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The document outlines a character profile for a Level 2 Neutral Good male human wizard named Silver, who is a student at Quandrix. It includes details on his abilities, skills, spells, and inventory, as well as specific features related to his arcane tradition and spellcasting. The character has a variety of spells and skills, including proficiency in several saving throws and a unique ability to conjure minor objects.
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0% found this document useful (0 votes)
39 views13 pages

Print Silver

The document outlines a character profile for a Level 2 Neutral Good male human wizard named Silver, who is a student at Quandrix. It includes details on his abilities, skills, spells, and inventory, as well as specific features related to his arcane tradition and spellcasting. The character has a variety of spells and skills, including proficiency in several saving throws and a unique ability to conjure minor objects.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Neutral Good Quandrix Student

Silver Male human


Level 2 Wizard

https://dicecloud.com/character/52vgMcfk96Z39ZroT

+2 Initiative
+0 Strength

10 Total: 14

+2 Dexterity
Hit Points
14

Total: 2d6

+1 Constitution

13
Hit Dice

+3 Intelligence Spell Slots


1st Level
16

+2 Wisdom
󰐽 +0 Strength Save
15
󰐽 +2 Dexterity Save

󰐽 +1 Constitution Save

+0 Charisma
󰃚 +5 Intelligence Save

10 󰃚 +4 Wisdom Save

󰐽 +0 Charisma Save
Load Wizard Spells Saving Throws

Variant Encumbrance

30 Speed

12 Armor Class

+2 Proficiency Bonus
󰐽 +0 Deception unoccupied space that you can see within 10 feet of
you. This object can be no larger than 3 feet on a
󰃚 +5 History
side and weigh no more than 10 pounds, and its
󰐽 +2 Insight
form must be that of a nonmagical object that you
󰐽 +0 Intimidation have seen. The object is visibly magical, radiating
dim light out to 5 feet.
󰃚 +5 Investigation

󰐽 +2 Medicine The object disappears after 1 hour, when you use


this feature again, if it takes any damage, or if it
󰃚 +5 Nature
deals any damage.
󰐽 +2 Perception (12)

󰐽 +0 Performance Minor Conjuration

󰐽 +0 Persuasion

󰐽 +3 Religion
event

󰐽 +2 Sleight of Hand
Pass Midnight
󰐽 +2 Stealth
Triggers all effects that happen at Midnight.
󰐽 +2 Survival
Skills

Free Action
󰃚 Dart
Strixhaven Initiate
󰃚 Dagger
Before or after you cast your Strixhaven Initiate spell,
󰃚 Light Crossbow use this action to recover a spell slot.
󰃚 Quarterstaff
+ 1 slotLevel1 to self
󰃚 Sling
Weapons

󰃚 Cook's Utensils
Tools

󰃚 Common

󰃚 Sylvan

󰃚 Aquan
Languages
less than 1, and none of the slots can be 6th level or Prismari. Quandrix, Silverquill, or Witherbloom. You
higher. learn two cantrips and one 1st-level spell based on
the college you choose, as specified in the
1 arcaneRecoveryLevels damage to self Strixhaven Spells table.

You can cast the chosen 1st-level spell without a


Arcane Recovery
spell slot, and you must finish a long rest before you
can cast it in this way again. You can also cast the
spell using any spell slots you have.
Wild Intuition
When you make a Wisdom (Animal Handling) or Your spellcasting ability for this feat’s spells is
Intelligence (Nature) check, you can roll a d4 and Intelligence, Wisdom, or Charisma (choose when you
add the number rolled to the ability check. select this feat).

Primal Connection Arcane Recovery


You can cast the animal friendship and speak with You have learned to regain some of your magical
animals spells with this trait, requiring no material energy by studying your spellbook. Once per day
component. Once you cast either spell with this trait, when you finish a short rest, you can choose
you can’t cast that spell with it again until you finish expended spell slots to recover. The spell slots can
a short or long rest. Wisdom is your spellcasting have a combined level that is equal to or less than
ability for these spells. and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can


Spells of the Mark recover up to two levels worth of spell slots. You can
If you have the Spellcasting or the Pact Magic class recover either a 2nd-level spell slot or two 1st-level
feature, the spells on the Mark of Handling Spells spell slots.
table are added to the spell list of your spellcasting
class.
Spellcasting [Wizard]
As a student of arcane magic, you have a spellbook
Quandrix Initiate containing spells that show the first glimmerings of
You gain the Strixhaven Initiate feat and must your true power. See chapter 10 for the general rules
choose Quandrix within it. of spellcasting and chapter 11 for the wizard spell
list.
In addition, if you have the Spellcasting or Pact
Magic feature, the spells on the Quandrix Spells
table are added to the spell list of your spellcasting
class. (If you are a multiclass character with multiple
spell lists, these spells are added to all of them.)
Arcane Tradition Carrying Capacity
When you reach 2nd level, you choose an arcane 26.84/150 lbs carried
tradition from the list of available traditions, shaping
your practice of magic. Your choice grants you
features at 2nd level and again at 6th, 10th, and 14th
level.

