Pinkie's Character - Aurel - Female CE High Elf Wizard 1
Background: Sage
Crime: Grave Robbery
Bonds: (These are suggestions, feel free to change them.)
Personality: I'm convinced that people are always trying to steal my secrets.
Ideal: Power. Knowledge is the path to power and domination.
Bond: I've been searching my whole life for the answer to a certain question.
Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Str: 8 -1
Dex: 16 +3
Con: 14 +2
Int: 17 +3 Save: +5
Wis: 11 +0 Save: +2
Cha: 13 +1
AC: 13
HPs: 8
Initiative: +3
Passive Perception: 12
Speed: 30
Skills:
Arcana +5, History +5, Insight +2, Investigation +5, Medicine +5, Perception +2
Proficiencies:
Daggers, darts, slings, quarterstaffs, light crossbows
Languages:
Common, Elven, Dwarven, Infernal, Orc
Racial Traits
- Darkvision: 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.
- Keen Senses: You have proficiency in Perception.
- Fey Ancestry: You have advantage on saves against being charmed, and magic can't put you to sleep.
- Trance: Elves meditate deeply, remaining semiconscious, for 4 hours a day in place of sleeping. You gain the same benefit that a human does from 8 hours of sleep.
- Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
- Cantrip: You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
- Extra Language: You can speak, read, and write one extra language of your choice.
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. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Spellcasting:
Spell Save DC: 13
Spell Attack Modifier: +5
Spells Prepared per day equals Intelligence Modifier + Wizard Level: 4
Spell Slots Per Day:
1st level: 2
Known Cantrips (4): Chill Touch, Friends, Mage Hand, Toll the Dead
Your Spellbook has been destroyed, but you have the following 1st level spells prepared:
Cause Fear, Mage Armor, Shield, Ray of Sickness
Arcane Recovery:
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.
Equipment:
Prison Rags, Manacles, BlindFold
Attacks:
Unarmed +1 to hit, 1 damage.
Dagger +5 to hit, 1d4+3 damage.
Spell Attack: +5, Damage Varies by Spell
Spell Descriptions:
Chill Touch
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Friends
Enchantment cantrip
Casting Time: 1 action
Range: Self
Components: S, M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
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.
Toll the Dead
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Cause Fear
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Mage Armor
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
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.
Ray of Sickness
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.