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Keith Character Sheet

The document outlines a character sheet for a Portal Mage Wizard named Keith, detailing his attributes, combat mastery, spells, and features. Keith is at level 3 with various combat and spellcasting abilities, including celestial magic and portal manipulation. It includes specifics on health points, mana points, and a list of spells and techniques available to the character.

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Ket
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0% found this document useful (0 votes)
4 views8 pages

Keith Character Sheet

The document outlines a character sheet for a Portal Mage Wizard named Keith, detailing his attributes, combat mastery, spells, and features. Keith is at level 3 with various combat and spellcasting abilities, including celestial magic and portal manipulation. It includes specifics on health points, mana points, and a list of spells and techniques available to the character.

Uploaded by

Ket
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

PLAYER NAME CLASS & SUBCLASS LEVEL

Portal Mage Wizard 3


CHARACTER NAME ANCESTRY & BACKGROUND COMBAT MASTERY
Keith Angelborn () 2
LEVEL 2

.
E T T ER DM HEALTH POINTS PRECISION AREA RESOURCES
VIC EP PER ST AN Defense Cap
NO AD EX MA GR
2 4 6 8 10 EXPERTISE
0 0 STAMINA POINTS
2 PRIME = Highest Attribute 14 13 12
12 12 MANA POINTS
4 AWARENESS 19 HEAVY 17
24 BRUTAL 22 14 14 REST POINTS = Max HP
TEMP
2 2 GRIT POINTS = CHA + 2
MIGHT 4 SAVE 14 2 2 Arcane Points
MAX
P 2 ATHLETICS
H PDR EDR MDR
B WB
Y 2 2 INTIMIDATION
S
I COMBAT
C AGILITY 3 SAVE
A 4 ATTACK / SPELL CHECK = CM + Prime
L 1 ACROBATICS

1 1 TRICKERY 14 SAVE DC = 10 + CM + Prime


1 STEALTH
3 INITIATIVE = CM + AGI MOVE SPEED HOLD BREATH
FLY

CHARISMA 2 SAVE ATTACKS SWIM 5


Name Dmg. Type GLIDE

M 0 ANIMAL CLIMB
1
0 BURROW
E 0 INFLUENCE
JUMP DISTANCE
N 2 INSIGHT
T EXHAUSTION
A INTELLIGENCE 4 SAVE
Checks, Saves,
L Speed, Save DC
4 INVESTIGATION -1 -2 -3 -4 -5
2 2 MEDICINE
-4 DEATH THRESHOLD = Prime + CM
2 SURVIVAL

TRADES FEATURES
2 ARCANA == Celestial Magic:
2 HISTORY == Spellcasting Expansion:
== Portal Sage (Flavor Feature):
2 NATURE
== Portal Magic:
2 OCCULTISM == Spell School Initiate:
2 RELIGION == Intimidator:
== Arcane Points:
== Spellbook (Flavor):
== Prepared Spell:
== Arcane Sigil (1 AP, 1 MP): [1 Spaces Custom Area]
== Fallen:
== Gift of the Angels (1 AP, 1 MP): [1 Creature] [Instantaneous (1 Minutes)]
LANGUAGES
LANGUAGE CHECK = d20 + Intelligence or Charisma

