Wizard [School of Necromancy] (6)
Archaeologist
CLASS & LEVEL BACKGROUND PLAYER NAME
Human/Shou Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
12 +7 30
+4 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
18 PERSONALITY TRAITS
Hit Point Maximum 38
+4 Strength
DEXTERITY
+2 Dexterity
+2 ●
+2 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS
14 ●
+3 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 ●
+5 Acrobatics (Dex) SUCCESSES
14 0 Animal Handling (Wis)
6x(1d6+2)
FAILURES
●
+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+4 Athletics (Str)
+1 ●
-1 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE
12 0 Insight (Wis)
Dagger +7 1d4+4 piercing
Backpack
-1 Intimidation (Cha) Bedroll
+4 Investigation (Int)
WISDOM
Case, map or
●
0 Medicine (Wis)
0 +1 Nature (Int) scroll
10
0 Perception (Wis) Number of Clothes, traveler’s
-1
-1
Performance (Cha)
Persuasion (Cha)
Attacks: 1 Crystal
CHARISMA
+1 Religion (Int) Lantern, bullseye
-1 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
Mess kit
8 ●
+3 Survival (Wis) Pick, miner’s
SKILLS ATTACKS & SPELLCASTING Rations (1 day)
10 PASSIVE WISDOM (PERCEPTION)
x10
CP
Rope, hempen
Tool Proficiencies:
SP Shovel
Cartographer's Tools EP
Spellbook
Weapon Proficiencies:
Tent, two-person
Crossbow, light; Dagger;
GP
25 Tinderbox
Dart; Quarterstaff; Sling PP Torch x10
Language Proficiencies: Waterskin
Common; Elvish
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
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.
Wizard
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Booming Blade Animate Dead
Mage Hand Counterspell
Message Dispel Magic
Prestidigitation Haste
Major Image
Phantom Steed
Tiny Hut
Tongues
SPELL
Vampiric Touch
LEVEL
SLOTS TOTAL SLOTS EXPENDED Water Breathing
1 4 7
EPAR
SPELL NAME
ED
PR
Identify
Mage Armor
4
Shield
SPELLS KNOWN
2 3
Blur
Invisibility
Magic Weapon
5
Rope Trick
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
-----------Other Traits------------
Alert. You can’t be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a
result of being unseen by you.
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).
Grim Harvest. At 2nd level, you gain the ability to reap life energy from
creatures you kill with your spells. Once per turn when you kill one or
more creatures with a spell of 1st level or higher, you regain hit points
equal to twice the spell’s level, or three times its level if the spell
belongs to the School of Necromancy. You don’t gain this benefit for
killing constructs or undead.
Historical Knowledge. When you enter a ruin or dungeon, you can
correctly ascertain its original purpose and determine its builders,
whether those were dwarves, elves, humans, yuan-ti, or some other
known race. In addition, you can determine the monetary value of art
objects more than a century old.
Necromancy Savant. Beginning when you select this school at 2nd
level, the gold and time you must spend to copy a necromancy spell
into your spellbook is halved.
