Class & Level

Conjuration Wizard

Species

Elf

Background

Background

Alignment

______________

Strength

10

+0

Dexterity

10

+0

Constitution

10

+0

Intelligence

10

+0

Wisdom

10

+0

Charisma

10

+0

10

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

Health Points

Saving Throws

Strength

+2

Dexterity

+2

Constitution

+2

Intelligence

+2

Wisdom

+2

Charisma

+2

+2

Proficiency
Bonus

INT

1d8

Spellcasting
Modifier

10

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

-3

Arcana Int

-3

Athletics Str

-3

Deception Cha

-3

History Int

-3

Insight Wis

-3

Intimidation Cha

-3

Investigation Int

-3

Medicine Wis

-3

Nature Int

-3

Perception Wis

-3

Performance Cha

-3

Persuasion Cha

-3

Religion Int

-3

Sleight of Hand Dex

-3

Stealth Dex

-3

Survival Wis

-3

Traits & Gear

Traits

Equipment & Money

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Actions

Abilities that take require an action, bonus action or reaction. 

Spells, Spellslots & Charges

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.