Conjuration Savant
Beginning when you select this school at 2nd level,
the gold and time you must spend to copy a
conjuration spell into your spellbook is halved.

Inventory
Weight Carried: 26.84 lb
Net worth: 195 gp 7 sp 2 cp
Items attuned:

Equipped

Carried

School Uniform

Book of Arcane Theory

5 lb

Abacus

2 gp 2 lb

Ink (1-Ounce Bottle)

10 gp

Ink Pen

2 cp
Components: 38 Silver pieces

A pinch of powdered silver 3 gp 8 sp 0.76 lb


A small mirror 1 sp each 0.02 lb
The caster’s focus (a piece of personal jewelry or
a keepsake)
A softly glowing candle (any color, preferably 0 Copper pieces
lavender or blue)
1 cp 0.02 lb
Ritual Preparation:

Place the Mirror: Lay the small mirror flat on the 󰸓Backpack
ground in front of you. 2 sp 5 lb
Draw the Circle: Using the powdered silver, trace 5 gp 2 sp contents 11 lb contents
a small circle around the mirror.
Focus the Mind: Hold your focus (the personal
keepsake) close to your heart and meditate on
your desired appearance, focusing on the
changes you want to make.
Light the Candle: Light the candle and place it
beside the mirror, making sure the flame flickers
only softly, as a sign of a successful casting.

Incantation:
Once the ritual components are in place, speak the
following incantation aloud:
“By the mirror’s truth and the flame’s will,
I call upon the magic that alters what is still.
Transform my form, disguise my guise,
To shape what I see in these mirrored eyes.”

󰸓Pouch
5 sp 1 lb
107 gp 8 sp contents 2.84 lb contents

0 Platinum pieces

10 gp 0.02 lb
2 Daggers

4 gp 2 lb

2 gp each 1 lb each

A 2gp, 1lb, simple melee weapon, that deals 1d4


piercing damage and has the following properties:

Components. Cook’s utensils include a metal pot,


Finesse: When making an attack with a finesse
knives, forks, a stirring spoon, and a ladle.
weapon, you use your choice of your Strength or
Dexterity modifier for the attack and damage
History. Your knowledge of cooking techniques
rolls. You must use the same modifier for both
allows you to assess the social patterns involved in
rolls.
a culture’s eating habits.
Light: A light weapon is small and easy to
Medicine. When administering treatment, you can handle, making it ideal for use when fighting with
transform medicine that is bitter or sour into a two weapons.
pleasing concoction. Thrown (range 20/60): If a weapon has the
thrown property, you can throw the weapon to
Survival. When foraging for food, you can make do make a ranged attack. If the weapon is a melee
with ingredients you scavenge that others would be weapon, you use the same ability modifier for
unable to transform into nourishing meals. that attack roll and damage roll that you would
use for a melee attack with the weapon.
Prepare Meals. As part of a short rest, you can
Range: A weapon that can be used to make a
prepare a tasty meal that helps your companions
ranged attack has a range shown in
regain their strength. You and up to five creatures of
parentheses after the ammunition or thrown
your choice regain 1 extra hit point per Hit Die spent
property.
during a short rest, provided you have access to your
The range lists two numbers. The first is the
cook’s utensils and sufficient food.
weapon’s normal range in feet, and the
second indicates the weapon’s maximum
Cook’s Utensils
range. When attacking a target beyond
Activity DC normal range, you have disadvantage on the
attack roll. You can’t attack a target beyond
Create a typical meal 10
the weapon’s long range.
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15 Mess Kit

2 sp 1 lb

This tin box contains a cup and simple cutlery. The


box clamps together, and one side can be used as a
cooking pan and the other as a plate or shallow
bowl.
Spell casting ability modifier: 2 Duration: 10 minutes
Spell Attack Bonus: 4 You gain the ability to comprehend and verbally
Maximum prepared spells: communicate with beasts for the duration. The
You can cast the animal friendship and speak knowledge and awareness of many beasts is limited
with animals spells with this trait, requiring no by their intelligence, but at minimum, beasts can
material component. Once you cast either spell give you information about nearby locations and
with this trait, you can’t cast that spell with it monsters, including whatever they can perceive or
again until you finish a short or long rest. Wisdom have perceived within the past day. You might be
is your spellcasting ability for these spells. able to persuade a beast to perform a small favor for
you, at the DM’s discretion.

