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Kazuma PDF

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0% found this document useful (0 votes)
102 views

Kazuma PDF

Uploaded by

Bob
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rogue (3) / Cleric (1) / Wizard (5)

CLASS & LEVEL BACKGROUND PLAYER NAME


Kazuma Human Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +3 30
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 43


+1 Strength
DEXTERITY ●
+7 Dexterity

+3 ●
0 Constitution
+6 Intelligence
CURRENT HIT POINTS IDEALS

16 +1 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

0 +3 Acrobatics (Dex) Total 3d8 / 1d8 / 5d6 SUCCESSES

10 +1 Animal Handling (Wis) FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+1 Athletics (Str)

+2 +2 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+5 Insight (Wis)
+7
Shortsword 1d6 + 3 piercing
14 ●

+2 Intimidation (Cha) Shortbow +7 1d6 + 3 piercing

WISDOM +2 Investigation (Int)


+1 Medicine (Wis)
+1 +2 Nature (Int)
+1 Perception (Wis)
13
+2 Performance (Cha)

+6 Persuasion (Cha)
CHARISMA
+2 Religion (Int)

+2 ●


+11 Sleight of Hand (Dex)
+11 Stealth (Dex)
14 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP Arrow (20); Piton (10);
Quiver (1); Waterskin
(1); Candle (5);
SP
Tool Proficiencies: Thieves' Tools Lantern, hooded (1);
Oil (2); Rations (1 day)
Weapon Proficiencies: Crossbow, EP (5); Rope, hempen (1);
hand; Longsword; Rapier; String (1); Tinderbox
Shortsword; Simple (1); Hammer (1); Bell
GP

Armor Proficiencies: Light; Medium; (1); Backpack (1); Ball


Shields bearings (1); Crowbar
PP
(1); Studded (1)
Language Proficiencies: Celestial;
Common

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Kazuma
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Resistance
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Bane

Bless
4
Command

Create or Destroy Water


SPELLS KNOWN

Cure Wounds

Detect Evil and Good


Detect Magic

Detect Poison and Disease


Guiding Bolt
Healing Word
8
Inflict Wounds
Protection from Evil and Good

2 3

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Purify Food and Drink

Sanctuary
4
Shield of Faith

dissonant whispers
SPELLS KNOWN

2 3

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Fire Bolt Vampiric Touch
Mage Hand
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Mage Armor

Shield
4
SPELLS KNOWN

2 3
Blur

Gust of Wind
Invisibility
5
Mirror Image

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Cunning Action. Dash, Disengage or Hide (use once/turn).

-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell
slots totalling no more than 3, and each must be 5th level or
lower. (use once/day).

Lucky. Lucky
You have 3 luck points. Whenever you make an attack roll,
ability check, or saving throw, you may spend 1 luck point to roll
an additional d20. You can use this ability after the original roll,
but before the outcome is revealed. You choose which of the
d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made
against you. Roll a d20, and choose whether the attacker's roll
uses their d20 roll or yours.

If multiple creatures use a luck point on the same roll, they


cancel out, resulting in no additional dice.

You regain expended luck points when you finish a long rest.

Sneak Attack. 2d6 extra damage on attack where you have


advantage or another enemy of creature is within 5 ft. (use
once/turn).

Thieves' Cant. Convey secret messages hidden in normal


conversation.
Page 1

Level-1 enchantment Level-1 enchantment Level-1 enchantment


Bane Bless Command
1 act. 30 ft V,S,M Conc, 1 min 1 act. 30 ft V,S,M Conc, 1 min 1 act. 60 ft V 1 rnd
Up to three creatures of your choice that you You bless up to three creatures of your choice You speak a one-word command to a creature
can see within range must make Charisma within range. Whenever a target makes an you can see within range. The target must
saving throws. Whenever a target that fails attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the the command on its next turn. The spell has no
saving throw before the spell ends, the target number rolled to the attack roll or saving effect if the target is undead, if it doesn't
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this understand your language, or if your
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some
Levels. When you cast this spell using a spell you can target one additional creature for each typical commands and their effects follow.
slot of 2nd level or higher, you can target one slot level above 1st. You might issue a command other than one
additional creature for each slot level above described here. If you do so, the GM
1st. determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward you
by the shortest and most direct route, ending
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 transmutation Level-1 evocation Level-1 divination


Create or Destroy Water Cure Wounds Detect Evil and Good
1 act. 30 ft V,S,M Inst 1 act. Touch V,S Inst 1 act. Self V,S Conc, 10 mins
You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you know if there is an
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or
water within range in an open container. modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each that has been magically consecrated or
You destroy up to 10 gallons of water in an slot level above 1st. desecrated. The spell can penetrate most
open container within range. Alternatively, barriers, but it is blocked by 1 foot of stone, 1
you destroy fog in a 30-foot cube within range. inch of common metal, a thin sheet of lead, or
At Higher Levels. When you cast this spell 3 feet of wood or dirt.
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 divination Level-1 divination Level-1 enchantment