LIMITED

FLUENT

MISC

TM & © 2024 The Dungeon Coach LLC. Permission is granted to print this document for personal use. v1.9514
SPELLS AND
TECHNIQUES
== Minor Flame Blade (1 AP): [Self] [Destruction]
== Fire Bolt (1 AP): [10 Spaces Range] [1 Creature] [Destruction]
== Burning Flames (2 AP, 1 MP): [10 Self] [10/1 Spaces Line] [3 Spaces Cone] [2 Spaces Radius] [Destruction]
== Bless (2 AP, 1 MP): [5 Spaces Range] [3 Creature] [Sustained (1 Minutes)] [Divination]
== Catapult (2 AP, 1 MP): [10 Spaces Range] [Destruction]
== Silent Image (2 AP, 1 MP): [10 Spaces Range] [1 Creature] [3 Spaces Cube] [Sustained (10 Minutes)] [Destruction]
== Fog Cloud (2 AP, 1 MP): [10 Spaces Range] [4 Spaces Radius] [Sustained (1 Hours)] [Conjuration]
== Psychic Fear (2 AP, 1 MP): [10 Spaces Range] [1 Creature] [Enchantment]
== Misty Step (1 AP, 1 MP): [1 Self] [Instantaneous] [Astromancy]
== Guiding Bolt (2 AP, 1 MP): [15 Spaces Range] [1 Creature] [Instantaneous (1 Rounds)] [Destruction]
== Guidance (1 AP): [5 Spaces Range] [1 Creature] [Instantaneous (1 Rounds)] [Divination]

CARRIED
SUPPLIES
== Short Sword (1 AP): [Sword Style] [Guard] [Impact]
== Unarmed Strike (1 AP):

ATTUNEMENT
Slots ATTUNEMENT SLOTS = Prime

EQUIPPED
HEAD glasses, goggles, hat, hood, crown, helmet

NECK necklace, amulet, choker

MANTLE cloak, cape, shawl, scarf, backpack, pauldron

BODY vest/tunic/cuirass, trousers/leggings/greaves

WAIST belt, sash, waistband

HANDS gloves, bracers, handwraps, gauntlets

RING RIGHT ring on right hand

RING LEFT ring on left hand

FEET boots, sandals, sabatons

TM & © 2024 The Dungeon Coach LLC. Permission is granted to print this document for personal use. v1.832
=================================================================================
Celestial Magic
=================================================================================
You learn 1 Spell of your choice from the Divine Spell List (Holy & Restoration during the Alpha).
Once per LR, you can cast the chosen Spell spending 1 less MP than normal (minimum of 0 MP).
The Spells total MP cost (before all reductions) still cannot exceed your Mana Spend Limit.
System Tip: You can use that item macro to change spell name later.

=================================================================================
Spellcasting Expansion
=================================================================================
You can only gain this Talent once.
You gain the following benefits:
- Your Maximum Mana Points increases by 2.
- You gain access to your choice of any Spell List.
- You learn 1 additional Spells (from Spell Lists that you have access to).

=================================================================================
Portal Sage (Flavor Feature)
=================================================================================
You have ADV on Checks to learn about the Astromancy Spell School (such as Teleportation magic or
Portals).
Additionally, if you spend 1 minute observing a portal or teleportation runes, you can make a DC 10 Spell
Check to try to understand the inner mechanism of a Portal within 5 Spaces.
Success: You learn where it leads to and for how long it has been open.
Success (5): You learn how to activate and deactivate it (such as its passphrase, procedures, or any
required special item).

=================================================================================
Portal Magic
=================================================================================
When you use your Arcane Sigil Feature, you can spend 1 additional MP to create 1 intangible Arcane
Portal in a Space you can see within 10 Spaces that is linked to the Sigil.
The Portal disappears when its linked Arcane Sigil ends. It grants the following benefits:
- Arcane Portal: Creatures of your choice within 1 Space of the Sigil or Portal can spend 1 Space of
Movement to teleport to an unoccupied Space within 1 Space of the linked Sigil or Portal.
DC Tip: Teleportation doesn't provoke Opportunity Attacks.
- Linked Magic: While within 1 Space of the Sigil or Portal, you can cast a Spell or make an Attack as if you
were standing in the Space of the linked Sigil or Portal. When you do, you gain the benefits of the Arcane
Sigil, regardless of where you are standing.
Teleportation Expert: When you learn a new Spell, you can choose any Spell with the Teleportation Spell
Tag.

