Class & Level

Wizard

Species

Elf

Background

Sage

Alignment

______________

Strength

10

+0

Dexterity

12

+1

Constitution

12

+1

Intelligence

16

+3

Wisdom

14

+2

Charisma

10

+0

11

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

7

Max Health Points

Saving Throws

Strength

+0

Dexterity

+1

Constitution

+1

Intelligence

+5

Wisdom

+4

Charisma

+0

+2

Proficiency
Bonus

INT

+3

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+1

Animal Handling Wis

+2

Arcana Int

+5

Athletics Str

+0

Deception Cha

+0

History Int

+5

Insight Wis

+2

Intimidation Cha

+0

Investigation Int

+5

Medicine Wis

+2

Nature Int

+3

Perception Wis

+4

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+5

Sleight of Hand Dex

+1

Stealth Dex

+1

Survival Wis

+2

Traits & Gear

Traits

Languages:
Common
Elven
Dwarven
Draconic

Darkvision 60ft
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Equipment & Money

Quarterstaff +0 to hit (1d8+0)
Arcane focus
Spellbook
Scholar’s pack
A bottle of ink and a quill.
A small knife
A letter from a dead colleague posing a question you have not yet been able to answer
A set of common clothes

 

 

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 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

Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.

Actions

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

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 : 🟦🟦

 

 

Spells

Cantrips

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

Mage hand

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.
Can interact with objects.

Firebolt

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.

Light

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.

Spells

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

Find familiar

Summon a familiar to aid you in your adventure. Summon time takes 10 minutes.

Mage armour

You touch a willing creature who isn’t wearing armour, and a protective magical force surrounds it. The target’s base AC becomes 13 + its Dexterity modifier. This lasts 8 hours.

Magic missile

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

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.

Duration: 1 round.

Jump

You touch a creature. The creature’s jump distance is tripled until the spell ends.
Jump distance is equal to STR.

Duration 1 minute.

Longstrider

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

Duration 1 hour.