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Vasanti Sihir

1 Level (0/300 XP for level-up) Sage Background Variant Human (+1Con +2Int) Race / Species / Heritage Neutral Good Alignment
Wizard
Level 1
Hit Dice: 1/1
1d6+3 Class 1

STR
11
+0
DEX
13
+1
CON
16
+3
INT
18
+4
WIS
12
+1
CHA
12
+1
9
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+5 Constitution
+6 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+1 Deception CHA
+6 History INT
+3 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+1+1 Piercing
 finesse, light, thrown (20/60 ft.)
Firebolt +6 INT 1d10 Fire
Attacks

Spell Book

Bottle of black ink
Quill
Small knife
Letter from a dead colleague
Common Clothes
Belt Pouch
Dagger
Arcane focus (staff)
Explorer's pack
Spellbook
Handy Haversack
Adventurer's Guild Membership

53gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spellbook, INT DC 14
2 spellslots

Cantrips:
  • Mage hand
  • Firebolt
  • Shocking Grasp

  • 1st Level
  • Find Familiar
  • Magic Missle (R)
  • Shield (R)
  • Tasha's Hideous Laughter (R)
  • Identify
  • Ice Knife (R)
  • Spellcasting
    Variant Human:
    Skills: Perception
    Languages: Common, Sylvan

    Sage:
    Skills: Arcana, History
    Languages: Dwarvish, Elvish?

    Wizard:
    Daggers, darts, slings, quarterstaffs, light crossbows
    Skills: Investigation, Insight

    Resilient CON:
    Prof in Con saves

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD

    Arcane Focus ( Staff )

    Adventuring Gear Common

    An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or 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.

    Type Damage Damage Range Properties
    Simple Melee 1d6 Bludgeoning

    Cost: 5 gp Weight: 4lb


     

    DnD 5e SRD

    Spellbook

    Adventuring Gear Common

    Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

    Cost: 50gp Weight: 3lb


     

    DnD 5 SRD

    Scholar's Pack

    Adventuring Gear Common

    Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

    Cost: 40gp Weight: 12lb


     

    The statblocks of your class features

    Wizard


    Hit Points

    Hit Dice: d6 per Wizard level
    Hit Points at first Level: 6 + Con mod
    Hit Points at Higher Levels: 4 + Con mod

    Proficiences

    Armor: None
    Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    Tools: None
    Saving Throws: Int, Wis
    Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

    Overview & Creation

    Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.   Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.


    Class Features

    Arcane Recovery

    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.


    Starting Equipment

    • (a) a quarterstaff or (b) a dagger
    • (a) a component pouch or (b) an arcane focus
    • (a) a scholar’s pack or (b) an explorer’s pack
    • A spellbook


    Spellcasting

    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.   The Wizard table shows how many spell slots you have to cast your 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.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.   Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your intelligence modifier


    Subclass Options

    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, Transmutation, or War Magic [Xan].

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Human (Varient)

    Ability Score Increase All attribute scores increase by 1 (2 different attribute scores of your choice increase by 1)
    Size Medium
    Speed 30ft.

    (Gain proficiency in one skill of your choice) (Gain one feat of your choice)

    Languages. Common and once extra language of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    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

    Firebolt

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    Components V S

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
    At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    Class(es): Sorcerer, Wizard

    PHB

    Shocking Grasp

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V S

    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. you have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Sorcerer, Wizard

    Melee Spell Attack 2d8 Lightning Damage

    Level 1 Spells

    Player's Handbook

    Find Familiar

    1-level Conjuration (ritual)

    Casting Time 1 hour
    Range 10 feet
    Duration Instantaneous
    Components V,S,M (3 gp worth of charcoal, incense, and herbs that must be consumed in a brazier)

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. 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.

    Class(es): Wizard

    Evocation Magic

    Magic Missle

    1-level Evocation

    Casting Time 1 Action
    Range 120 feet
    Duration Instantaneous
    Components V, S

    Class(es): Sorcerer, Wizard

    Shield

    1-level Abjuration

    Casting Time 1 Reaction *
    Range Self
    Duration 1 Round
    Components V, S

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.   * - which you take when you are hit by an attack or targeted by the magic missile spell

    Class(es): Magic Ablity

    Identify

    1-level Divination (ritual)

    Casting Time 1 minute
    Range Touch
    Duration Instantaneous
    Components V S M
    Materials A pearl worth at least 100 gp and an owl feather

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.   Can be cast as a ritual.

    Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Elemental Evil Player's Companion , pg. 157

    Ice Knife

    1-level Conjuration

    Casting Time 1 action
    Range 60 ft
    Duration Instantaneous
    Components S, M
    Materials A drop of water, or a piece of ice.

    Damage Type: Piercing + Cold   Saving Throws: Dexterity   Description: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

    At higher levels:
    When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

    Class(es): Druid, Sorcerer, Wizard

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


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    TheGrzzly.

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