=================================================================================
Spell School Initiate
=================================================================================
Choose a Spell School. You gain the following benefits:
- You learn 1 extra Spell from this Spell School.
- When you cast a Spell from the chosen Spell School, you can reduce its MP cost by 1. Its total MP cost
before the reduction still can’t exceed your Mana Spend Limit. You can use this Feature once per Long Rest,
but regain the ability to use it again when you roll for Initiative.
=================================================================================
Intimidator
=================================================================================
Once per Combat you can take the Intimidate Action as a Minor Action.

System Tip: Use this item instead of Intimidate Action.

=================================================================================
Arcane Points
=================================================================================
You gain a 2 Arcane Points, which you can spend in the following ways:
- You can spend any number of Arcane Points when you create an Arcane Sigil to add an equal number of
Spell Schools or Spell Tags to the sigil (regardless of Mana Spend Limit).
- You can use Arcane Points in place of Mana Points for the Spell School that you chose from your Spell
School Initiate Feature.
Mana Spend Limit: When you spend Arcane Points, the total number of Arcane Points and Mana Points
spent can’t exceed your Mana Spend Limit.
Regaining Arcane Points: You regain half of your Arcane Points when you complete a Short Rest. You also
regain all spent Arcane Points when you complete a Long Rest.
Additional Arcane Points: You gain 3 additional Arcane Points when you gain a Wizard Class Feature. You
can only gain this benefit once per Level, up to a maximum of 8 Arcane Points.

=================================================================================
Spellbook (Flavor)
=================================================================================
You have a Spellbook containing all the Spells you know inscribed within it.
You can learn additional Arcane Spells by inscribing them into your Spellbook. These additional Spells do
not count toward your Spells Known limit in your Class Table.
To inscribe a Spell into your Spellbook, you must either have a Spell Scroll or a page from another
Spellbook that has that Spell inscribed on it.
Inscribing Spells
Inscribing a Spell into your Spellbook requires 5g and 1 hour of work per MP required to cast it at its base
MP cost. This effort can coincide with a Rest. The gold covers any materials required for magical
experimentation and inscribing the Spell in a format known to you.
Once you inscribe a Spell you know into your Spellbook, you can inscribe again into a different book without
requiring any gold, provided you have writing tools and ink. Any book containing a Spell you inscribed within
it is considered one of your Spellbooks.
If a Wizard loses their Spellbook, they can still cast the Spells they know and learn new Spells using their
Spellcasting Mastery Feature (just like every other Class), however they can’t learn new Spells using their
Spellbook Feature until they obtain a new Spellbook that they can inscribe new Spells into.

=================================================================================
Prepared Spell
=================================================================================
When you complete a Long Rest, choose 1 Spell you know. The chosen Spell becomes your Prepared Spell
until your next Long Rest.
Your Prepared Spell gains the following benefits:
- Mana Limit Break: When you cast this Spell, you can increase your Mana Spend Limit by 1. You can use
this Feature once per Long Rest, but you regain the ability to use it when you roll for Initiative.
- During a Spell Duel, Challengers have DisADV on Spell Checks to stop your Spell.
=================================================================================
Arcane Sigil (1 AP, 1 MP) [1 Spaces Custom Area]
=================================================================================
You can spend 1 AP and 1 MP to create a 1 Space diameter Arcane Sigil on the ground beneath you that
lasts for 1 minute.
Choose 1 Spell School (Abjuration, Enchantment, Necromancy, etc.) or 1 Spell Tag (Fire, Cold,
Teleportation, etc.) when you create the Arcane Sigil. The Arcane Sigil radiates magic of the chosen type.
Using a Sigil: While a creature is within the area of your Arcane Sigil, it has ADV on Spell Checks to cast or
produce the effects of Spells with the chosen Spell School or Spell Tag.
Moving a Sigil: You can spend 1 AP to teleport one of your Sigils within 10 spaces to your current space, but
multiple Sigils can’t coexist in the same Space.

=================================================================================
Fallen
=================================================================================
You can now spend your Ancestry Points on Fiendborn Traits.

