Unorganized
_HELP
This is the D&D 5e Character Sheet attribute template created by ArcOnyx. Read on for tips on the use of this template.
Usage Notes
- Attributes whose names start with an underscore like _so are internal attributes used by the sheet and typically contain formulae for automatically calculated values. You can just ignore them and leave the default values in. However, if they do not fit your character just replace them with the correct values.
- The ability modifiers, saving throws and skill modifiers displayed on the sheet are automatically calculated in this _internal attributes based on values in other attributes. See below for notes on the correct input for these formulae.
- The skill and saving throw fields use the following system for proficiency and expertise:
0 = Not proficient, 1 = proficient 2 = expertise. These values are applied as multipliers to the proficiency bonus, so a value of 0.5 should work for bard's Jack of All Trades and similar features.
- The Armour Class field defaults to a calculation for unarmoured AC. Feel free to replace that with your actual AC.
- Some sections (resistances, senses, attacks, features, spells, notes) will automatically be hidden if their associated attributes are empty.
- The ability score (e.g. Strength), saving throw and skill fields expect numerical inputs. If you include other text the associated formulae will fail. This isn't a big deal but may lead to some oddities in the sheet display.
- I recommend using Kanka's abilities for spells and other features and traits. Likewise the inventory tools are your best choice for equipment management.
- This _HELP attribute can be safely deleted if you don't need it.
Usage Notes
- Attributes whose names start with an underscore like _so are internal attributes used by the sheet and typically contain formulae for automatically calculated values. You can just ignore them and leave the default values in. However, if they do not fit your character just replace them with the correct values.
- The ability modifiers, saving throws and skill modifiers displayed on the sheet are automatically calculated in this _internal attributes based on values in other attributes. See below for notes on the correct input for these formulae.
- The skill and saving throw fields use the following system for proficiency and expertise:
0 = Not proficient, 1 = proficient 2 = expertise. These values are applied as multipliers to the proficiency bonus, so a value of 0.5 should work for bard's Jack of All Trades and similar features.
- The Armour Class field defaults to a calculation for unarmoured AC. Feel free to replace that with your actual AC.
- Some sections (resistances, senses, attacks, features, spells, notes) will automatically be hidden if their associated attributes are empty.
- The ability score (e.g. Strength), saving throw and skill fields expect numerical inputs. If you include other text the associated formulae will fail. This isn't a big deal but may lead to some oddities in the sheet display.
- I recommend using Kanka's abilities for spells and other features and traits. Likewise the inventory tools are your best choice for equipment management.
- This _HELP attribute can be safely deleted if you don't need it.
Character Name
Dos
Class
Wizard - School of Illusion
Level
9
Background
Faction Agent
Player Name
Zoogle #9439
Race
Kobold
Alignment
Neutral Good
Experience Points
3/10
Downtime Days
281
Gold
1415
Ability Scores
Strength
8
Dexterity
14
Constitution
14
Intelligence
20
Wisdom
12
Charisma
10
Saving Throw Proficiencies
Strength Save
0
Dexterity Save
0
Constitution Save
0
Intelligence Save
1
Wisdom Save
1
Charisma Save
0
Skill Proficencies
Acrobatics
0
Animal Handling
0
Arcana
1
Athletics
0
Deception
1
History
0
Insight
0
Intimidation
0
Investigation
1
Medicine
0
Nature
0
Perception
0
Performance
0
Persuasion
0
Religion
0
Sleight of Hand
0
Stealth
1
Survival
0
Miscellaneous
Armour Class
17 (Mage Armor)
Speed
30 ft., fly 50 ft. (Broom of Flying)
Hit Points
72
Hit Dice
10d6+2
Resistances and Immunities
Senses
Darkvision 120 ft.
