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Bunches Sage 2,700 6,500 Zack Perini


CHARACTER NAME BACKGROUND EXPERIENCE NEXT LEVEL PLAYER NAME v2.00

Wizard 4 Illusion Neutral Good


CLASS SUBCLASS ALIGNMENT RELIGION / PATRON / DEITY

4 Rock Gnome Small Male 45 3' 4" 40 lb Woody Brown Green Light Brown
LEVEL RACE SIZE GENDER AGE HEIGHT WEIGHT SKIN EYES HAIR

ABILITIES PROFICIENCIES HEALTH & ARMOR


ARMOR HIT TEMPORARY CURRENT HIT DICE DEATH SAVES
10 □ +0 SAVING THROWS PROFICIENCY BONUS +2 CLASS POINTS HIT POINTS HIT POINTS TOTAL USED DC 10
○ +0 Athletics
0 lb Weight Carried WEAPONS
4d6
+0 150 lb Max. Carry Weight
300 lb Push, Drag, Lift ³
Unarmed strike 12 34
STRENGTH Dagger
Quarterstaff PASS FAIL
Light crossbow Spend one or more Hit Dice after a short rest. Regain 2 spent Hit Dice after a long rest
14 □ +2 SAVING THROWS Dart
ARMOR
○ +2 Acrobatics Sling ARMOR TYPE DEX MOD STRENGTH STEALTH

○ +2 Sleight of Hand none - +2 - -


+2 ○ +2 Stealth
ARMOR
PROPERTIES
-
DEXTERITY none
SHIELD ARMOR PROPERTIES
none
17 □ +3 SAVING THROWS
4 mins Hold Breath OTHER ARMOR PROPERTIES
4 rnds Suffocating TOOLS LANGUAGES
+3 Jeweler’s tools
Tinker’s tools
Common
Halfling DAMAGE RESISTANCE (HALF DAMAGE) DAMAGE REDUCTION
CONSTITUTION
Dwarvish
Sylvan
CONDITIONS
20 ■ +7 SAVING THROWS
● +7 Arcana
● +7 History
+5 ○

+5
+7
Investigation
Nature
INTELLIGENCE ● +7 Religion
EXHAUSTION
12 ■ +3 SAVING THROWS
LEVEL
○ +1 Animal Handling
○ +1 Insight Finishing a long rest reduces your exhaustion level by 1, provided you have also ingested some food and drink
+1 ○

+1
+1
Medicine
Perception
ABILITY FEATURES ACTIONS
adv Int, Wis, Cha saves (magic)
WISDOM ○ +1 Survival Artificer's Lore [Int (History) +14]
Move a distance up to your speed and take one action, a possible bonus action and one reaction per turn
VISION & SENSES ACTION BONUS ACTION
9 □ –1 SAVING THROWS Darkvision 60ft Attack [1 times] Overrun [Athletics] ᴹ
○ –1 Deception Cast a spell [see spell] Tumble [Acrobatics] ᴹ
○ –1 Dash [move speed]
–1 ○

–1
–1
Intimidation
Performance
Persuasion
Disengage [no OAs]
Dodge [attackers disadv]
INITIATIVE
CHARISMA +2 Help [target gains adv]
Hide [Stealth]
Overrun [Athletics]
PASSIVE PERCEPTION 16 INSPIRATION SPEED
25 ft Ready [use Reaction]
Search [Investigation]
Fly Tumble [Acrobatics]
PASSIVE INVESTIGATION 20 HERO POINTS 7 REMAINING
Swim 12 ft Use an Object [object(s)] AS 1 ATTACK REACTION
Long Jump 10 ft Disarm [Attack] Opportunity Attack (OA)
ACTIVE FEATURES High Jump 3 ft Grapple [Athletics]
Crawl 12 ft Mark [Melee Attack]
NAME USAGE DURATION RECOVERY USES USED
Climb 12 ft Shove [Athletics]
Spell Recovery (up to 2 levels) Short Rest Instant Long Rest 1
ATTACKS
PER ACTION 1
ATTACK 1 BONUS DAMAGE TYPE
Quarterstaff +2 1d6 bludgeoning
RANGE PROPERTIES
- proficient, versatile (1d8)
AMMUNITION

