5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Quarterstaff | +3 | 1d6+0 bludgeoning | 5 | |
Scorching Ray | +7 | 2d6 | 120 |
Cantrips: Mage Hand, Prestidigitation, Shape Water, Fire Bolt, Toll the Dead
1st: Feather Fall, Magic Missile, Shield, Sleep, Comprehend languages, Absorb Elements, Chromatic Orb, Tasha's Hideous Laughter
2nd: Scorching Ray, Misty Step, Web, Wither and Bloom
3rd: Counterspell, Fireball, Major Image, Fly
1st: [spell]Feather Fall[/spell], [spell]Magic Missile[/spell], [spell]Shield[/spell], [spell]Sleep[/spell], [spell]Comprehend languages[/spell], [spell]Absorb Elements[/spell], [spell]Chromatic Orb[/spell], [spell]Tasha's Hideous Laughter[/spell]
2nd: [spell]Scorching Ray[/spell], [spell]Misty Step[/spell], [spell]Web[/spell], [spell]Wither and Bloom[/spell]
3rd: [spell]Counterspell[/spell], [spell]Fireball[/spell], [spell]Major Image[/spell], [spell]Fly[/spell]
4th: [spell]Greater Invisibility[/spell], [spell]Wall of Fire[/spell]
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.
Chronal Shift: reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. twice/long rest.
Temporal Awareness: add your Intelligence modifier to your initiative.
Momentary Stasis (Chronurgy): action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. int mod uses/long rest
[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]Chronal Shift:[/b] reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. twice/long rest.
[b]Temporal Awareness:[/b] add your Intelligence modifier to your initiative.
[b]Momentary Stasis (Chronurgy):[/b] action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. int mod uses/long rest
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!