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5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Quarterstaff | +2 | 1d6+0 bludgeoning | 5 |
Cantrip level Evocation (Wizard, Sorcerer)
Casting Time: Action
Range: 120 feet
Components: VS
Duration: Instantaneous
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. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Poison SprayCantrip level Conjuration (Warlock, Sorcerer, Druid, Wizard)
Casting Time: Action
Range: 10 feet
Components: VS
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Ray of Frost
Cantrip level Evocation (Wizard, Sorcerer)
Casting Time: Action
Range: 60 feet
Components: VS
Duration: Instantaneous
A frigid beam of blue white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Magic Missile1st level Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: VS
Duration: Instantaneous
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 level above 1st.
1st level Divination (Sorcerer, Warlock, Wizard, Bard)
Casting Time: Action
Range: Self
Components: VSM
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Cantrip level Evocation (Wizard, Sorcerer)
Casting Time: Action
Range: 120 feet
Components: VS
Duration: Instantaneous
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. This spell's damage increases by [1d10] when you reach 5th level ([2d10]), 11th level ([3d10]), and 17th level ([4d10]).
Poison Spray
Cantrip level Conjuration (Warlock, Sorcerer, Druid, Wizard)
Casting Time: Action
Range: 10 feet
Components: VS
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take [1d12] poison damage. This spell's damage increases by [1d12] when you reach 5th level ([2d12]), 11th level ([3d12]), and 17th level ([4d12]).
Ray of Frost
Cantrip level Evocation (Wizard, Sorcerer)
Casting Time: Action
Range: 60 feet
Components: VS
Duration: Instantaneous
A frigid beam of blue white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes [1d8] cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by [1d8] when you reach 5th level ([2d8]), 11th level ([3d8]), and 17th level ([4d8]).
Magic Missile
1st level Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: VS
Duration: Instantaneous
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 level above 1st.
1st level Divination (Sorcerer, Warlock, Wizard, Bard)
Casting Time: Action
Range: Self
Components: VSM
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Racial
Draconic Ancestry: Your breath weapon and damage resistance are determined by the dragon type you choose.
Breath Weapon: 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.
Class
Spellbook: Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.
Ritual Casting: You can cast wizard spells as rituals.
Spellcasting Focus: Arcane Focus
Arcane Recovery: Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
[b]Draconic Ancestry:[/b] Your breath weapon and damage resistance are determined by the dragon type you choose.
[b]Breath Weapon:[/b] 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.
[b]Class[/b]
[b]Spellbook:[/b] Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.
[b]Ritual Casting:[/b] You can cast wizard spells as rituals.
[b]Spellcasting Focus:[/b] Arcane Focus
[b]Arcane Recovery:[/b] Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Component Pouch
Explorer's Pack
Spellbook
Languages: Common, Draconic
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