Detect Magic Detect Poison and Disease dissonant whispers
1 act. Self V,S Conc, 10 mins 1 act. Self V,S,M Conc, 10 mins
For the duration, you sense the presence of For the duration, you can sense the presence You whisper a discordant melody that only
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, one creature of your choice within range can
in this way, you can use your action to see a and diseases within 30 feet of you. You also hear, wracking it with terrible pain. The target
faint aura around any visible creature or identify the kind of poison, poisonous must make a Wisdom saving throw. On a
object in the area that bears magic, and you creature, or disease in each case. The spell can failed save, it takes 3d6 psychic damage and
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 must immediately use its reaction, if available,
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin to move as far as its speed allows away from
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. you. The creature doesn't move into obviously
sheet of lead, or 3 feet of wood or dirt. dangerous ground, such as a fire or a pit. On a
successful save, the target takes half as much
damage and doesn't have to move away. A
deafened creature automatically succeeds on
the save. At Higher Levels. 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.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5


Page 1 (reverse)

Command (reverse)
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2

Level-1 evocation Level-1 evocation Level-1 necromancy


Guiding Bolt Healing Word Inflict Wounds
1 act. 120 ft V,S 1 rnd 1 b.a. 60 ft V Inst 1 act. Touch V,S Inst
A flash of light streaks toward a creature of A creature of your choice that you can see Make a melee spell attack against a creature
your choice within range. Make a ranged spell within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10
attack against the target. On a hit, the target your spellcasting ability modifier. This spell necrotic damage. At Higher Levels. When you
takes 4d6 radiant damage, and the next attack has no effect on undead or constructs. At cast this spell using a spell slot of 2nd level or
roll made against this target before the end of Higher Levels. When you cast this spell using a higher, the damage increases by 1d10 for each
your next turn has advantage, thanks to the spell slot of 2nd level or higher, the healing slot level above 1st.
mystical dim light glittering on the target until increases by 1d4 for each slot level above 1st.
then. At Higher Levels. 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.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 abjuration Level-1 transmutation Abjuration cantrip


Protection from Evil and Good Purify Food and Drink Resistance
1 act. Touch V,S,M Conc, 10 mins 1 act. 10 ft V,S Inst 1 act. Touch V,S,M Conc, 1 min
Until the spell ends, one willing creature you All nonmagical food and drink within a You touch one willing creature. Once before
touch is protected against certain types of 5-foot-radius sphere centered on a point of the spell ends, the target can roll a d4 and add
creatures: aberrations, celestials, elementals, your choice within range is purified and the number rolled to one saving throw of its
fey, fiends, and undead. The protection grants rendered free of poison and disease. choice. It can roll the die before or after
several benefits. Creatures of those types have making the saving throw. The spell then ends.
disadvantage on attack rolls against the target.
The target also can't be charmed, frightened,
or possessed by them. If the target is already
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 abjuration Level-1 abjuration Transmutation cantrip


Sanctuary Shield of Faith Thaumaturgy
1 b.a. 30 ft V,S,M 1 min 1 b.a. 60 ft V,S,M Conc, 10 mins 1 act. 30 ft V Up to 1 min
You ward a creature within range against A shimmering field appears and surrounds a You manifest a minor wonder, a sign of
attack. Until the spell ends, any creature who creature of your choice within range, granting supernatural power, within range. You create
targets the warded creature with an attack or a it a +2 bonus to AC for the duration. one of the following magical effects within
harmful spell must first make a Wisdom range: • Your voice booms up to three times as
saving throw. On a failed save, the creature loud as normal for 1 minute. • You cause
must choose a new target or lose the attack or flames to flicker, brighten, dim, or change
spell. This spell doesn't protect the warded color for 1 minute. • You cause harmless
creature from area effects, such as the tremors in the ground for 1 minute. • You
explosion of a fireball. If the warded creature create an instantaneous sound that originates
makes an attack or casts a spell that affects an from a point of your choice within range, such
enemy creature, this spell ends. as a rumble of thunder, the cry of a raven, or
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5