Animal Friendship
1st-level enchantment
Strixhaven Initiate: Quandrix
Casting Time: action
Range: 30 feet Spell Save DC: 13
Components: Verbal, Somatic Spell Attack Bonus: 5
Duration: 24 hours Maximum prepared spells: 1
This spell lets you convince 1 beast(s) that you You learn two cantrips and one 1st-level spell
mean it no harm. Choose a beast that you can see based on the Quandrix college, as specified in the
within range. It must see and hear you. If the beast’s Strixhaven Spells table.
Intelligence is 4 or higher, the spell fails. Otherwise,
You can cast the chosen 1st-level spell without a
the beast must succeed on a DC 12 Wisdom saving
spell slot, and you must finish a long rest before
throw or be charmed by you for the spell’s duration.
you can cast it in this way again. You can also
If you or one of your companions harms the target,
cast the spell using any spell slots you have.
the spells ends.

At Higher Levels. When you cast this spell using a


spell slot of 2nd level or higher, you can affect one
additional beast t level above 1st.
Duration: Instantaneous Duration: 1 minute
Whispering to the spirits of nature, you create one of A spectral, floating hand appears at a point you
the following effects within range: choose within range. The hand lasts for the duration
or until you dismiss it as an action. The hand
You create a tiny, harmless sensory effect that vanishes if it is ever more than 30 feet away from
predicts what the weather will be at your location you or if you cast this spell again.
for the next 24 hours. The effect might manifest
as a golden orb for clear skies, a cloud for rain, You can use your action to control the hand. You can
falling snowflakes for snow, and so on. This use the hand to manipulate an object, open an
effect persists for 1 round. unlocked door or container, stow or retrieve an item
You instantly make a flower blossom, a seed pod from an open container, or pour the contents out of a
open, or a leaf bud bloom. vial. You can move the hand up to 30 feet each time
You create an instantaneous, harmless sensory you use it.
effect, such as falling leaves, a puff of wind, the
sound of a small animal, or the faint odor of The hand can’t attack, activate magic items, or carry
skunk. The effect must fit in a 5-foot cube. more than 10 pounds.
You instantly light or snuff out a candle, a torch,
or a small campfire.

Fog Cloud
1st-level conjuration
Casting Time: action
Range: 120 feet
Components: Concentration, Verbal, Somatic
Duration: up to 1 hour
You create a 20-foot-radius sphere of fog centered
on a point within range. The sphere spreads around
corners, and its area is heavily obscured. It lasts for
the duration or until a wind of moderate or greater
speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a


spell slot of 2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above 1st.
Duration: 1 minute
Cantrips known: 3. You create a sound or an image of an object within
range that lasts for the duration. The illusion also
ends if you dismiss it as an action or cast this spell
Control Flames
again.
transmutation cantrip
Casting Time: action If you create a sound, its volume can range from a
Range: 60 feet whisper to a scream. It can be your voice, someone
Components: Somatic else’s voice, a lion’s roar, a beating of drums, or any
Duration: Instantaneous or 1 hour other sound you choose. The sound continues
You choose nonmagical flame that you can see unabated throughout the duration, or you can make
within range and that fits within a 5-foot cube. You discrete sounds at different times before the spell
affect it in one of the following ways: ends.

