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Phil (The Wizard)

Wizard (Transmutation) 3 Class & Level
Entertainer Background
High-elf Race
Neutral Evil Alignment

Strength 8
-1
Dexterity 16
+3
constitution 14
+2
intelligence 14
+2
wisdom 10
+0
charisma 10
+0
Total Hit Dice 1
Hit Die
1d6+2
+2 proficiency bonus
-1 Strength
+3 Dexterity
+2 Constitution
+5 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+5 Arcana
-1 Athletics
+0 Deception
+3 History
+0 Insight
+0 Intimidation
+3 Investigation
+0 Medicine
+3 Nature
+0 Perception
+0 Performance
+0 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills Arcana,Investigation Acrobatics, Performance  
  proficiencies

 
13
Armor Class
14
Hit Points
+3
Initiative
30
Speed
Attacks
Long-sword,Short-sword,Short-bow, and longbow
Armor: None
Weapons:Daggers, darts, slings, quarterstaff,
light crossbows
Tools:Disguise kit, Horn
Saving Throws: Intelligence, Wisdom





Proficiences
Green Flame Blade
Evocation cantrip

Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Spell Lists. Sorcerer, Warlock, Wizard


Friends
Enchantment cantrip

Casting Time: 1 action
Range: Self
Components: S, M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Spell Lists. Bard, Sorcerer, Warlock, Wizard


Ray Of Frost
cantrip evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Levitate
level 2 transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Up to 10 minutes
Classes: Sorcerer, Wizard
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.

Chaos Bolt
Level: 1
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.
d8 / Damage Type
1 / Acid
2 / Cold
3 / Fire
4 / Force
5 / Lightning
6 / Poison
7 / Psychic
8 / Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.


Thunderwave
1 evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous
Classes: Bard, Druid, Sorcerer, Wizard
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Unseen Servant
1st-level conjuration (ritual)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.



Expeditious Retreat
1st lvl transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.


Suggestion
2nd level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Up to 8 hours
Classes: Bard, Sorcerer, Warlock, Wizard
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give 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













Spellcasting
46 GP
4. SP
9 CP
Component pouch,an arcane focus
Spell-book
An explorer's pack a backpack • a bedroll • a mess kit • a tinderbox • 9 torches • 11 days of rations • a water-skin • 50 feet of hempen rope
8 "make-up"
quarterscythe
longsword
4 small traps
3 dagger

Equipment
I love a good insult, even one directed at me.
Personality Traits
Creativity. The world is in need of new ideas and bold
action. (Chaotic)

Ideals
I want to be famous, whatever it takes.
Bonds
I'm a sucker for a pretty face.
Flaws
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray. (60 feet)
Languages:Common,Elvish,Gnome


0/2700 xp
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

[block: Bob the blacksmith(dead) Jerry the item-seller(dead) Leo (tiefling) and Sia (orc)]

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Geek_Phil.

Statblock Type

Character Sheet (Legacy)

Link/Embed