Page 2 (reverse)
Page 3

Level-2 illusion Evocation cantrip Level-2 evocation


Blur Fire Bolt Gust of Wind
1 act. Self V Conc, 1 min 1 act. 120 ft V,S Inst 1 act. Self V,S,M Conc, 1 min
Your body becomes blurred, shifting and You hurl a mote of fire at a creature or object A line of strong wind 60 feet long and 10 feet
wavering to all who can see you. For the within range. Make a ranged spell attack wide blasts from you in a direction you choose
duration, any creature has disadvantage on against the target. On a hit, the target takes for the spell's duration. Each creature that
attack rolls against you. An attacker is 1d10 fire damage. A flammable object hit by starts its turn in the line must succeed on a
immune to this effect if it doesn't rely on sight, this spell ignites if it isn’t being worn or Strength saving throw or be pushed 15 feet
as with blindsight, or can see through carried. This spell’s damage increases by 1d10 away from you in a direction following the
illusions, as with truesight. when you reach 5th level (2d10), 11th level line. Any creature in the line must spend 2 feet
(3d10), and 17th level (4d10). of movement for every 1 foot it moves when
moving closer to you. The gust disperses gas or
vapor, and it extinguishes candles, torches,
and similar unprotected flames in the area. It
causes protected flames, such as those of
lanterns, to dance wildly and has a 50 percent
chance to extinguish them. As a bonus action
on each of your turns before the spell ends,
you can change the direction in which the line
blasts from you.

Wizard DC 14 Mod +6 Wizard DC 14 Mod +6 Wizard DC 14 Mod +6

Level-2 illusion Level-1 abjuration Conjuration cantrip


Invisibility Mage Armor Mage Hand
1 act. Touch V,S,M Conc, 1 hr 1 act. Touch V,S,M 8 hrs 1 act. 30 ft V,S 1 min
A creature you touch becomes invisible until You touch a willing creature who isn't wearing A spectral, floating hand appears at a point
the spell ends. Anything the target is wearing armor, and a protective magical force you choose within range. The hand lasts for
or carrying is invisible as long as it is on the surrounds it until the spell ends. The target's the duration or until you dismiss it as an
target's person. The spell ends for a target that base AC becomes 13 + its Dexterity modifier. action. The hand vanishes if it is ever more
attacks or casts a spell. At Higher Levels. The spell ends if the target dons armor or if than 30 feet away from you or if you cast this
When you cast this spell using a spell slot of you dismiss the spell as an action. spell again. You can use your action to control
3rd level or higher, you can target one the hand. You can use the hand to manipulate
additional creature for each slot level above an object, open an unlocked door or container,
2nd. 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
magic items, or carry more than 10 pounds.

Wizard DC 14 Mod +6 Wizard DC 14 Mod +6 Wizard DC 14 Mod +6

Level-2 illusion Evocation cantrip Level-1 abjuration


Mirror Image Ray of Frost Shield
1 act. Self V,S 1 min 1 act. 60 ft V,S Inst 1 react. Self V,S 1 rnd
Three illusory duplicates of yourself appear in A frigid beam of blue-white light streaks An invisible barrier of magical force appears
your space. Until the spell ends, the duplicates toward a creature within range. Make a and protects you. Until the start of your next
move with you and mimic your actions, ranged spell attack against the target. On a hit, turn, you have a +5 bonus to AC, including
shifting position so it's impossible to track it takes 1d8 cold damage, and its speed is against the triggering attack, and you take no
which image is real. You can use your action to reduced by 10 feet until the start of your next damage from magic missile.
dismiss the illusory duplicates. Each time a turn. The spell's damage increases by 1d8
creature targets you with an attack during the when you reach 5th level (2d8), 11th level (3d8),
spell's duration, roll a d20 to determine and 17th level (4d8).
whether the attack instead targets one of your
duplicates. If you have three duplicates, you
must roll a 6 or higher to change the attack's
target to a duplicate. With two duplicates, you
must roll an 8 or higher. With one duplicate,
you must roll an 11 or higher. A duplicate's AC
equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is
destroyed. A duplicate can be destroyed only
by an attack that hits it. It ignores all other
damage and effects. The spell ends when all
three duplicates are destroyed. A creature is
unaffected by this spell if it can't see, if it relies
Wizard DC 14 Mod +6 Wizard DC 14 Mod +6 Wizard DC 14 Mod +6
Page 3 (reverse)

Mirror Image (reverse)


on senses other than sight, such as blindsight,
or if it can perceive illusions as false, as with
truesight.
Page 4

Level-3 necromancy
Vampiric Touch
1 act. Self V,S Conc, 1 min
The touch of your shadow-wreathed hand can
siphon life force from others to heal your
wounds. Make a melee spell attack against a
creature within your reach. On a hit, the target
takes 3d6 necrotic damage, and you regain hit
points equal to half the amount of necrotic
damage dealt. Until the spell ends, you can
make the attack again on each of your turns as
an action. At Higher Levels. When you cast
this spell using a spell slot of 4th level or
higher, the damage increases by 1d6 for each
slot level above 3rd.

Wizard DC 14 Mod +6
Page 4 (reverse)

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