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Elf Wizard 6 Character Name Tools Playing cards.

So you clothe yourself in steel Senses Darkvision, Passive


and cured leather, jab pointy Medium humanoid (high elf), lawful good Perception 14
sticks at your enemies, and Languages Common, Elvish, Draconic.
think yourself mighty? Fool. My Armor Class 13 or 16 (mage armor)
weapons are the building blocks Hit Points 32 (Hit Dice 6d6) Actions
of creation, the forces of the universe. Speed 30 ft. Attack. You can attack when you take
Seek not to impress me with muscle and this action, using the following:
bone. STR DEX CON
10 (0) 16 (+3) 12 (+1)
Shortsword. Melee Weapon Attack:
Little about your demeanor or +6 to hit, reach 5 ft., one target.
appearance would suggest that you are INT WIS CHA Hit: 1d6 + 3 piercing damage.
a professional adventurer. Your fine 18 (+4) 13 (+1) 8 (-1) Fire bolt. Ranged Spell Attack:
clothes are evidence of your privileged +7 to hit, range 120 ft., one target.
upbringing, your speech hints at your Proficiencies (+3 proficiency bonus) Hit: 2d10 fire damage.
impressive education. Yet adventure Saving Throws Int +7, Wis +4;
is the surest, if cruelest, method of advantage on saves against Options
refining your arcane skills, as adversity being charmed. Fey Ancestry. High elf trait
traditionally allows one to reap the
Skills Arcana +7, History +7,
greatest benefits. Let those of limited Sculpt Spells. Arcane Tradition feature.
Investigation +7, Perception +4,
scope spend their time poring over worn
tomes from the safety of a library. You Persuasion +2 Spellcasting. Wizard feature.
crave the arcane knowledge of past eons Armor None. Spell Save DC: 15
long forgotten, and the means to acheive Weapons Daggers, darts, slings, Spell Attack Modifier: +7
the heights of untold glory of which you quarterstaffs, longswords, Spell Slots: 1st-level (4), 2nd-level (3),
have always dreamed. shortswords, shortbows, longbows. 3rd-level (3)

Background (Noble) High Elf Traits Spell Save DC: 15


Spell Attack Modifier: +7
You were raised wanting for nothing, Fey Ancestry. You have advantage on Spell Slots: 1st-level (4), 2nd-level (3),
giving you a clarity of purpose that saving throws against being charmed, 3rd-level (3)
outweighs pedestrian survival. You and magic cant put you to sleep. Arcane Recovery. Once per day when
know that your potential is limitless, Darkvision. You can see in dim light you finish a short rest, you can choose
and you aim to make use of your gods- within 60 feet of you as if it were bright expended spell slots to recover. The spell
given talents. light, and in darkness as if it were dim slots can have a combined level equal to
Position of Privilege. You are welcome light. You cant discern color in darkness, or less than 3.
in high society, and people assume you only shades of gray.
have the right to be wherever you are. Trance. You dont require sleep. Instead, Arcane Tradition: School of
The common folk make every effort you meditate deeply, semiconscious, for 4 Evocation
to accommodate you and avoid your hours a day. After resting in this way, you Evocation Savant. The gold and time you
displeasure, and other people of high gain the same benefit that a human does must spend to copy an evocation spell
birth treat you as a member of the from 8 hours of sleep. into your spellbook is halved.
same social sphere. You can secure an Sculpt Spells. You can create pockets
audience with a local noble if you need to. Wizard Features of relative safety within the effects of
Faction. You are a member of the Spellcasting Abiiity. You have the your evocation spells. When you cast
Lords Alliance, a group of allied political ability to cast spells. Intelligence is your an evocation spell that affects other
powers concerned with mutual security spellcasting ability for your wizard spells. creatures that you can see, you can
and prosperity. You use your Intelligence whenever a choose a number of them equal to 1 +
Personality Trait. No one could doubt spell refers to your spellcasting ability. the spells level. The chosen creatures
by looking at your regal bearing that you You prepare the list of wizard spells automatically succeed on their saving
are a cut above the unwashed masses. that are available for you to cast. To do so, throws against the spell, and they take no
Ideal. It is your duty to protect and care choose 10 spells. The spells must be of a damage if they would take half damage
for the people beneath you. level for which you have spell slots. on a successful save.
Bond. The common folk must see you To cast a spell, you must expend a slot Potent Cantrip. Your damaging cantrips
as a hero of the people. of the spells level or higher. You regain affect even creatures that avoid the brunt
Flaw. You too often hear veiled insults all expended spell slots when you finish of the effect. When a creature succeeds
and threats in every word addressed to a long rest. on a saving throw against your cantrip,
you, and you are quick to anger. You can use an arcane focus as a the creature takes half the cantrips
spellcasting focus for your wizard spells. damage (if any) but suffers no additional
You can cast any wizard spell in your effect from the cantrip.
spellbook as a ritual if that spell has
the ritual tag.
Spells Known
Cantrips (at-will): acid splash, fire
bolt, poison spray, ray of frost,
shocking grasp
1st-level spells: burning hands, detect
magic, identify, mage armor, magic
missile, shield, thunderwave
2nd-level spells: arcane lock, flaming
sphere, misty step, shatter, web
3rd-level spells: dispel magic, fireball, fly,
lightning bolt

Equipment
Spellbook, shortsword, component
pouch, wand, scholars pack, Three-
Dragon Ante set, potion of healing (2),
100 gp worth of gold dust, pearl worth
100 gp (3), money (114 gp)

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