5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Spell Attack | +11 | X+5 X | %3% | |
Quarterstaff | +6 | 1d6+0 bludgeoning | %3% |
Racial
Darkvision 60ft
Keen Senses: Proficiency in the Perception skill.
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: know one cantrip of your choice from the wizard spell list.
Extra Language: You know one extra language
Class
Spellbook: Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.
Ritual Casting: You can cast wizard spells as rituals.
Spellcasting Focus: Arcane Focus
Arcane Recovery: Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Evocation Savant: The gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells (Evocation): When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip (Evocation): When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation: You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel (Evocation): When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Spell Mastery: Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
[b]Darkvision[/b] 60ft
[b]Keen Senses:[/b] Proficiency in the Perception skill.
[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.
[b]Trance:[/b] Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
[b]Elf Weapon Training:[/b] Proficiency with the longsword, shortsword, shortbow, and longbow.
[b]Cantrip:[/b] know one cantrip of your choice from the wizard spell list.
[b]Extra Language:[/b] You know one extra language
[b]Class[/b]
[b]Spellbook:[/b] Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.
[b]Ritual Casting:[/b] You can cast wizard spells as rituals.
[b]Spellcasting Focus:[/b] Arcane Focus
[b]Arcane Recovery:[/b] Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
[b]Evocation Savant:[/b] The gold and time you must spend to copy an evocation spell into your spellbook is halved.
[b]Sculpt Spells (Evocation):[/b] When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
[b]Potent Cantrip (Evocation):[/b] When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
[b]Empowered Evocation:[/b] You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
[b]Overchannel (Evocation):[/b] When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
[b]Spell Mastery:[/b] Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Component Pouch
Explorer's Pack
Spellbook
Languages: Common, Elvish, Sylvan
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Their contribution stands as a beacon of hope for all adventurers!