ATTACK 2 BONUS DAMAGE TYPE

RANGE PROPERTIES

AMMUNITION

ATTACK 3 BONUS DAMAGE TYPE

RANGE PROPERTIES
EQUIPMENT WORN
HEAD HANDS AMMUNITION
HEADBAND, HAT, HELMET, OR PHYLACTERY GLOVES OR GAUNTLETS
ATTACK 4 BONUS DAMAGE TYPE

EYES ARMS / WRISTS RANGE PROPERTIES


EYE LENSES OR GOGGLES BRACERS OR BRACELETS

AMMUNITION
NECK BODY
AMULET, BROOCH, MEDALLION, PERIAPT, OR SCARAB ROBE OR SUIT OF ARMOR ATTACK 5 BONUS DAMAGE TYPE

SHOULDERS TORSO RANGE PROPERTIES


CLOAK, CAPE OR MANTLE VEST, VESTMENT, OR SHIRT

AMMUNITION
RINGS WAIST
RIGHT HAND BELT OR GIRDLE ATTACK 6 BONUS DAMAGE TYPE

RANGE PROPERTIES
RINGS FEET
LEFT HAND BOOTS, SHOES, OR SLIPPERS

AMMUNITION
GEAR CARRYING CAPACITY v2.00

POSSESSION ON PERSON
0.0 lb 51 - 100 lb 101 - 150 lb 0 - 300 lb
Item QTY Location Weight Current Encumbered ¹ Heavily Encumbered ² Push, Drag, Lift ³
¹ Speed -10ft
² Speed -20ft, disadvantage on Str, Dex, Con checks, attacks and saving throws
³ Speed drops to 5ft if you push or drag above 150 lb
COINAGE GEMS, JEWELRY, ART OBJECTS
Carrying Total Item QTY Value
Platinum
1 Platinum = 10 Gold
Gold
1 Gold = 2 Electrum
Electrum
1 Electrum = 5 Silver
Silver
1 Silver = 10 Copper
Copper

Coins 0 0

Weight 0.0 lb 0.0 lb

Wealth 00 gp 00 gp

FAMILIAR
Jared Weasel (Beast) Tiny 30ft
NAME TYPE SIZE SPEED

3 ARMOR HIT TEMPORARY CURRENT


CLASS POINTS HIT POINTS HIT POINTS
-4
STR
13 1
16
+3 passive Perception 13
DEX SENSES

8 Perception +3, Stealth +5


SKILLS
-1
CON

2
Bite melee +5, 5ft, 1 piercing
-4 ATTACKS
INT

12
+1
WIS

3
• Keen Hearing and Smell. Advantage on Wisdom (Perception)
-4 checks that rely on hearing or smell
CHA TRAITS

NOTES

MOUNT

NAME TYPE SIZE SPEED

ARMOR HIT TEMPORARY CURRENT


CLASS POINTS HIT POINTS HIT POINTS
Attuned Magical Items QTY Location Weight
STR

TOTAL WEIGHT CARRIED


POSSESSION NOT ON PERSON DEX SENSES
Item QTY Location Weight

SKILLS

CON

ATTACKS
INT

WIS

CHA TRAITS

NOTES

TOTAL WEIGHT
SPELLCASTING v2.00
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Wizard 4 4 INT +5 SPELL SLOTS 4 3 - - - - - - -
CLASS LEVEL ABILITY ABILITY MODIFIER

