Wizard 4 Far Traveler Connor
CLASS & LEVEL BACKGROUND PLAYER NAME
Tulick Fir
Thri-Kreen Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH I have a strong code of honor or
15 +2 30 sense of propriety that others
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
don't comprehend.
0 PERSONALITY TRAITS
Hit Point Maximum 32
Strength
DEXTERITY
Reserved. As someone new to
15
Dexterity
Constitution
32 these strange lands, I am cautious
and respectful in my dealings.
CURRENT HIT POINTS IDEALS
● Intelligence
2 ● Wisdom
I hold no greater cause than my
Charisma
service to my people.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
13
Acrobatics (Dex) Total 4 SUCCESSES I don't take kindly to some of the actions
2 and motivations of the people of this land,
Animal Handling (Wis)
4d6 FAILURES because these folk are different from me.
● Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
17 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Dual Wielder
Rapier
3 Insight (Wis) You gain a +1 bonus to AC
Intimidation (Cha) Rapier while you are wielding a
WISDOM Investigation (Int) separate melee weapon in
Medicine (Wis) each hand.
12 ● Nature (Int) You can use two-weapon
2
Perception (Wis) fighting even when the one
● Performance (Cha) handed melee weapons you
CHARISMA
Persuasion (Cha) are wielding aren't light.
● Religion (Int) You can draw or stow two
8 Sleight of Hand (Dex) one-handed weapons when
Stealth (Dex) you would normally be able to
-1 Survival (Wis) draw or stow only one.
SKILLS ATTACKS & SPELLCASTING
PASSIVE WISDOM (PERCEPTION)
CP
SpellBook
quarterstaff
component pouch
Armor: None SP
scholar's pack
Weapons: Daggers, darts,
EP
slings, quarterstaffs, light
crossbows
Tools: Dragon Chess GP 195
Languages: Common,
PP
Thri-Kreen
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Tulick Fir
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Chameleon Carapace. While you arent wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity
modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you
advantage on Dexterity (Stealth) checks made to hide in those surroundings.
Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You
discern colors in that darkness only as shades of gray.
Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can
manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light
property.
Sleepless. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from
strenuous activity to gain the benefit of the rest.
Thri-kreen Telepathy. Without the assistance of magic, you cant speak the non-thri-kreen languages you know. Instead you use
telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120
feet of yourself. A contacted creature doesnt need to share a language with you to understand your thoughts, but it must be able
to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet
apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are
directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued
by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling
companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant
homeland and people.
ADDITIONAL FEATURES & TRAITS
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
WIZARD Int
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Infestation
Mind Sliver
Encode Thoughts
Blade Ward
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 0 7
EPAR
SPELL NAME
ED
PR
Sleep
Silvery Barbs
4
Detect Magic
Identify
SPELLS KNOWN
Ray of Sickness
False Life
Unseen Servant
Shield
2 3 0
Web
Tasha's Mind Whip
Spider Climb
5
Misty Step
Melf's Acid Arrow
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.