Undead Thralls. At 6th level, you add the animate dead spell to your
spellbook if it is not there already. When you cast animate dead, you
can target one additional corpse or pile of bones, creating another
zombie or skeleton, as appropriate. Whenever you create an undead
using a necromancy spell, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to
your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Page 1
Animate Dead Blur Booming Blade
Wizard Level 3 Necromancy DC 12 Spell Mod +4 Wizard Level 2 Illusion DC 12 Spell Mod +4 Wizard - Evocation cantrip DC 12 Spell Mod +4
1 min 10 ft V,S,M Inst 1 Act. Self V Conc, 1 min 1 Act. 5 ft V,M
A drop of blood, a piece of flesh, and a pinch of bone A weapon
dust
This spell creates an undead servant. Choose a Your body becomes blurred, shifting and As part of the action used to cast this spell, you
pile of bones or a corpse of a Medium or Small wavering to all who can see you. For the must make a melee attack with a weapon
humanoid within range. Your spell imbues the duration, any creature has disadvantage on against one creature within the spell's range,
target with a foul mimicry of life, raising it as attack rolls against you. An attacker is otherwise the spell fails. On a hit, the target
an undead creature. The target becomes a immune to this effect if it doesn't rely on sight, suffers the attack's normal effects, and it
skeleton if you chose bones or a zombie if you as with blindsight, or can see through becomes sheathed in booming energy until the
chose a corpse (the GM has the creature's illusions, as with truesight. start of your next turn. If the target willingly
game statistics). On each of your turns, you moves before then, it immediately takes 1d8
can use a bonus action to mentally command thunder damage, and the spell ends. This
any creature you made with this spell if the spell's damage increases when you reach
creature is within 60 feet of you (if you control higher levels. At 5th level, the melee attack
multiple creatures, you can command any or deals an extra 1d8 thunder damage to the
all of them at the same time, issuing the same target, and the damage the target takes for
command to each one). You decide what action moving increases to 2d8. Both damage rolls
the creature will take and where it will move increase by 1d8 at 11th level and 17th level.
during its next turn, or you can issue a general
command, such as to guard a particular
chamber or corridor. If you issue no
commands, the creature only defends itself
Counterspell Dispel Magic Haste
Wizard Level 3 Abjuration DC 12 Spell Mod +4 Wizard Level 3 Abjuration DC 12 Spell Mod +4 Wizard Level 3 Transmutation DC 12 Spell Mod +4
1 reAct. 60 ft S Inst 1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S,M Conc, 1 min
A shaving of licorice root
You attempt to interrupt a creature in the Choose one creature, object, or magical effect Choose a willing creature that you can see
process of casting a spell. If the creature is within range. Any spell of 3rd level or lower within range. Until the spell ends, the target's
casting a spell of 3rd level or lower, its spell on the target ends. For each spell of 4th level speed is doubled, it gains a +2 bonus to AC, it
fails and has no effect. If it is casting a spell of or higher on the target, make an ability check has advantage on Dexterity saving throws,
4th level or higher, make an ability check using your spellcasting ability. The DC equals and it gains an additional action on each of its
using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the turns. That action can be used only to take the
10 + the spell’s level. On a success, the spell ends. At Higher Levels. When you cast Attack (one weapon attack only), Dash,
creature’s spell fails and has no effect. At this spell using a spell slot of 4th level or Disengage, Hide, or Use an Object action.
Higher Levels: When you cast this spell using a higher, you automatically end the effects of a When the spell ends, the target can't move or
spell slot of 4th level or higher, the spell on the target if the spell's level is equal to take actions until after its next turn, as a wave
interrupted spell has no effect if its level is less or less than the level of the spell slot you used. of lethargy sweeps over it.
than or equal to the level of the spell slot you
used.
Identify (ritual) Invisibility Mage Armor
Wizard Level 1 Divination DC 12 Spell Mod +4 Wizard Level 2 Illusion DC 12 Spell Mod +4 Wizard Level 1 Abjuration DC 12 Spell Mod +4
1 min Touch V,S,M Inst 1 Act. Touch V,S,M Conc, 1 hr 1 Act. Touch V,S,M 8 hrs
A pearl worth at least 100 gp and an owl feather An eyelash encased in gum arabic A piece of cured leather
You choose one object that you must touch A creature you touch becomes invisible until You touch a willing creature who isn't wearing
throughout the casting of the spell. If it is a the spell ends. Anything the target is wearing armor, and a protective magical force
magic item or some other magic-imbued or carrying is invisible as long as it is on the surrounds it until the spell ends. The target's
object, you learn its properties and how to use target's person. The spell ends for a target that base AC becomes 13 + its Dexterity modifier.
them, whether it requires attunement to use, attacks or casts a spell. At Higher Levels. The spell ends if the target dons armor or if
and how many charges it has, if any. You learn When you cast this spell using a spell slot of you dismiss the spell as an action.
whether any spells are affecting the item and 3rd level or higher, you can target one
what they are. If the item was created by a additional creature for each slot level above
spell, you learn which spell created it. If you 2nd.
instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.