SLOTS USED
Illusion 9 15
SUBCLASS PREPARED/KNOWN SPELL SAVE DC

SPELL LIST SPELL RECOVERY LEVELS 2 USED

■ PREPARED □ NOT PREPARED ᴿ RITUAL ᶜᵒᶰ CONCENTRATION ᴴ HIGHER LEVEL ᵈ DOMAIN ᵒ OATH ᶜ CIRCLE ᵐ MASTERY ˢ SIGNATURE

SPELLS
SPELLS ONLY
CANTRIPS SPELLS ONLY
CAST
SPELLS ONLY RANGE DURATION COMPONENT TYPE DETAILS REF
SPELLS ONLY
Prestidigitation 1 act
SPELLS ONLY
SPELLS ONLY 10 ft up to 1 hr VS trans minor magical trick (sensory effect/light/snuff/clean/soil/chill/warm/flavor/mark/illusory image/trinket) PH 267
SPELLS ONLY
Mage Hand 1 act
SPELLS ONLY
SPELLS ONLY 30 ft 1 min VS conjur spectral hand, action to control (move 30ft), carry 10lb; ends if > 30ft, re-cast or dismissed (action) PH 256
SPELLS ONLY
Fire Bolt 1 act
SPELLS ONLY
SPELLS ONLY 120 ft instant VS evoc ranged, 1d10 fire, unattended flammable objects ignite PH 241
SPELLS ONLY
Dancing Lights 1 act
SPELLS ONLY
SPELLS ONLY 120 ft 1 min ᶜᵒᶰ VSM evoc 4 torch-sized lights or 1 humanoid form of medium size light, 10ft rad dim light, bon to move 60ft PH 230

SPELLS ONLY
LEVEL 1 SPELLS ONLY
CAST RANGE DURATION COMPONENT TYPE DETAILS REF
□ Witch Bolt ᴴ
SPELLS ONLY
SPELLS ONLY
1 act
SPELLS ONLY
30 ft 1 min ᶜᵒᶰ VSM evoc ranged, 1d12 lightning, action to deal 1d12 lightning or spell ends ᴴ +1d12 initial (see spell) PH 289
□ Grease
SPELLS ONLY
SPELLS ONLY
1 act
SPELLS ONLY
60 ft 1 min VSM conjur 10ft square, area becomes difficult terrain, on cast/enter/end turn, dex save or prone PH 246
□ Fog Cloud ᴴ
SPELLS ONLY
SPELLS ONLY
1 act
SPELLS ONLY
120 ft 1 hr ᶜᵒᶰ VS conjur 20ft rad sphere of fog, heavily obscured, 10 mph wind disperses it ᴴ +20ft rad PH 243
□ Comprehend Languages
SPELLS ONLY
SPELLS ONLY
1 act ᴿ
SPELLS ONLY
self 1 hr VSM divin understand literal meaning of any spoken or written (must touch) language (doesn't decode), 1min/pg PH 224
□ Tasha's Hideous Laughter
SPELLS ONLY
SPELLS ONLY
1 act
SPELLS ONLY 30 ft 1 min ᶜᵒᶰ VSM ench 1 creature (Intelligence >4), wis save or prone, incapacitated, can't stand; save end of every turn / dmg PH 280
□ Find Familiar
SPELLS ONLY
SPELLS ONLY
1 hr ᴿ
SPELLS ONLY 10 ft instant VSM ᴳᴾᶜ ²⁵ conjur gain a familiar, telepathic communication within 100ft, action to use its senses, deliver touch spells PH 240
□ Ray of Sickness ᴴ
SPELLS ONLY
SPELLS ONLY
1 act
SPELLS ONLY 60 ft instant VS necro ranged, 2d8 necrotic, con save or poisoned until end of your next turn ᴴ +1d8 PH 271
□ Ice Knife ᴴ
SPELLS ONLY
SPELLS ONLY
1 act
SPELLS ONLY 60 ft instant SM conjur ranged, 1d10 pierce, hit or miss explodes 5ft rad, 2d6 cold, dex save ᴴ +1d6 cold EE 019

