level 2 HIGH elf Wizard

vaben Third-eye


STATS

Hit Points 14

Armor Class 13 (no armor)

  • STR 8 (-1)

  • DEX 16 (+3)

  • CON 13 (+2)

  • INT 16 (+3)

  • WIS 14 (+2)

  • CHA 10 (+0)

Saving Throws: INT +5, WIS +3

features

Spellcasting

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

Portent (Divination School)

Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

PROFICIENCIES (+2)

Skills:

  • Arcana +5

  • History +5

  • Insight +3

  • Investigation +5

  • Perception +4

Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, shortbow, longbow

RACIAL TRAITS

Darkvision

You have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Fey Ancestry

You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Trance

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

OTHER ACTIONS

Attacks

Staff +1 vs. AC, 1d6-1 bludgeoning damage

Dagger +5 vs. AC, 1d4+1 bludgeoning damage

Spells

Fire Bolt +5 vs. AC, 1d10 fire damage

Magic Missile (auto hit) 3 x 1d4 darts of force damage

vaben.jpg

INVENTORY

Wealth

25 gp

Equipment

staff, dagger, scholar's pack, spellbook, black ink, quill, small knife, common clothes, belt pouch

BACKGROUND

Profession

Scholar

Backstory

The group’s esoteric mage, who flayed his skin to save his former lover from a devil. While she has fled to Phandalin, her debt is yet to be paid.

 

spellbook

Spell DC 13

Spell Attack +5

Spells Known

Cantrips (at-will): mage hand, prestidigitation, light, fire bolt
1st level (2 slots): alarm, detect magic, feather fall, find familiar, fog cloud, magic missile, shield, silent image

cantrips

Mage Hand

Casting Time: 1 action / Range: 30 feet / Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.


You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.


The hand can’t attack, activate magic items, or carry more than 10 pounds

Prestidigitation

Casting Time: 1 action / Range: 10 feet / Duration: 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.

Fire Bolt

Casting Time: 1 action / Range: 120 feet / Duration: instant

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

Light

Casting Time: 1 action / Range: touch / Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.


If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells (3 Slots)

Alarm (ritual)

Casting Time: 1 action / Range: Self / Duration: Up to 10 min.

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.


A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.


An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet

Detect Magic (concentration)

Casting Time: 1 action / Range: Self / Duration: Up to 10 min.

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.


The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Feather Fall

Casting Time: 1 reaction / Range: 60 ft / 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.


Find Familiar (Ritual)

Casting Time: 1 hour / Range: 10 ft / Duration: instant

You gain the service of 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 of 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 of 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.

Fog Cloud (concentration)

Casting Time: 1 action / Range: 120 ft / Duration: instant

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.

Magic Missile

Casting Time: 1 action / Range: 120 ft / Duration: instant

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.


Shield

Casting Time: 1 reaction / Range: Self / 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.

Silent Image (concentration)

Casting Time: 1 action / Range: 60 ft / Duration: Up to 10 min

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot 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 use your action 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. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.


Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.