Page 1 (reverse)
Animate Dead (reverse)
against hostile creatures. Once given an order,
the creature continues to follow it until its task
is complete. The creature is under your control
for 24 hours, after which it stops obeying any
command you've given it. To maintain control
of the creature for another 24 hours, you must
cast this spell on the creature again before the
current 24-hour period ends. This use of the
spell reasserts your control over up to four
creatures you have animated with this spell,
rather than animating a new one. At Higher
Levels. When you cast this spell using a spell
slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of
the creatures must come from a different
corpse or pile of bones.
Page 2
Mage Hand Magic Weapon Major Image
Wizard - Conjuration cantrip DC 12 Spell Mod +4 Wizard Level 2 Transmutation DC 12 Spell Mod +4 Wizard Level 3 Illusion DC 12 Spell Mod +4
1 Act. 30 ft V,S 1 min 1 B.A. Touch V,S Conc, 1 hr 1 Act. 120 ft V,S,M Conc, 10 mins
A bit of fleece
A spectral, floating hand appears at a point You touch a nonmagical weapon. Until the You create the image of an object, a creature,
you choose within range. The hand lasts for spell ends, that weapon becomes a magic or some other visible phenomenon that is no
the duration or until you dismiss it as an weapon with a +1 bonus to attack rolls and larger than a 20-foot cube. The image appears
action. The hand vanishes if it is ever more damage rolls. At Higher Levels. When you cast at a spot that you can see within range and
than 30 feet away from you or if you cast this this spell using a spell slot of 4th level or lasts for the duration. It seems completely
spell again. You can use your action to control higher, the bonus increases to +2. When you real, including sounds, smells, and
the hand. You can use the hand to manipulate use a spell slot of 6th level or higher, the bonus temperature appropriate to the thing depicted.
an object, open an unlocked door or container, increases to +3. You can't create sufficient heat or cold to cause
stow or retrieve an item from an open damage, a sound loud enough to deal thunder
container, or pour the contents out of a vial. damage or deafen a creature, or a smell that
You can move the hand up to 30 feet each time might sicken a creature (like a troglodyte's
you use it. The hand can't attack, activate stench). As long as you are within range of the
magic items, or carry more than 10 pounds. illusion, you can use your action to cause the
image to move to any other spot within range.
As the image changes location, you can alter
its appearance so that its movements appear
natural for the image. For example, if you
create an image of a creature and move it, you
can alter the image so that it appears to be
Message Phantom Steed (ritual) Prestidigitation
Wizard - Transmutation cantrip DC 12 Spell Mod +4 Wizard Level 3 Illusion DC 12 Spell Mod +4 Wizard - Transmutation cantrip DC 12 Spell Mod +4
1 Act. 120 ft V,S,M 1 Rnd 1 min 30 ft V,S 1 hr 1 Act. 10 ft V,S Up to 1 hr
A short piece of copper wire
You point your finger toward a creature A Large quasi-real, horse-like creature This spell is a minor magical trick that novice
within range and whisper a message. The appears on the ground in an unoccupied space spellcasters use for practice. You create one of
target (and only the target) hears the message of your choice within range. You decide the the following magical effects within range: •
and can reply in a whisper that only you can creature's appearance, but it is equipped with You create an instantaneous, harmless
hear. You can cast this spell through solid a saddle, bit, and bridle. Any of the equipment sensory effect, such as a shower of sparks, a
objects if you are familiar with the target and created by the spell vanishes in a puff of puff of wind, faint musical notes, or an odd
know it is beyond the barrier. Magical silence, smoke if it is carried more than 10 feet away odor. • You instantaneously light or snuff out a
1 foot of stone, 1 inch of common metal, a thin from the steed. For the duration, you or a candle, a torch, or a small campfire. • You
sheet of lead, or 3 feet of wood blocks the spell. creature you choose can ride the steed. The instantaneously clean or soil an object no
The spell doesn't have to follow a straight line creature uses the statistics for a riding horse, larger than 1 cubic foot. • You chill, warm, or