SPELLS ONLY
















□ SPELLS ONLY
LEVEL 2 SPELLS ONLY
CAST RANGE DURATION COMPONENT TYPE DETAILS REF
□ Misty Step
SPELLS ONLY
SPELLS ONLY
1 bon
SPELLS ONLY
self instant V conjur teleport up to 30ft to an unoccupied space you can see PH 260
□ Suggestion
SPELLS ONLY
SPELLS ONLY
1 act
SPELLS ONLY 30 ft 8 hr ᶜᵒᶰ VM ench 1 creature, wis save or follow suggested course of action, spell ends if you or companions dmg it PH 279
□ Alter Self
SPELLS ONLY
SPELLS ONLY
1 act
SPELLS ONLY self 1 hr ᶜᵒᶰ VS trans choose aquatic adaption (swim, breath), change appearance or natural weapons (+1 magic, 1d6 b/p/s) PH 211
□ Mirror Image
SPELLS ONLY
SPELLS ONLY
1 act
SPELLS ONLY self 1 min VS illus 3 illusory duplicates, AC 12, if hit roll d20 to hit duplicate instead (destroyed) on 6+ (3), 8+ (2), 11+ (1) PH 260

SPELLS ONLY





















LEVEL 3 CAST RANGE DURATION COMPONENT TYPE DETAILS REF

























LEVEL 4 CAST RANGE DURATION COMPONENT TYPE DETAILS REF




















LEVEL 5 CAST RANGE DURATION COMPONENT TYPE DETAILS REF




















LEVEL 6 CAST RANGE DURATION COMPONENT TYPE DETAILS REF




















LEVEL 7 CAST RANGE DURATION COMPONENT TYPE DETAILS REF















LEVEL 8 CAST RANGE DURATION COMPONENT TYPE DETAILS REF










LEVEL 9 CAST RANGE DURATION COMPONENT TYPE DETAILS REF










CHARACTER PORTRAIT PERSONALITY TRAITS RACE, BACKGROUND, CLASS & FEATS v2.00

I’m used to helping out those who aren’t as smart as RACE: Rock Gnome
I am, and I patiently explain anything and everything • +2 Intelligence, +1 Constitution
to others. • Size: Small
• Speed: 25ft
I use polysyllabic words that convey the impression • Darkvision 60ft
of great erudition • Gnome Cunning: advantage on all Int, Wis and Cha saving throws against magic
• Articifer's Lore: add twice your proficiency bonus for Intelligence (History) checks related to
magic items, alchemical objects or technological devices.
• Tinker: proficiency with Tinker's tools, construct a tiny device (AC 5, HP 1) in 1 hour (10 gp)
• Languages: Common, Gnomish
IDEAL
BACKGROUND: Sage
Beauty. What is beautiful points us beyond itself • Region: Marvinland
toward what is true. (Good) • Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you
often know where and from whom you can obtain it.
BOND • Specialty: Researcher
• Skills: Arcana, History
My research in military applications of arcane • Tools: none
symbology makes me a target for would-be kings, • Languages: Two of your choice
petty tyrants, and others looking to gain an
advantage over their enemies. CLASS: Wizard
FLAW • Armor: none
I speak without really thinking through my words, • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
invariably insulting others. • Tools: none
HONOR 0 SANITY 0 • Saves: Intelligence, Wisdom
• Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine and Religion
CHARACTER BACKSTORY • Spellcasting
Spell slots: finishing a long rest restores any expended spell slots.
Spellbook: at 1st leveI you have a spellbook containing six 1st level wizard spells of your choice.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in
your spellbook. You don't need to have the spell prepared.
Spellcasting focus: arcane focus
• Arcane Recovery
During a short rest recover up to 2 levels of expended spell slots (5th level or lower).
You can use this feature again after finishing a long rest.
• Arcane Tradition (Illusion)
• Arcane Tradition Feature (Illusion Savant)
The gold and time you must spend to copy an illusion spell into your spellbook is halved
• Arcane Tradition Feature (Improved Minor Illusion)
You learn the minor illusion cantrip. If you already know this cantrip, you learn a different
wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips
known. When you cast minor illusion, you can create both a sound and an image with a
single casting of the spell
• Ability Score Improvement / Feat: Level 4

