Class & Level

Wizard: School of Abjuration Lvl3

Species

Human

Background

Mages Apprentice

Alignment

______________

Strength

8

-1

Dexterity

16

+3

Constitution

14

+2

Intelligence

18

+4

Wisdom

12

+1

Charisma

10

+0

16

Armour
Class

+3

Initiative
Bonus

30

Movement
Speed

22

Max Health Points

Saving Throws

Strength

-1

Dexterity

+3

Constitution

+2

Intelligence

+6

Wisdom

+3

Charisma

+0

+2

Proficiency
Bonus

INT

+4

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+5

Animal Handling Wis

+1

Arcana Int

+4

Athletics Str

-1

Deception Cha

+0

History Int

+6

Insight Wis

+1

Intimidation Cha

+0

Investigation Int

+6

Medicine Wis

+1

Nature Int

+4

Perception Wis

+3

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+4

Sleight of Hand Dex

+3

Stealth Dex

+3

Survival Wis

+1

Traits & Gear

Traits

They rarely speaks of the past, but whatever it is must have been the driving force in their pursuit of magics. As an abjuration wizard, they are permanently covered in 2 layers of magical armour. Despite being an apprentice, they have mastered protective magic to rival any wizard. That’s not to say they’re all about preventing harm. When someone needs taking down they can summon their mighty Shadow Blade called “The Harmful Thought”, that cuts not the body, but the very mind of his enemies.

Permanent Mage Armour – AC=13+your Dex.

 

Equipment & Money

You only carry a simple dagger for utility, you don’t need weapons or armour, tour magic does the same job.

Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

 

 

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.

Arcane Ward

You have a shield around you at all times. Whenever you cast an abjuration spell, it gains 10hp. The shield takes damage in your place. You can replenish it’s health by casting another abjuration spell.

Actions

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

Arcane Recovery

Once per short rest you may recover a level 1 spell slot.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : Lv 1 : 🟦🟦🟦 Spellslots : Lv 2 : 🟦🟦

 

 

Spells

Cantrips

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

Firebolt

Casting Time: 1 action | Range: 120 feet | Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. d20+6 to hit, target takes 1d10 fire damage. A flammable object hit by this spell ignites.

Shocking Grasp

Casting Time: 1 action | Range: Touch
channel lightning in your hand. Make a melee spell attack against the target d20+6 to hit. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

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 move it just as you would move yourself. It can only lift 10lbs, but otherwise can do anything your hand can.

Spells

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

Shield (Abjuration)

Casting Time: 1 reaction, which you take when you are hit by an attack| 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.

Protection from Evil (abjuration)

Casting Time: 1 action |Range: Touch | Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against otherworldly beings.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them.

 

Absorb Elements (abjuration)

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage |Range: Self | Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Summon Familiar
Ritual

Casting Time: 1 hour |Range: 10 feet| Duration: All day
You summon a a creature into your service. It can be anything, but it cannot fight. In battle you can move it after your turn, but it can only move or perform tasks such as opening a door.

While your familiar is within 100 feet of you, you can communicate with it telepathically. You can see and hear what it does, but are blind and deaf whilst doing this. You can also cast touch spells via the familiar.

Shatter

Casting Time: 1 action | Range: 60 feet | Duration: Instantaneous

A massive, ear-ringing bang erupts. Each creature in a 10-foot-radius sphere must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

Shadow Blade

Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
Summon a blade of pure darkness. You are proficient with it. D20+5 to hit, deals 2d8+3 psychic damage on a hit and can be thrown(range 20/60). While in shadows or dark places, attacks have advantage.If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.