and can travel freely around corners or except it has a speed of 100 feet and can travel flavor up to 1 cubic foot of nonliving material
through openings. 10 miles in an hour, or 13 miles at a fast pace. for 1 hour. • You make a color, a small mark, or
When the spell ends, the steed gradually a symbol appear on an object or a surface for 1
fades, giving the rider 1 minute to dismount. hour. • You create a nonmagical trinket or an
The spell ends if you use an action to dismiss it illusory image that can fit in your hand and
or if the steed takes any damage. that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss
Rope Trick Shield Tiny Hut (ritual)
Wizard Level 2 Transmutation DC 12 Spell Mod +4 Wizard Level 1 Abjuration DC 12 Spell Mod +4 Wizard Level 3 Evocation DC 12 Spell Mod +4
1 Act. Touch V,S,M 1 hr 1 reAct. Self V,S 1 Rnd 1 min Self V,S,M 8 hrs
Powdered corn extract and a twisted loop of A small crystal bead
parchment
You touch a length of rope that is up to 60 feet An invisible barrier of magical force appears A 10-foot-radius immobile dome of force
long. One end of the rope then rises into the and protects you. Until the start of your next springs into existence around and above you
air until the whole rope hangs perpendicular turn, you have a +5 bonus to AC, including and remains stationary for the duration. The
to the ground. At the upper end of the rope, an against the triggering attack, and you take no spell ends if you leave its area. Nine creatures
invisible entrance opens to an damage from magic missile. of Medium size or smaller can fit inside the
extradimensional space that lasts until the dome with you. The spell fails if its area
spell ends. The extradimensional space can be includes a larger creature or more than nine
reached by climbing to the top of the rope. The creatures. Creatures and objects within the
space can hold as many as eight Medium or dome when you cast this spell can move
smaller creatures. The rope can be pulled into through it freely. All other creatures and
the space, making the rope disappear from objects are barred from passing through it.
view outside the space. Attacks and spells Spells and other magical effects can't extend
can't cross through the entrance into or out of through the dome or be cast through it. The
the extradimensional space, but those inside atmosphere inside the space is comfortable
can see out of it as if through a and dry, regardless of the weather outside.
3-foot-by-5-foot window centered on the Until the spell ends, you can command the
rope. Anything inside the extradimensional interior to become dimly lit or dark. The dome
space drops out when the spell ends. is opaque from the outside, of any color you
choose, but it is transparent from the inside.
Page 2 (reverse)
Major Image (reverse)
walking. Similarly, you can cause the illusion
to make different sounds at different times,
even making it carry on a conversation, for
example. Physical interaction with the image
reveals it to be an illusion, because things can
pass through it. A creature that uses its action
to examine the image can determine that it is
an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the creature can see through the image,
and its other sensory qualities become faint to
the creature. At Higher Levels. When you cast
this spell using a spell slot of 6th level or
higher, the spell lasts until dispelled, without
requiring your concentration.
Prestidigitation (reverse)
such an effect as an action.
Page 3
Tongues Vampiric Touch Water Breathing (ritual)
Wizard Level 3 Divination DC 12 Spell Mod +4 Wizard Level 3 Necromancy DC 12 Spell Mod +4 Wizard Level 3 Transmutation DC 12 Spell Mod +4
1 Act. Touch V,M 1 hr 1 Act. Self V,S Conc, 1 min 1 Act. 30 ft V,S,M 24 hrs
A small clay model of a ziggurat A short reed or piece of straw
This spell grants the creature you touch the The touch of your shadow-wreathed hand can This spell grants up to ten willing creatures
ability to understand any spoken language it siphon life force from others to heal your you can see within range the ability to breathe
hears. Moreover, when the target speaks, any wounds. Make a melee spell attack against a underwater until the spell ends. Affected
creature that knows at least one language and creature within your reach. On a hit, the target creatures also retain their normal mode of
can hear the target understands what it says. takes 3d6 necrotic damage, and you regain hit respiration.
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.
Page 3 (reverse)