ABILITY SCORE IMPROVEMENT & FEATS


• Observant - Wizard 4
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20
- If you can see a creature’s mouth while it is speaking a language you understand, you can
interpret what it’s saying by reading its lips
- Gain a +5 bonus to passive Wisdom (Perception) and passive Intelligence (Investigation) scores

ALLIES & ORGANIZATIONS


FACTION RANK RENOWN

ENEMIES
ADVENTURE NOTES v2.00
WILD SHAPE v2.00

Wizard 4 Illusion
CLASS SUBCLASS WILD SHAPE USED CR MAX DURATION LIMITATIONS

1 SKILLS
Acrobatics Insight Performance
ARMOR CLASS HIT POINTS REMAINING Animal Handling Intimidation Persuasion
STR DEX CON INT WIS CHA Arcana Investigation Religion
Athletics Medicine Sleight of Hand
ABILITY SCORES
Deception Nature Stealth
SAVING THROWS History Perception Survival
RESISTANCES TRAITS
IMMUNE
VULNERABLE
SENSES
LANGUAGES

ACTIONS INITIATIVE SPEED OTHER


1
2
3

2 SKILLS
Acrobatics Insight Performance
ARMOR CLASS HIT POINTS REMAINING Animal Handling Intimidation Persuasion
STR DEX CON INT WIS CHA Arcana Investigation Religion
Athletics Medicine Sleight of Hand
ABILITY SCORES
Deception Nature Stealth
SAVING THROWS History Perception Survival
RESISTANCES TRAITS
IMMUNE
VULNERABLE
SENSES
LANGUAGES

ACTIONS INITIATIVE SPEED OTHER


1
2
3

3 SKILLS
Acrobatics Insight Performance
ARMOR CLASS HIT POINTS REMAINING Animal Handling Intimidation Persuasion
STR DEX CON INT WIS CHA Arcana Investigation Religion
Athletics Medicine Sleight of Hand
ABILITY SCORES
Deception Nature Stealth
SAVING THROWS History Perception Survival
RESISTANCES TRAITS
IMMUNE
VULNERABLE
SENSES
LANGUAGES

ACTIONS INITIATIVE SPEED OTHER


1
2
3

4 SKILLS
Acrobatics Insight Performance
ARMOR CLASS HIT POINTS REMAINING Animal Handling Intimidation Persuasion
STR DEX CON INT WIS CHA Arcana Investigation Religion
Athletics Medicine Sleight of Hand
ABILITY SCORES
Deception Nature Stealth
SAVING THROWS History Perception Survival
RESISTANCES TRAITS
IMMUNE
VULNERABLE
SENSES
LANGUAGES

ACTIONS INITIATIVE SPEED OTHER


1
2
3

5 SKILLS
Acrobatics Insight Performance
ARMOR CLASS HIT POINTS REMAINING Animal Handling Intimidation Persuasion
STR DEX CON INT WIS CHA Arcana Investigation Religion
Athletics Medicine Sleight of Hand
ABILITY SCORES
Deception Nature Stealth
SAVING THROWS History Perception Survival
RESISTANCES TRAITS
IMMUNE
VULNERABLE
SENSES
LANGUAGES

