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EZREN WIZARD 1

ANCESTRY HUMAN (SKILLED) BACKGROUND MERCHANT


EQUIPMENT
SPEED 25 FEET PERCEPTION +4 (TRAINED)

ALIGNMENT NEUTRAL GOOD BULK 3, 7 L


WORN backpack, clothing
LANGUAGES COMMON, DRACONIC, DWARVEN, HALFLING,
UNDERCOMMON, VARISIAN WEAPONS staff
bedroll, two belt pouches, chalk (10 pieces), flint and steel, grappling hook,
STRENGTH DEXTERITY CONSTITUTION STOWED lesser alchemist’s fire (2), minor elixirs of life (3), lesser frost vial, rope (50
MODIFIER MODIFIER MODIFIER feet), 2 weeks’ rations, soap, torches (5), waterskin, writing set
STR 10 (+0) DEX 14 (+2) CON 14 (+2) WEALTH 1 gp, 2 sp

INTELLIGENCE WISDOM CHARISMA


MODIFIER MODIFIER MODIFIER SPELLS
INT 18 (+4) WIS 12 (+1) CHA 10 (+0)
CANTRIPS (AT WILL): acid splash, detect magic, electric arc, light, shield
1ST LEVEL (2/DAY): burning hands, magic missile
STRIKES
MELEE [one-action] staff +3 (two-hand 1d8), 1d4 bludgeoning
RANGED [two-actions] acid splash +7 (acid, evocation), 1d6 acid plus 1 acid splash
[one-action] bomb +2 (thrown 20 feet), effect varies

SKILLS
ACROBATICS (DEX) ARCANA (INT) ATHLETICS (STR)
+5 • +7 • +0
CRAFTING (INT) DECEPTION (CHA) DIPLOMACY (CHA)
+7 • +0 +3 •
INTIMIDATION (CHA) MERCANTILE LORE (INT) LORE (OTHER; INT)
+0 +7 • +4
MEDICINE (WIS) NATURE (WIS) OCCULTISM (INT)
+1 +4 • +7 •
PERFORMANCE (CHA) RELIGION (WIS) SOCIETY (INT)
+0 +4 • +7 •
STEALTH (DEX) SURVIVAL (WIS) THIEVERY (DEX)
+2 +4 • +2

• = TRAINED •• = EXPERT ••• = MASTER


FEATS AND ABILITIES
ANCESTRY ABILITIES Cooperative Nature
SKILL FEATS Bargain Hunter
CLASS ABILITIES arcane bond, arcane spellcasting, arcane thesis
(metamagical experimentation), Reach Spell, Widen Spell

DEFENSES
AC WITH SHIELD
HIT POINTS ARMOR CLASS RAISED
16 15 16
FORTITUDE REFLEX WILL
+5 +5 +6

SPELLS WHAT IS A WIZARD?