You instantaneously expand the flame 5 feet in If you create an image of an object—such as a chair,
one direction, provided that wood or other fuel is muddy footprints, or a small chest—it must be no
present in the new location. larger than a 5-foot cube. The image can’t create
You instantaneously extinguish the flames within sound, light, smell, or any other sensory effect.
the cube. Physical interaction with the image reveals it to be
You double or halve the area of bright light and an illusion, because things can pass through it.
dim light cast by the flame, change its color, or
both. The change lasts for 1 hour. If a creature uses its action to examine the sound or
You cause simple shapes—such as the vague image, the creature can determine that it is an
form of a creature, an inanimate object, or a illusion with a successful DC 13 Intelligence
location—to appear within the flames and (Investigation) check. If a creature discerns the
animate as you like. The shapes last for 1 hour. illusion for what it is, the illusion becomes faint to
If you cast this spell multiple times, you can have the creature.
up to three of its non-instantaneous effects
active at a time, and you can dismiss such an
effect as an action.
Duration: Up to 1 hour piece of string and a bit of wood)
This spell is a minor magical trick that novice Duration: 1 hour
spellcasters use for practice. You create one of the This spell creates an invisible, mindless, shapeless,
following magical effects within range: Medium force that performs simple tasks at your
command until the spell ends. The servant springs
You create an instantaneous, harmless sensory into existence in an unoccupied space on the ground
effect, such as a shower of sparks, a puff of within range. It has AC 10, 1 hit point, and a Strength
wind, faint musical notes, or an odd odor. of 2, and it can’t attack. If it drops to 0 hit points, the
You instantaneously light or snuff out a candle, a spell ends.
torch, or a small campfire.
You instantaneously clean or soil an object no Once on each of your turns as a bonus action, you
larger than 1 cubic foot. can mentally command the servant to move up to 15
You chill, warm, or flavor up to 1 cubic foot of feet and interact with an object. The servant can
nonliving material for 1 hour. perform simple tasks that a human servant could do,
You make a color, a small mark, or a symbol such as fetching things, cleaning, mending, folding
appear on an object or a surface for 1 hour. clothes, lighting fires, serving food, and pouring
You create a nonmagical trinket or an illusory wine. Once you give the command, the servant
image that can fit in your hand and that lasts performs the task to the best of its ability until it
until the end of your next turn. completes the task, then waits for your next
If you cast this spell multiple times, you can have command.
up to three of its non-instantaneous effects
active at a time, and you can dismiss such an If you command the servant to perform a task that
effect as an action. would move it more than 60 feet away from you, the
spell ends.
Material (holy water or powdered silver and iron, Duration: 1 hour
which the spell consumes) You make yourself–including your clothing, armor,
Duration: up to 10 minutes weapons, and other belongings on your person–look
Until the spell ends, one willing creature you touch is different until the spell ends or until you use your
protected against certain types of creatures: action to dismiss it. You can seem 1 foot shorter or
aberrations, celestials, elementals, fey, fiends, and taller and can appear thin, fat, or in between. You
undead. can’t change your body type, so you must adopt a
form that has the same basic arrangement of limbs.
The protection grants several benefits. Creatures of Otherwise, the extent of the illusion is up to you.
those types have disadvantage on attack rolls
against the target. The target also can’t be charmed, The changes wrought by this spell fail to hold up to
frightened, or possessed by them. If the target is physical inspection. For example, if you use this
already charmed, frightened, or possessed by such a spell to add a hat to your outfit, objects pass through
creature, the target has advantage on any new the hat, and anyone who touches it would feel
saving throw against the relevant effect. nothing or would feel your head and hair. If you use
this spell to appear thinner than you are, the hand of
someone who reaches out to touch you would bump
into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use


its action to inspect your appearance and must
succeed on a DC 13 Intelligence (Investigation)
check.
Sleep
1st-level enchantment
Casting Time: action
Range: 90 feet
Components: Verbal, Somatic, Material (a pinch of
drop of mercury) fine sand, rose petals, or a cricket)
Duration: 1 hour Duration: 1 minute
This spell creates a circular, horizontal plane of This spell sends creatures into a magical slumber.
force, 3 feet in diameter and 1 inch thick, that floats Roll 5d8; the total is how many hit points of
3 feet above the ground in an unoccupied space of creatures this spell can affect. Creatures within 20
your choice that you can see within range. The disk feet of a point you choose within range are affected
remains for the duration, and can hold up to 500 in ascending order of their current hit points
pounds. If more weight is placed on it, the spell (ignoring unconscious creatures).
ends, and everything on the disk falls to the ground.
Starting with the creature that has the lowest current
The disk is immobile while you are within 20 feet of hit points, each creature affected by this spell falls
it. If you move more than 20 feet away from it, the unconscious until the spell ends, the sleeper takes
disk follows you so that it remains within 20 feet of damage, or someone uses an action to shake or slap
you. It can move across uneven terrain, up or down the sleeper awake. Subtract each creature’s hit
stairs, slopes and the like, but it can’t cross an points from the total before moving on to the
elevation change of 10 feet or more. For example, creature with the next lowest hit points. A creature’s
the disk can’t move across a 10-foot-deep pit, nor hit points must be equal to or less than the
could it leave such a pit if it was created at the remaining total for that creature to be affected.
bottom.
Undead and creatures immune to being charmed
If you move more than 100 feet from the disk aren’t affected by this spell.
(typically because it can’t move around an obstacle
to follow you), the spell ends. At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an additional 2d8
for each slot level above 1st.
Silvery Barbs
1st-level enchantment
Casting Time: 1 reaction, which you take when a
creature you can see within 60 feet of yourself
succeeds on an attack roll, an ability check, or a
saving throw
Range: 60 feet
Components: Verbal
Duration: Instantaneous
You magically distract the triggering creature and
turn its momentary uncertainty into encouragement
for another creature. The triggering creature must
reroll the d20 and use the lower roll.

You can then choose a different creature you can


see within range (you can choose yourself). The
chosen creature has advantage on the next attack
roll, ability check, or saving throw it makes within 1
minute. A creature can be empowered by only one
use of this spell at a time.

False Life
1st-level necromancy
Casting Time: action
Range: Self
Components: Verbal, Somatic, Material (A small
amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of
life, you gain 2d4 + 4 temporary hit points for the
duration.

At Higher Levels. When you cast this spell using a


spell slot of 2nd level or higher, you gain 5 additional
temporary hit points for each slot level above 1st.

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