Class & Level

Wizard 2

Species

Elf

Background

Criminal

Alignment

______________

Strength

10

+0

Dexterity

10

+0

Constitution

10

+0

Intelligence

18

+4

Wisdom

16

+4

Charisma

10

+0

12

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

12

Max Health Points

Saving Throws

Strength

+0

Dexterity

+0

Constitution

+0

Intelligence

+6

Wisdom

+5

Charisma

+0

+2

Proficiency
Bonus

INT

+6

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+0

Animal Handling Wis

+3

Arcana Int

+6

Athletics Str

+0

Deception Cha

+0

History Int

+4

Insight Wis

+3

Intimidation Cha

+0

Investigation Int

+6

Medicine Wis

+3

Nature Int

+4

Perception Wis

+3

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+4

Sleight of Hand Dex

+0

Stealth Dex

+0

Survival Wis

+3

Traits & Gear

Traits

Divination Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Portent
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s 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.

Equipment & Money

Candy cane staff (1d6/1d8)
Spellbook

 

 

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. 

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.

Firebolt

Shoot a bolt of fire dealing 1d10 fire damage.

Mending

Fix something using Christmas magic

Ray of Frost

Shoot a beam of cold towards your enemy dealing 1d8 cold damage and reducing the enemies speed by 10ft for 1 turn.

Spells

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

Find familiar

Conjure a fey spirit in whatever form you like to help you.

Frost fingers

Shoot a 15ft cone of frosty magic.
Anyone in the cone must make a CON save. 2d8 cold damage or half on a successful save.

Magic missile

Shoot 3 arcane missiles at your selected target or targets.
Each does 1d4+1 force damage.

Mage armour

Increase you or your friends armour magically to 13+DEX

Shield

Instantly block an incoming attack by adding +5 to your armour for one round.