DC You are a powerful spellcaster whose magical might comes from intense study
SPELL
Attack +7 17 and research into the arcane underpinnings of the universe.
EZREN
EQUIPMENT SPELLS
The following rules apply to Ezren’s equipment. CANTRIPS (AT WILL) acid splash, detect magic, electric arc, light, shield
□□one-acti] Alchemist’s Fire, Lesser (alchemical, bomb, consumable, fire, splash) burning hands, magic missile
1ST LEVEL
Activate [one-action] (Strike); Effect Alchemist’s fire deals 1d8 fire damage, 1
persistent fire damage, and 1 fire splash damage.
□□□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) Activate Ezren can cast the following spells. He can cast up to two 1st-level spells but
[one-action] (Interact); Effect Upon drinking this elixir, you regain 1d6 Hit Points and must memorize them in advance. In addition to the cantrips, burning hands,
gain a +1 item bonus to saving throws against diseases and poisons for 10 and magic missile spells he has memorized, Ezren’s spellbook also contains
minutes. color spray, grease, mage armor, message, ray of frost, and study aura.
□one-acti] Frost Vial, Lesser (alchemical, bomb, cold, consumable, splash) Activate [one-action]
Acid Splash (acid, attack, cantrip, evocation); Cast [two-actions] somatic, verbal; Range
(Strike); Effect A frost vial deals 1d6 cold damage and 1 cold splash damage,
30 feet; Targets 1 creature or object; Effect Make a spell attack roll against
and the target takes a –5-foot status penalty to its Speeds until the end of
the target; if you hit, you deal 1d6 acid damage plus 1 splash acid damage.
its next turn.
On a critical success, the target also takes 1 persistent acid damage.
Grappling Hook: You can throw a grappling hook with a rope tied to it to make
a climb easier. To anchor a grappling hook, make a secret attack roll against
a DC depending on the target (typically 20). On a success, your hook has □ Burning Hands (evocation, fire); Cast [two-actions] somatic, verbal; Area 15-foot
a firm hold, but on a critical failure, the hook seems like it will hold but cone; Effect You unleash a gout of flame that deals 2d6 fire damage to all
actually falls when you’re partway through. creatures in a 15-foot cone. Creatures are allowed a basic Reflex save.
Two-Hand (trait): This weapon can be wielded with two hands. Doing so
changes its weapon damage die to the indicated value. Detect Magic (cantrip, detection, divination); Cast [two-actions] somatic, verbal; Area
30-foot emanation; Effect You send out a pulse that registers the presence
of magic. You receive no information beyond the presence or absence
FEATS AND ABILITIES of magic. You can choose to ignore magic you’re fully aware of, such as
the magic items and ongoing spells of you and your allies. You detect
illusion magic only if that magic’s effect has a lower level than the level
Ezren’s feats and abilities are described below. of your detect magic spell, though items that have an illusion aura but
Arcane Spellcasting: You can cast arcane spells using the Cast a Spell activity. aren’t deceptive in appearance (such as an invisibility potion) are typically
See the Spells section below for details on the spells you have prepared. detected normally.
Arcane School: You are a universalist, believing that arcane mastery
comes from well-rounded knowledge of all schools of magic rather than Electric Arc (cantrip, electricity, evocation); Cast [two-actions] somatic, verbal; Range
specializing in one. 30 feet; Targets 1 or 2 creatures; Saving Throw basic Reflex Effect You fire
□ Arcane Bond: Your staff also serves as your arcane bond, which you can an arc of lightning that leaps from one target to another. You deal 1d4+4
drain once per day as a free action at the start of your turn. During your electricity damage each target. Creatures are allowed a basic Reflex save.
turn, you gain the ability to cast one spell you prepared today and already
cast, without spending a spell slot. You must still Cast the Spell and meet Light (cantrip, evocation, light); Cast [two-actions] somatic, verbal; Range touch; Targets
the spell’s other requirements. 1 unattended, non-magical object of 1 Bulk or less; Effect You can make the
Arcane Thesis (Metamagical Experimentation) : Your arcane thesis grants target object shed bright light in a 20-foot radius (and dim light for the next
you one additional metamagic feat as a bonus feat. For Ezren, this is Reach 20 feet) like a torch. This lasts until you next prepare your spells for the
Spell. day or until you cast this spell on another object.
Bargain Hunter: You may use Diplomacy when making a Downtime check to
Earn Income, and you begin play with an extra 2 gp (already accounted for □ Magic Missile (evocation, force); Cast [one-action], [two-actions], or [three-actions] somatic, verbal;
in your purchases). Range 120 feet; Targets 1 creature; Effect You fire a dart of force that
Cooperative Nature: Your age and experience have granted you greater automatically hits the target, dealing 1d4+1 force damage. For each
perspective and taught you to work with others to achieve greatness. You additional action you spend Casting this Spell, you fire one additional dart
gain a +4 circumstance bonus on checks to Aid. that you can aim at any target within 120 feet.
Reach Spell [one-action] (concentrate, metamagic, wizard) You can extend the reach of
your spells. If the next action you use after activating this ability is to Cast Shield (abjuration, cantrip, force); Cast [one-action] verbal; Effect You conjure a magical
a Spell that has a range, increase that spell’s range by 30 feet (meaning shield of force that lasts until the start of your next turn. This counts as the
touch spells now have a range of 30 feet). Raise a Shield action, grants you a +1 circumstance bonus to AC (though
Widen Spell [one-action] (manipulate, metamagic, wizard) Your spells can affect a wider it doesn’t require a hand to use), and allows you to use the Shield Block
area. If the next action you uses after activating this ability is to Cast a reaction. This shield has Hardness 5. After using the Shield Block action,
Spell that has an area of burst, cone, or line that does not have a duration, this spell ends and you can’t use it again for 10 minutes.
increase the area of that spell as follows: add 5 feet to the radius of a burst Shield Block[reaction] Trigger You would be damaged by a physical attack while
of at least 10 feet, add 5 feet to the length of a cone or line that is normally your shield is conjured; Effect You interpose your magical shield between
15 feet or smaller, and add 10 feet to the length of a larger cone or line. yourself and the attack, reducing the damage by 5. You take any
remaining damage.

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