Languages
Common, Undercommon
Other Proficiencies
Crossbow, Light, Dagger, Dart, Quarterstaff, Sling
Jeweler's Kit, Smith's Tools
Shields
Jeweler's Kit, Smith's Tools
Shields
Attacks
Fire Bolt (+10)
Toll the Dead (Wisdom Save DC 19)
Chromatic Orb (+10)
Toll the Dead (Wisdom Save DC 19)
Chromatic Orb (+10)
Features
Spellcasting (PHB, pg. 114)
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.
Arcane Recovery (PHB, pg. 115)
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher.
Illusion Savant (PHB, pg. 118)
The gold and time you must spend to copy an illusion spell into your spellbook is halved.
Improved Minor Illusion (PHB, pg. 118)
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
Malleable Illusions (PHB, pg. 118)
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
Racial Features:
Fury of the Small
When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.
Arcane Recovery (PHB, pg. 115)
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher.
Illusion Savant (PHB, pg. 118)
The gold and time you must spend to copy an illusion spell into your spellbook is halved.
Improved Minor Illusion (PHB, pg. 118)
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
Malleable Illusions (PHB, pg. 118)
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
Racial Features:
Fury of the Small
When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.
Spells
[CANTRIP]
Fire Bolt
Mage Hand
Mind Sliver
Toll the Dead
Minor Illusion (Subclass)
[LEVEL 1]
Absorb Elements
Alarm
Burning Hands
Caustic Brew
Comprehend Languages (R)
Chromatic Orb
Detect Magic (R)
Disguise Self
Feather Fall
Find Familiar (R)
Floating Disk
Fog Cloud
Mage Armor
Rope Trick
Shield
Silent Image
Unseen Servant
[LEVEL 2]
Arcane Lock
Earthbind
Invisibility
Mind Whip
Misty Step
Mirror Image
Phantom Steed (R)
See Invisibility
Scorching Ray
Web
[LEVEL 3]
Counterspell
Dispel Magic
Fireball
Haste
Hypnotic Pattern
Major Image
Thunder Step
[LEVEL 4]
Banish
Greater Invisibility
Polymorph
Sickening Radiance
[LEVEL 4]
Wall of Force
Wall of Stone
Fire Bolt
Mage Hand
Mind Sliver
Toll the Dead
Minor Illusion (Subclass)
[LEVEL 1]
Absorb Elements
Alarm
Burning Hands
Caustic Brew
Comprehend Languages (R)
Chromatic Orb
Detect Magic (R)
Disguise Self
Feather Fall
Find Familiar (R)
Floating Disk
Fog Cloud
Mage Armor
Rope Trick
Shield
Silent Image
Unseen Servant
[LEVEL 2]
Arcane Lock
Earthbind
Invisibility
Mind Whip
Misty Step
Mirror Image
Phantom Steed (R)
See Invisibility
Scorching Ray
Web
[LEVEL 3]
Counterspell
Dispel Magic
Fireball
Haste
Hypnotic Pattern
Major Image
Thunder Step
[LEVEL 4]
Banish
Greater Invisibility
Polymorph
Sickening Radiance
[LEVEL 4]
Wall of Force
Wall of Stone
Notes
Level 4 Feat:
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Internal Attributes
_strmod
-1
_dexmod
2
_conmod
2
_intmod
5
_wismod
1
_chamod
0
_prof
4
_Acrobatics
2
_Animal Handling
1
_Arcana
9
_Athletics
-1
_Deception
4
_History
5
_Insight
1
_Intimidation
0
_Investigation
9
_Medicine
1
_Nature
5
_Perception
1
_Performance
0
_Persuasion
0
_Religion
5
_Sleight of Hand
2
_Stealth
6
_Survival
1
_initiative
2
_strsave
-1
_dexsave
2
_consave
2
_intsave
9
_wissave
5
_chasave
0
_passiveper
11
_layout
9645b7bf-6d41-46ed-9c5e-30acbe38a792
Mini File Link:
https://tinyurl.com/mxzexfny
Level:
10
Living Expenses:
3 GP 2 SP
Spell Attack Modifier:
+10
Spell Save DC:
18
Has DM Inspiration:
Yes