SIZE
Presto
character name
TYLER JACOBSON
Scribe
background
Wizard
class 4 Medium
Human Evoker level
species subclass INITIATIVE
ARMOR HIT POINTS HIT DICE DEATH
+2
CLASS SAVES
12 temp spent successes
SPEED
shield 30 4D6 30 feet
current max max failures
WEAPON ATTACKS
Name Atk Bonus Damage Properties
Finesse, Light,
Dagger +4 1D4 + 2 Piercing Thrown (Range 20/60)
PROFICIENCY BONUS INTELLIGENCE
+2 +4 18
FEATS CLASS FEATURES
Ability Score Improvement* Spellcasting
score
modifier
Skilled* Arcane Recovery
+6 Saving Throw Tough* Ritual Adept
STRENGTH
+8 Arcana Scholar (Arcana)*
−1 8
+4 History Evocation Savant*
Potent Cantrip
+6 Investigation
score
modifier +6 Nature Ability Score Improvement*
−1 Saving Throw +4 Religion
−1 Athletics
WISDOM
DEXTERITY
+0 10
SPECIES TRAITS
+2 15 modifier
score Resourceful
Skillful*
modifier
score +2 Saving Throw
Versatile*
+2 Saving Throw +0 Animal Handling
+2 Insight
+4 Acrobatics
+0 Medicine
+4 Sleight of Hand
+2 Perception
+2 Stealth
+0 Survival
CONSTITUTION *The effects of these rules are included in these game statistics.
CHARISMA
+1 12 +2 LANGUAGES Common, Draconic, Elvish ALIGNMENT Neutral Good
14
score
modifier score
modifier
+1 Saving Throw EQUIPMENT TRAINING & PROFICIENCIES COINS
+2 Saving Throw
armor Light Medium Heavy Shields
+2 Deception training CP SP EP GP PP
HEROIC proficiencies
INSPIRATION +2 Intimidation 33
+2 Performance Simple Weapons, Calligrapher’s Supplies
+4 Persuasion
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PERMISSION IS GRANTED TO PHOTOCOPY THIS PAGE FOR PERSONAL USE.
Presto
Spellcasting Equipment
Spellcasting Ability: Intelligence Hat of Many Spells (Arcane Focus)
Spell DC: 14 Spell Attack Modifier: +6
2 Daggers
Cantrips (At Will) Robe
Spell School Special* Spellbook
Fire Bolt Evocation — Scholar’s Pack
Light Evocation — Calligrapher’s Supplies
Mage Hand Conjuration — Fine Clothes
Ray of Frost Evocation — Lamp
Oil (3 flasks)
Level 1 Wizard Spells (Slots: 4) Parchment (12 sheets)
Spell School Special*
Burning Hands Evocation — AHat of Many Spells
Comprehend Languages Divination R Wondrous Item, Very Rare (Requires Attunement by a
Detect Magic Divination C, R Wizard)
Feather Fall Transmutation — This pointed hat has the following properties.
Grease Conjuration — Spellcasting Focus. While holding the hat, you can
use it as a Spellcasting Focus for your Wizard spells.
Mage Armor Abjuration —
Any spell you cast using the hat gains a special So-
Magic Missile Evocation — matic component: you must reach into the hat and
Shield Abjuration — “pull” the spell out of it.
Sleep Enchantment C Unknown Spell. While holding the hat, you can
try to cast a level 1+ spell you don’t know. The spell
Thunderwave Evocation —
must be on the Wizard spell list, it must be of a level
you can cast, and it can’t have Material components
Level 2 Wizard Spells costing more than 1,000 GP. Once you decide on
Spell School Special* the spell, you must expend a spell slot of the spell’s
Blindness/Deafness Transmutation — level. Then, to determine whether you cast the spell,
make an Intelligence (Arcana) check (DC 10 plus
Gust of Wind Evocation C
the spell’s level). On a successful check, you cast the
Hold Person Enchantment C spell using its normal casting time, and you can’t
Invisibility Illusion C use this property again until you finish a Short or
Misty Step Conjuration — Long Rest. On a failed check, you fail to cast the
spell and a random effect occurs instead, deter-
Scorching Ray Evocation — mined by rolling on the following table.
*In the Special column, C means the spell requires Concentration Any spell you cast from the hat uses your spell
and R means it’s a Ritual.
save DC and spell attack bonus.
1d100 Effect
01–50 You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge
effect); on a 2, Enlarge/Reduce (reduce ef-
fect); on a 3, Faerie Fire; on a 4, Fireball; on
a 5, Gust of Wind; on a 6, Invisibility (cast
on yourself); on a 7, Lightning Bolt; on an 8,
Phantasmal Force; on a 9, Polymorph; on a
10, Stinking Cloud.
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PERMISSION IS GRANTED TO PHOTOCOPY THIS PAGE FOR PERSONAL USE.
Presto
1d100 Effect
51–55 You have the Stunned condition until the
end of your next turn, believing something
awesome just happened.
56–60 A harmless swarm of butterflies fills a 10-
foot Cube within 30 feet of yourself. The
swarm disperses after 1 minute.
61–65 You pull a nonmagical object out of the hat.
Roll 1d4 to determine the object: on a 1, a
vial of Acid; on a 2, a flask of Alchemist’s
Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70 You suffer a bout of “magic sickness” and
have the Poisoned condition for 1 hour.
71–75 You have the Petrified condition until the
end of your next turn.
76–80 You pull a nonmagical object out of the
hat. Roll 1d4 to determine the object: on
a 1, a Dagger; on a 2, a Rope with a Grap-
pling Hook tied to one end; on a 3, a bag of
Caltrops; on a 4, a gem worth 50 GP.
81–85 A creature appears in an unoccupied space
as close to you as possible. The creature
isn’t under your control and acts as it nor-
mally would, and it disappears after 1 hour
or when it drops to 0 Hit Points. Roll 1d4
to determine the creature: on a 1, a Camel;
on a 2, a Constrictor Snake; on a 3, an Ele-
phant; on a 4, a Mule.
86–90 A Hostile Swarm of Bats flies out of the hat,
occupies your space, and attacks you.
91–95 A vertical, 10-foot-diameter, two-way portal
to another plane of existence opens in an
unoccupied space within 30 feet of you and
remains open until the end of your next
turn. The DM determines where it leads.
96–00 You pull a magic item out of the hat. Roll
1d6 to determine the item’s rarity: on a 1–3,
Common; on a 4–5, Uncommon; on a 6,
Rare. The DM chooses the item, which dis-
appears after 1 hour if it’s not consumed or
destroyed before then.
Magic Item Attunement
Hat of Many Spells
TM & ©2024 Wizards of the Coast LLC. NOT FOR RESALE. PERSONAL USE ONLY.
PERMISSION IS GRANTED TO PHOTOCOPY THIS PAGE FOR PERSONAL USE.