Zaheir Muldan


D & D 5th edition character

Name: Zahier Muldan (for now)

Race: Human

Class: Wizard

Traits: Align. CN, +1 all stats, Speed 30, Height. – 6’0" Weight. – 170 llb’s Hair color – Black, Eye color – Brown

Stats XP – 0 – lvl – 1

  • Str. – 12 (+1)
  • Dex. – 18 (+4)
  • Con. – 14 (+2)
  • Int. – 19 (+4)
  • Wis. – 13 (+1)
  • Cha. – 17 (+3)

Languages Known: Common, Elvish

  • Inspiration-0
  • Hit Dice: 8 (1D6+2)
  • AC: 10 + 4

All Proficiencies: +2

  • Deception
  • Sleight of Hand
  • Disguise kit
  • Forgery kit
  • Daggers
  • Darts
  • Slings
  • Quarterstaff’s
  • Light crossbows
  • Arcana
  • Investigation.
  • Save vs. Intelligence, Wisdom


  • Charlatan – Favorite Schemes – I convince people that worthless junk is worth their hard-earned money.

Personality Trait – I lie about almost everything, even when there’s no good reason to. – Flattery is my preferred trick for getting what I want.(Old habits are hard to break. Especially when you coned as many rubes as I have)

Ideal – I’m determined to make something of myself. (Don’t know what that is but what ever it is I will be the greatest anyone has ever seen.)

Bond – I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. (Namely the wizard I coned out of his spell book and started learning spells from.)

Flaw – I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved. (This is how I got my bond. Besides I’m too good to get caught, right?)

Feature: False Identity – You have created a second identity that includes
documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Spells – slots at Cantrip (3) – lvl 1 (2) – lvl 2 – lvl 3 – lvl 4 – lvl 5 – lvl 6 – lvl 7 – lvl 8 – lvl 9


  • Prestidigitation
    Transmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Up to 1 hour
    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Blade Ward
    Abjuration cantrip
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: 1 round
    You extend your hand and trace a sigil of warding in the air. Until the end o f your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
  • Chill Touch
    Necromancy cantrip
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: 1 round
    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end o f your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 spells

Mage Armor
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

1st-level abjuration
Casting Time: 1 reaction, which you take when you are
hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Witch Bolt
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns
for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Feather Fall
1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
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.

Find Familiar
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth o f charcoal,
incense, and herbs that must be consumed by fire in a
brass brazier)
Duration: Instantaneous
You gain the service o f a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics o f the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start o f your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Equipment – Money GP: 15 SP: 0 CP: 0

A set of fine clothes,
a disguise kit,
tools of the con (ten stoppered bottles filled with colored liquid and various useless bobbles)
belt pouch
component pouch
A spell book
scholar’s pack – Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.


Zaheir Muldan

A Path Accurst Bailroc