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Mun
CLASS & LEVEL BACKGROUND PLAYER NAME
Zylyra Trania
Elf Neutral 140000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH I am horribly, horribly awkward in social
13 +8 30 situations.
8 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I'm convinced that people are always trying to
steal my secrets.
-1 PERSONALITY TRAITS
16
+3 Dexterity
0 Constitution
120 self-improvement is through knowledge.
(Neutral)
CURRENT HIT POINTS IDEALS
+11 Intelligence
+3 +10 Wisdom
I sold my soul for knowledge. I hope to do
-1 Charisma great deeds and win it back.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
10
+3 Acrobatics (Dex)
Total 20d6 SUCCESSES Most people scream and run when they see a
0 +4 Animal Handling (Wis) FAILURES
demon. I stop and take notes on its anatomy.
+11 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1 Athletics (Str)
20 -1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+11 History (Int) Alert Feat. +5 initiative; can't be surprised;
Dagger +9 1d4 + 3 piercing
creatures don't gain advantage on attacks
+5
+10 Insight (Wis)
against you for being hidden (see PHB
-1 Intimidation (Cha) Staff 165).
WISDOM
+11 Investigation (Int)
Arcane Recovery. When you finish a short
+4 Medicine (Wis)
18 +5 Nature (Int)
rest, regain spell slots totalling no more
than 10, and each must be 5th level or
+10 Perception (Wis) lower. (use once/day, see PHB 115).
+4
-1 Performance (Cha) Keen Mind Feat. Increase INT by 1;
CHARISMA -1 Persuasion (Cha) always know which direction is north;
+5 Religion (Int)
know hours before sunset or sunrise;
8 +3 Sleight of Hand (Dex)
recall anything heard or seen within a
month (see PHB 167).
+3 Stealth (Dex)
-1 +4 Survival (Wis)
Observant Feat. Increase INT or WIS by
1; read lips; +5 bonus to passive
SKILLS ATTACKS & SPELLCASTING Perception and passive Investigation (see
PHB 168).
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
144 years 5'10" 164 Lbs.
AGE HEIGHT WEIGHT
Zylyra Trania
Black Pale Black
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Chronostutter: You can send your spells a short distance into the future. When you cast a spell, you can cause the effect to
delay until an initiative count of your choice, or up to 6 seconds when out of combat. The effect originates from the place
you were
standing when you cast it.
Timeline Convergence: Beginning at 6th level, you can pull knowledge from versions of yourself in alternate realities, each
from a spell list other than wizard. You always have these spells prepared on an alternate spell list. When you cast a spell
from your alternate list, you can't do so until after a short rest. You can add an additional spell to the alt spell list at 9th,
12th, and 15th level.
Impose Continuity: Starting at 10th level, when you cast a spell with a duration of a minute or longer, you can double its
duration, to a maximum duration of 24 hours. If you lost concentration on that spell, you can use your reaction to maintain it.
Affected creatures may repeat their saving throw at that time. Once you use it, you can't use it again until after a long rest.
Causal Paradox: Beginning at 14th level, you can cast your spells backwards in time. At any time, you can choose a spell of
5th level or lower and a casting time of 1 action or bonus action from your spellbook or alternate spell list. The effects of the
spell instantly occur, with no action required.
Once you use this feature, you enter causal debt and cannot cast spells as normal until you have sent the chosen spell
backwards in time. Since its effects have already occurred, it has no effect at the time of testing.
If you use this feature while in causal debt, make an intelligence saving throw with a DC of 10 + the chosen spell's level, +
the total level of all other spells you are indebted for. If you fail, the effect fails to occur, you are stunned for one round, and
can't use this feature until you pay off your debt.
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 19 +11
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 2
Dancing Lights Blink Disintegrate
Phantom Steed
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED Remove Curse
1 4 Sleet Storm
7 2
EPAR
SPELL NAME Delayed Blast Fireball
ED
PR
Comprehend Languages
4 3 Plane Shift
Thunderwave
Witch Bolt
8 1
Abi-Dalzim's Horrid Wilting
Demiplane
Sunburst
Blindness/Deafness
Detect Thoughts
Mirror Image
5 3
Phantasmal Force
Dream Foresight
Wish
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1
Blink (reverse)
there can't perceive you or interact with you,
unless they have the ability to do so.
Page 2
Forcecage (reverse)
first make a Charisma saving throw. On a
success, the creature can use that magic to
exit the cage. On a failure, the creature can't
exit the cage and wastes the use of the spell
or effect. The cage also extends into the
Ethereal Plane, blocking ethereal travel. This
spell can't be dispelled by dispel magic.
Page 4
Suggestion (reverse)
her warhorse to the first beggar she meets. If
the condition isn't met before the spell
expires, the activity isn't performed. If you or
any of your companions damage the target,
the spell ends.
Teleport (reverse)
permanent teleportation circle whose sigil
sequence you know. Associated object
means that you possess an object taken from
the desired destination within the last six
months, such as a book from a wizard's
library, bed linen from a royal suite, or a
chunk of marble from a lich's secret tomb.
Very familiar is a place you have been very
often, a place you have carefully studied, or a
place you can see when you cast the spell.
Seen casually is someplace you have seen
more than once but with which you aren't very
familiar. Viewed once is a place you have
seen once, possibly using magic.
Description is a place whose location and
appearance you know through someone
else's description, perhaps from a map.
False destination is a place that doesn't
exist. Perhaps you tried to scry an enemy's
sanctum but instead viewed an illusion, or
you are attempting to teleport to a familiar
location that no longer exists. On Target. You
and your group (or the target object) appear
where you want to. Off Target. You and your
group (or the target object) appear a random
distance away from the destination in a
Page 8
Level-1 evocation
Witch Bolt
1 act. 30 ft V,S,M Conc, 1 min
Make a ranged spell attack against a
creature, on hit the target takes 1d12
lightning damage. On each of your
subsequent turns for the duration, you can
use your action to deal an automatic 1d12
lightning damage to the target. The spell ends
if the target is out of range, has total cover, or
you use you action for something else. (see
PHB 289 for more details)