=================================================================================
Gift of the Angels (1 AP, 1 MP) [1 Creature] [Instantaneous (1 Minutes)]
=================================================================================
Once per Combat you can spend 1 AP and 1 MP and touch a creature to heal them over time.
For the next 1 minute (5 Rounds) the creature recovers 1 HP at the start of their turn.

=================================================================================
Minor Flame Blade (1 AP) [Self] [Destruction]
=================================================================================
You imbue a Melee Weapon you are wielding with flames.
Until the end of your next turn, the next successful Attack Check with this weapon deals an additional 1 Fire
damage to your target or to a creature within 1 Space of the target.

Mana Point Enhancements


-
Flame Strike: (1 MP) Add an additional +2 Fire damage to your Attack Check (must be done before the
Attack is made). Miss: Deal 1 Fire damage to the target.
- Flame Bound: (1 MP) Add +1 Fire damage to the target and secondary target.

=================================================================================
Fire Bolt (1 AP) [10 Spaces Range] [1 Creature] [Destruction]
=================================================================================
Cantrip Passive: You deal +1 damage against creatures that are Burning.

You can produce 1 of the following effects:


Spell Attack: You can make a Spell Check against the PD of a target within range.
Hit: The target takes 2 Fire damage.
Fire Orb: A flickering flame appears in your hand. The flame can remain there for 10 minutes and harms
neither you nor your equipment. The flame sheds Bright Light in a 5 Space radius. The Spell ends early if
you dismiss it for free, if you cast it again, or spend 1 AP to make a Spell Attack with it.

Action Point Enhancements


- Damage: (1 AP) You deal +1 Fire damage.
- Range: (1 AP) You increase the range by +5 Spaces.
- Burning: (1 AP) The target makes a Physical Save. Failure: Target begins Burning until a creature
(including itself) within 1 Space spends 1 AP to put it out.
=================================================================================
Burning Flames (2 AP, 1 MP) [10 Self] [10/1 Spaces Line] [3 Spaces Cone] [2 Spaces Radius] [Destruction]

=================================================================================
A brilliant flame manifests around you.
You are the Spell’s Point of Origin. Choose a type of area:
- Line: The Spell affects every target in a 1 Space wide and 10 Space long line.
- Cone: The Spell creates a 3 Space long Cone.
- Sphere: The Spell affects every target within a 2 Space range of you.
Make a Spell Check against every target's PD within the Spell’s area.
Hit: The target takes 2 Fire damage.

Mana Point Enhancements


-
Burning: (1 MP) Force all targets to Save against the Burning Condition for 1 minute.
- Range: (1 MP) Change the origin point of the Spell to 15 Spaces (instead of Self).

=================================================================================
Bless (2 AP, 1 MP) [5 Spaces Range] [3 Creature] [Sustained (1 Minutes)] [Divination]
=================================================================================
Make a DC 10 Spell Check.
Success: You bless up to 3 creatures of your choice within range.
Success (each 10): +1 additional creature.
Failure: Only 2 creatures.
Whenever a target makes a Check or Save before the spell ends, the target can roll a d4 and add the
number rolled to the total.

Mana Point Enhancements


- Targets: (1 MP) Increase the number of targets by 1.
- Grace: (2 MP) Change the d4 to a d6 instead.

=================================================================================
Catapult (2 AP, 1 MP) [10 Spaces Range] [Destruction]
=================================================================================
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried.
The object flies in a straight line up to 15 Spaces in a direction you choose before falling to the ground,
stopping early if it impacts against a solid surface.
If you attempt to strike a creature, Make a Spell Check against the target's PD.
Hit: 3 Bludgeoning damage.

