5th Edition Character Sheet
Skills
Cantrips
Friends: (1 Action, Self, Concentration-up to 1 min)
For the duration,
- You have advantage on all Charisma checks directed at one creature that isn't hostile toward you.
When the spell ends,
- The creature realizes that you used magic to influence its mood and becomes hostile toward you.
Vicious Mockery: (1 Action, 60ft, Instantaneous)You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
- Target must succeed a Wisdom saving throw or take 1d4 psychic damage
- If failed, the target takes disadvantage on it's next attack roll
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Level 1 Spells
Healing Word: (1 Bonus Action, 60ft, Instantaneous)
- Target within range gains 1d4 + your spellcasting ability modifier in HP
- This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Faery Fire: (1 Action, Self, Concentration-up to 1 min)- Each object in a 20-foot cube within range is outlined in a color of your choice's light.
- Any creature in the area is also outlined in light if it fails a Dexterity saving throw.
- Any creature in the area will glow the caster's color of choice
- Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Disguise Self: (1 Action, Self, 1 Hr)-You make yourself (including your clothing, armor, weapons, and other belongings on your person) look different until the spell ends or until you use your action to dismiss it.
- You CANNOT change your race
- You can seem 1 foot(inch in cannon) shorter or taller and can appear thin, fat, or in between.
- To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Dissonant Whispers: (1 Action, 60ft, Instantaneous)You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
- The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage (half if succeeded) and must immediately use its reaction, if available, to move as far as its speed allows away from you.
- The creature doesn’t move into obviously dangerous ground.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Detect Magic: (1 Action, 30ft, Concentration, up to 10 minutes)For the duration, you sense the presence of magic.
-If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic
- You also learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
[b]Cantrips[/b]
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[b]Friends: [/b] (1 Action, Self, Concentration-up to 1 min)
For the duration,
- You have advantage on all Charisma checks directed at one creature that isn't hostile toward you.
When the spell ends,
- The creature realizes that you used magic to influence its mood and [i] becomes [/i] hostile toward you.
[b]Vicious Mockery:[/b] (1 Action, 60ft, Instantaneous)
You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
- Target must succeed a Wisdom saving throw or take [1d4] psychic damage
- If failed, the target takes disadvantage on it's next attack roll
[i]At Higher Levels. This spell’s damage increases by [1d4] when you reach 5th level ([2d4]), 11th level ([3d4]), and 17th level ([4d4]).[/i]
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[b]Level 1 Spells[/b]
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[b]Healing Word:[/b] (1 Bonus Action, 60ft, Instantaneous)
- Target within range gains [1d4] + your spellcasting ability modifier in HP
- This spell has no effect on undead or constructs.
[i]When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [1d4] for each slot level above 1st. [/i]
[b]Faery Fire:[/b] (1 Action, Self, Concentration-up to 1 min)
- Each object in a 20-foot cube within range is outlined in a color of your choice's light.
- Any creature in the area is also outlined in light if it fails a Dexterity saving throw.
- Any creature in the area will glow the caster's color of choice
- Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
[b]Disguise Self:[/b] (1 Action, Self, 1 Hr)
-You make yourself (including your clothing, armor, weapons, and other belongings on your person) look different until the spell ends or until you use your action to dismiss it.
- You CANNOT change your race
- You can seem 1 foot(inch in cannon) shorter or taller and can appear thin, fat, or in between.
- To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
[b]Dissonant Whispers:[/b] (1 Action, 60ft, Instantaneous)
You whisper a discordant melody that only [b]one creature[/b] of your choice within range can hear, wracking it with terrible pain.
- The target must make a Wisdom saving throw. On a failed save, it takes [3d6] psychic damage ([b]half if succeeded[/b]) and must immediately use its reaction, if available, to move as far as its speed allows away from you.
- The creature doesn’t move into obviously dangerous ground.
[i]When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [1d6] for each slot level above 1st.[/i]
[b]Detect Magic:[/b] (1 Action, 30ft, Concentration, up to 10 minutes)
For the duration, you sense the presence of magic.
-If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic
- You also learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Racial
Darkvision 60ft
Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
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]Darkvision[/b] 60ft
[b]Hellish Resistance:[/b] You have resistance to fire damage.
[b]Infernal Legacy:[/b] You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
[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.
Languages: Common, Sylvan, Scui
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