ACTIONS INITIATIVE SPEED OTHER


1
2
3
CHARACTER SUMMARY RACE, BACKGROUND, CLASS & FEATS v2.00

Bunches, Wizard 4 (Illusion) RACE: Rock Gnome


Small humanoid (rock gnome), neutral good • +2 Intelligence, +1 Constitution
ARMOR CLASS 12 HIT POINTS 34 REMAINING • Size: Small
• Speed: 25ft
STR DEX CON INT WIS CHA • Darkvision 60ft
ABILITY SCORES 10 +0 14 +2 17 +3 20 +5 12 +1 9 -1 • Gnome Cunning: advantage on all Int, Wis and Cha saving throws against magic
SAVING THROWS +0 +2 +3 +7 +3 -1 • Articifer's Lore: add twice your proficiency bonus for Intelligence (History) checks related to
magic items, alchemical objects or technological devices.
SKILLS • Tinker: proficiency with Tinker's tools, construct a tiny device (AC 5, HP 1) in 1 hour (10 gp)
○ Acrobatics +2 ○ Insight +1 ○ Performance -1 • Languages: Common, Gnomish
○ Animal Handling +1 ○ Intimidation -1 ○ Persuasion -1
● Arcana +7 ○ Investigation +5 ● Religion +7 BACKGROUND: Sage
○ Athletics +0 ○ Medicine +1 ○ Sleight of Hand +2 • Region: Marvinland
○ Deception -1 ● Nature +7 ○ Stealth +2 • Feature: Researcher
● History +7 ○ Perception +1 ○ Survival +1 When you attempt to learn or recall a piece of lore, if you do not know that information, you
often know where and from whom you can obtain it.
RESISTANCES
• Specialty: Researcher
SENSES passive Perception 16, Darkvision 60ft
• Skills: Arcana, History
LANGUAGES Common, Halfling, Dwarvish, Sylvan • Tools: none
• Languages: Two of your choice
ACTIONS ATTACKS 1 INITIATIVE +2 SPEED 25 ft
CLASS: Wizard
Quarterstaff • Armor: none
Simple Melee: +2 to hit, range -. Hit: 1d6 bludgeoning • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Properties: proficient, versatile (1d8) • Tools: none
• Saves: Intelligence, Wisdom
• Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine and Religion
• Spellcasting
Spell slots: finishing a long rest restores any expended spell slots.
Spellbook: at 1st leveI you have a spellbook containing six 1st level wizard spells of your choice.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in
your spellbook. You don't need to have the spell prepared.
Spellcasting focus: arcane focus
• Arcane Recovery
During a short rest recover up to 2 levels of expended spell slots (5th level or lower).
You can use this feature again after finishing a long rest.
• Arcane Tradition (Illusion)
• Arcane Tradition Feature (Illusion Savant)
The gold and time you must spend to copy an illusion spell into your spellbook is halved
• Arcane Tradition Feature (Improved Minor Illusion)
You learn the minor illusion cantrip. If you already know this cantrip, you learn a different
wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips
SPELLCASTING ¹ 4 ² 3 ³ - ⁴ - ⁵ - ⁶ - ⁷ - ⁸ - ⁹ - known. When you cast minor illusion, you can create both a sound and an image with a
PACT MAGIC

SPELL SLOTS
DC 15 single casting of the spell
PREPARED/KNOWN SLOTS USED • Ability Score Improvement / Feat: Level 4
L NAME CAST RANGE DURATION COMPONENT TYPE
c Prestidigitation 1 act 10 ft up to 1 hr VS trans ABILITY SCORE IMPROVEMENT & FEATS
minor magical trick (sensory effect/light/snuff/clean/soil/chill/warm/flavor/mark/illusory image/trinket) • Observant - Wizard 4
c Mage Hand 1 act 30 ft 1 min VS conjur - Increase your Intelligence or Wisdom score by 1, to a maximum of 20
spectral hand, action to control (move 30ft), carry 10lb; ends if > 30ft, re-cast or dismissed (action)
c Fire Bolt 1 act 120 ft instant VS evoc - If you can see a creature’s mouth while it is speaking a language you understand, you can
ranged, 1d10 fire, unattended flammable objects ignite interpret what it’s saying by reading its lips
c Dancing Lights 1 act 120 ft 1 min ᶜᵒᶰ VSM evoc - Gain a +5 bonus to passive Wisdom (Perception) and passive Intelligence (Investigation) scores
4 torch-sized lights or 1 humanoid form of medium size light, 10ft rad dim light, bon to move 60ft
ADVENTURERS LOG v2.00

Bunches Wizard 4
CHARACTER NAME CLASS FACTION
Record each session of play below. Express downtime totals in daily increments.
Record certified and non-certified permanent magic items
4 Rock Gnome Zack Perini (all magic items except for potions, scrolls, and some wondrous items)
LEVEL RACE PLAYER NAME DCI # SHEET #

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DATE SESSION # Page 1
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DATE SESSION # Page 1
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DATE SESSION # Page 1
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