2 proficiency bonus
+0 Strength
-1 Dexterity
+0 Constitution
+3 Intelligence
+1 Wisdom
+0 Charisma
saving throws
-1 Acrobatics
+1 Animal Handling
+5 Arcana
+0 Athletics
+0 Deception
+5 History
+3 Insight
+0 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+1 Perception
+0 Performance
+0 Persuasion
+3 Religion
-1 Sleight of Hands
-1 Stealth
+1 Survival
skills

 
9
Armor Class
10
Hit Points
-1
Initiative
30
Speed
Quarterstaff 1d20+2 1d6
Attacks
Arcana
History
Insight
Proficiences
Arcane Focus
Backpack
Bag (Sand)
Bedroll
Book
Candle
Clothes, Costume
Crystal
Disguise Kit
Ink (1-ounce Bottle)
Ink Pen
Knife (Small)
Orb
Parchment (One sheet)
Potion of Healing
Pouch
Quarterstaff
Rations x10
Robes
Spellbook
Wand
Waterskin x2
Equipment
Professor I'm convinced that people are always trying to steal my secrets.
Personality Traits
Power. Knowledge is the path to power and domination.
Ideals
I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
Bonds
Unlocking an ancient mystery is worth the price of a civilization.
Flaws
In 40's Scarred by misuse of magic. Tall and lanky 6' 2" Long dark brown hair. long dark brown beard. Wears robes.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6+ Con modifier
Hit Points at Higher Levels: 1d6 (or 4) + Con modifier

Proficiences

Armor:
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools:
Saving Throws: Int, Wis
Skills: Choose 2: Arcana, History, Insight, Investigation, Medicine, and Religion

Overview & Creation

PHB, Pgs. 113-119


Class Features

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.   For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.   Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice 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

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can 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.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your 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. When you do so, you can’t do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.   Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book

You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance

Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-­edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


Starting Equipment

  • A Quarterstaff or a Dagger
  • A component pouch or an arcane focus
  • A Scholar's pack or an Explorer's pack
  • A Spellbook

 


Spellcasting

Select Three cantrips: Acid Splash, Chill Touch, Dancing Lights, Fire Bolt, Light, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Ray of Frost, Shocking Grasp, True Strike Select Two 1st level spells: Alarm, Burning Hands, Charm Person, Color Spray, Comprehend Languages, Detect Magic, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Floating Disk, Fog Cloud, Grease, Hideous Laughter, Identify, Illusory Script, Jump, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Shield, Silent Image, Sleep, Thunderwave, Unseen Servant


Subclass Options

Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.   The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.   The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.


LevelProficiency BonusFeaturesCantrips Known1st Slots2nd Slots3rd Slots4th Slots5th Slots6th Slots7th Slots8th Slots9th Slots
1st+2Spellcasting, Arcane Recovery32
2nd+2Arcane Tradition33
3rd+23 42 –
4th+2Ability Score Improvement443
5th+34 432
6th+3Arcane Tradition feature4433
7th+34 4331
8th+3Ability Score Improvement44332
9th+44 43331
10th+4Arcane Tradition feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Arcane Tradition feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spell5433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 to all
Size Medium
Speed 30 ft.

PHB Pg. 31

Languages. Common, +1 of choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.  
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.  
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.  
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

SRD

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10ft
Duration Up to an hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • 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.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

SRD

Mage Armor

1-level Abjuration

Casting Time 1 action
Range Self
Duration 8 hours
Components V, S, M
Materials A piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Class(es): Sorcerer, Wizard

SRD

Sleep

1-level Enchantment

Casting Time 1 action
Range 90ft
Duration 1 minute
Components V, S, M
Materials A pinch of find sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8 , the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).  
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.  
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
2nd level: 7d8 hit points affected
3rd level: 9d8 hit points affected
4th level: 13d8 hit points affected
5th level: 15d8 hit points affected
6th level: 17d8 hit points affected
7th level: 19d8 hit points affected
8th level: 21d8 hit points affected
9th level: 23d8 hit points affected

Class(es): Bard, Sorcerer, Wizard

SRD

Magic Missle

1-level Evocation

Casting Time 1 action
Range 120ft
Duration Instantaneous
Components V, S

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Class(es): Sorcerer, Wizard

SRD

Thunderwave

1-level Evocation

Casting Time 1 action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.  
In addition, unsecured 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.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

Class(es): Bard, Druid, Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Peppers1337.

Statblock Type

Character Sheet (Legacy)

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