Character
Character
Character
INSPIRATION
STRENGTH
16 +4 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
+4 ●
+5 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS
18 0 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 ●
+7 Acrobatics (Dex) SUCCESSES
2x(1d6+2)
14 0 Animal Handling (Wis)
5x(1d10+2) FAILURES
+3 ●
-1 Deception (Cha)
+6 History (Int)
NAME ATK BONUS DAMAGE/TYPE
16 0 Insight (Wis)
Blowgun +9 1d1+4 piercing
Arrow x20
WISDOM ●
-1 Intimidation (Cha)
+6 Investigation (Int)
Net +9 d+4 Backpack
0 Medicine (Wis) Longbow +9 1d8+4 piercing
Bedroll
0 ●
+6 Nature (Int)
Clothes, common
●
+3 Perception (Wis) Number of
10
-1 Performance (Cha)
Attacks: 2 Knife, Small
CHARISMA
●
+2 Persuasion (Cha)
+3 Religion (Int)
Leather
-1 +4 Sleight of Hand (Dex) Mess kit
8
●
+7 Stealth (Dex)
Survival (Wis)
Pouch
0
Language Proficiencies:
Common; Elvish; Sylvan
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
High Elf, Wizard
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Mending
Message
Minor Illusion
Shape Water
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
Alarm
Detect Magic
4
Feather Fall
Fog Cloud
SPELLS KNOWN
Magic Missile
Shield
Sleep
Snare
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
Immunities: magical-sleep
----------Bonus Actions----------
Second Wind. Regain 1d10 +5 HPs (use once/rest).
---------------Actions--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
Arcane Archer Lore. At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this
elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the
prestidigitation or the druidcraft cantrip.
Arcane Recovery. When you finish a short rest, regain spell slots totalling no more than 1, and each must be 5th level or lower.
(use once/day).
Arcane Shot. At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you
learn two Arcane Shot options of your choice.
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your
Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve
an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th
level. Each option also improves when you become an 18th-level fighter.
Arcane Shot Options. The Arcane Shot feature lets you choose options for it at certain levels. They are all magical effects, and
each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.
Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The
creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's
speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the s pace it vacated or in the nearest
unoccupied s pace if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Divination Savant. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination
spell into your spellbook is halved.
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around
the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6
slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach
it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC.
Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Portent. Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When
you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check
made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you
can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you
lose any unused foretelling rolls.
Skill Expert. You have honed your proficiency with particular skills, granting you the following benefits:
You point your finger toward a creature This spell repairs a single break or tear in an You create a sound or an image of an object
within range and whisper a message. The object you touch, such as a broken chain link, within range that lasts for the duration. The
target (and only the target) hears the message two halves of a broken key, a torn cloak, or a illusion also ends if you dismiss it as an action
and can reply in a whisper that only you can leaking wineskin. As long as the break or tear or cast this spell again. If you create a sound,
hear. You can cast this spell through solid is no larger than 1 foot in any dimension, you its volume can range from a whisper to a
objects if you are familiar with the target and mend it, leaving no trace of the former scream. It can be your voice, someone else's
know it is beyond the barrier. Magical silence, damage. This spell can physically repair a voice, a lion's roar, a beating of drums, or any
1 foot of stone, 1 inch of common metal, a thin magic item or construct, but the spell can't other sound you choose. The sound continues
sheet of lead, or 3 feet of wood blocks the spell. restore magic to such an object. unabated throughout the duration, or you can
The spell doesn't have to follow a straight line make discrete sounds at different times before
and can travel freely around corners or the spell ends. If you create an image of an
through openings. 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
You choose an area of water that you can see You set an alarm against unwanted intrusion. For the duration, you sense the presence of
within range and that fits within a 5-foot cube. Choose a door, a window, or an area within magic within 30 feet of you. If you sense magic
You manipulate it in one of the following range that is no larger than a 20-foot cube. in this way, you can use your action to see a
ways: • You instantaneously move or Until the spell ends, an alarm alerts you faint aura around any visible creature or
otherwise change the flow of the water as you whenever a Tiny or larger creature touches or object in the area that bears magic, and you
direct, up to 5 feet in any direction. This enters the warded area. When you cast the learn its school of magic, if any. The spell can
movement doesn't have enough force to cause spell, you can designate creatures that won't penetrate most barriers, but it is blocked by 1
damage. • You cause the water to form into set off the alarm. You also choose whether the foot of stone, 1 inch of common metal, a thin
simple shapes and animate at your direction. alarm is mental or audible. A mental alarm sheet of lead, or 3 feet of wood or dirt.
This change lasts for 1 hour. • You change the alerts you with a ping in your mind if you are
water's color or opacity. The water must be within 1 mile of the warded area. This ping
changed in the same way throughout. This awakens you if you are sleeping. An audible
change lasts for 1 hour. • You freeze the water, alarm produces the sound of a hand bell for 10
provided that there are no creatures in it. The seconds within 60 feet.
water unfreezes in 1 hour. If you cast this spell
multiple times, you can have no more than
two of its non-instantaneous effects active at a
time, and you can dismiss such an effect as an
action.
Choose up to five falling creatures within You create a 20-foot-radius sphere of fog You create three glowing darts of magical
range. A falling creature's rate of descent centered on a point within range. The sphere force. Each dart hits a creature of your choice
slows to 60 feet per round until the spell ends. spreads around corners, and its area is heavily that you can see within range. A dart deals 1d4
If the creature lands before the spell ends, it obscured. It lasts for the duration or until a + 1 force damage to its target. The darts all
takes no falling damage and can land on its wind of moderate or greater speed (at least 10 strike simultaneously, and you can direct
feet, and the spell ends for that creature. miles per hour) disperses it. At Higher Levels. them to hit one creature or several. At Higher
When you cast this spell using a spell slot of Levels. When you cast this spell using a spell
2nd level or higher, the radius of the fog slot of 2nd level or higher, the spell creates
increases by 20 feet for each slot level above one more dart for each slot level above 1st.
1st.
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An invisible barrier of magical force appears This spell sends creatures into a magical As you cast this spell, you use the rope to
and protects you. Until the start of your next slumber. Roll 5d8; the total is how many hit create a circle with a 5-foot radius on the
turn, you have a +5 bonus to AC, including points of creatures this spell can affect. ground or the floor. When you finish casting,
against the triggering attack, and you take no Creatures within 20 feet of a point you choose the rope disappears and the circle becomes a
damage from magic missile. within range are affected in ascending order of magic trap. This trap is nearly invisible,
their current hit points (ignoring unconscious requiring a successful Intelligence
creatures). Starting with the creature that has (Investigation) check against your spell save
the lowest current hit points, each creature DC to be discerned. The trap triggers when a
affected by this spell falls unconscious until Small, Medium, or Large creature moves onto
the spell ends, the sleeper takes damage, or the ground or the floor in the spell's radius.
someone uses an action to shake or slap the That creature must succeed on a Dexterity
sleeper awake. Subtract each creature's hit saving throw or be magically hoisted into the
points from the total before moving on to the air, leaving it hanging upside down 3 feet
creature with the next lowest hit points. A above the ground or the floor. The creature is
creature's hit points must be equal to or less restrained there until the spell ends. A
than the remaining total for that creature to be restrained creature can make a Dexterity
affected. Undead and creatures immune to saving throw at the end of each of its turns,
being charmed aren't affected by this spell. At ending the effect on itself on a success.
Higher Levels. When you cast this spell using a Alternatively, the creature or someone else
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