Mana Point Enhancements


- Damage: (1 MP) Increase the damage by 2
=================================================================================
Silent Image (2 AP, 1 MP) [10 Spaces Range] [1 Creature] [3 Spaces Cube] [Sustained (10 Minutes)]
[Destruction]
=================================================================================
You create the image of an object, a creature, or some other visible phenomenon in a 3 Space cube. The
image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't
accompanied by sound, smell, or other sensory effects.
You can spend 1 AP to cause the image to move to any spot within range. As the image changes location,
you can alter its appearance so that its movements appear natural for the image.
Discerning the Illusion: Physical interaction with the image reveals it to be an illusion.
Alternatively, a creature can spend 1 AP to examine the image to attempt to determine if the illusion is real.
The creature makes an Investigation Check against your Save DC.
Success: The creature discerns the illusion for what it is, revealing it to be false and making the illusion
transparent to the creature.

Mana Point Enhancements


- Sound and Smell: (1 MP) Spell gets ability to make sounds and have a smell to it.

=================================================================================
Fog Cloud (2 AP, 1 MP) [10 Spaces Range] [4 Spaces Radius] [Sustained (1 Hours)] [Conjuration]
=================================================================================
Make a DC 10 Spell Check.
Success: You create a sphere of fog with up to a 4 Space radius, centered on a point within [Link]
(each 5): Radius +1 Space. Failure: 3 Space radius.
The sphere spreads around corners, and its area is Fully Concealed. Creatures within 1 Space of each
other see each other normally. It lasts for the duration or until a wind of moderate or greater speed
disperses it.

Mana Point Enhancements


- Area of Effect: (1 MP) Increase the radius of the spell effect by 3 Spaces.

=================================================================================
Psychic Fear (2 AP, 1 MP) [10 Spaces Range] [1 Creature] [Enchantment]
=================================================================================
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it
with terrible pain.
Make a Spell Check against the target's MD while it makes an Intelligence Save.
Hit: The target takes 2 Psychic damage.
Save Failure: If it has any AP, the target spends 1 AP to move as far as its Speed allows away from you. The
creature doesn't move into obviously dangerous ground, such as a fire or a pit.

Mana Point Enhancements


- Loud Whispers: (1 MP) Creature must use an additional 1 AP (if available) and move that many more
spaces away.

=================================================================================
Misty Step (1 AP, 1 MP) [1 Self] [Instantaneous] [Astromancy]
=================================================================================
You are briefly surrounded by a silvery mist and attempt to teleport to a new location.
Make a DC 20 Spell Check.
Success: You teleport up to 5 Spaces to an unoccupied space that you can see.
Success (each 5): +2 Spaces.
Failure: Only 3 Spaces.

Mana Point Enhancements


- Far Step: (1 MP) Increase the distance of the teleport by 4 Spaces.
=================================================================================
Guiding Bolt (2 AP, 1 MP) [15 Spaces Range] [1 Creature] [Instantaneous (1 Rounds)] [Destruction]
=================================================================================
A flash of light streaks toward a creature of your choice within range, surrounding them in a holy glow.
Make a Spell Check against the target's MD.
Hit: The target takes 3 Radiant damage and the next Attack Check made against the target before the end
of your next turn has ADV.

Mana Point Enhancements


- Guiding Damage: (1 MP) Add 3 Holy damage to the next Attack Check. This damage does not come into
effect if the Attack misses.

=================================================================================
Guidance (1 AP) [5 Spaces Range] [1 Creature] [Instantaneous (1 Rounds)] [Divination]
=================================================================================
You can grant a Help Die (d8) to an ally within range. The target can use this Help Die to add to any Check
they make before the start of your next turn.
Casting Guidance counts as taking the Help Action and still triggers the “Multiple Action Penalty (Help)”. So
if you cast Guidance again or take the Help Action the Help Die would be a d6, then d4, then you would not
be able to any more during the same round of Combat.

Mana Point Enhancements


- Blinding Light: (1 MP) Increase the duration to 1 minute but it requires Concentration.
- Expand: (2 MP) Grant an additional Help Die (of the same size you grant with the casting of the Spell).

=================================================================================
Short Sword (1 AP) [Sword Style] [Guard] [Impact]
=================================================================================

=================================================================================
Unarmed Strike (1 AP)
=================================================================================

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