High Elf Wizard
Basic Information
Your Sage Background
Your parents indentified your magical talent early in your long elven life and arranged for you to be apprenticed to a kindly wizard in the city of Neverwinter. You excelled at your studies and forged friendships and rivalries with other apprentices. You always had a particular knack for wielding flashy, energetic forces, and you focused your study on the school of evocation.
Your background shaped your character in some important ways. A secret sought by a colleague drives you. Your skill proficiencies in Arcana and History also reflect your upbringingm studying the nature of magic and the great wizards of days past who weilded it.
After graduating from your apprenticeship, you and your peers went your separate ways to focus on your own studies. Recently, you received a letter from one of your colleagues, pointing you toward a source of lost knowledge. Shortly after the letter arrived, you learned tragic news: your friend died under mysterious circumstances.
Personal Goal: Discover Lost Knowledge. The letter spoke of an arcane observatory built on a nearby island by wizards long gone, and it hinted at powerful magic hidden there. A small cloister known as Dragon's Rest also resides on the island. The caretaker of the cloister's temple to the dragon god Bahamut, who is a patron of heroes and a champion of justice, must have information regarding the observatory. This Elder Runara can set you on the path to discovering the knowledge your friend never found.
High Elf
Elves are a people of otherworldly grace, long-lived and passionate. In the earliest days of the multiverse, the first high elves settled in fey crossings, places where the natural world and a fantastic realm of magic and emotion, known as the Feywild, touch and overlap. The high elves mystically took on characteristics blending both realms. Your facility with language and your innate understanding of useful magic are part of that mystical adaptation.
As a high elf, you have the following traits:
- Dark vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness in that radius as if it were dim light. You discern colors in that darkness only as shades of gray.
- Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
- Trance. Elves don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
- Cantrip. Your prestidigitation cantrip (listed below) reflects the innate magic of a high elf, not your wizardly study.
Wizard
Wizards are studious magic-users who wield spells fueled by the magic that permeates the cosmos. The lure of knowledge calls wizards out of the safety of their libraries into crumbling ruins and lost cities.
The wizard class gives you the following features.
Spellbook. You have a spellbook containing these 1st-level spells:
- detect magic
- mage armor
- magic missile
- shield
- sleep
- thunderwave
Prepared Spells. Whenever you finish a long rest, you can prepare four 1st-level spells to make them available for you to cast, choosing from the spells in your spellbook.
Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells. You can use them to cast two different spells or to cast the same spell twice. You regain your expended spell slots when you finish a long rest.
You can keep track of your expended spell slots by checking them off in the Spellcasting table on the character sheet, where each spell slot is represented by a checkbox.
Cantrips. You know a few cantrips, which are spells you cast without expending spell slots. You know the following cantrips:
- mage hand
- prestidigitation
- ray of frost
- shocking grasp
Spell Attacks and Saving Throws. When a creature makes a saving throw to resist one of your spells, the DC of the saving throw is
. When you make a spell attack, you roll to see if you hit. These numbers are based on your spellcasting ability, which is Intelligence. Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Arcane Recovery. You can regain some of your magical energy by studying your spellbook. Once per day during a short rest, you can recover one 1st-level spell slot.
Proficiencies
You have the following proficiencies.
- Saving Throws. Your saving throw proficiencies are Intelligence and Wisdom.
- Skills. You are proficient in Arcana, History, Insight, Investigation, and Perception.
- Equipment. You have proficiency with daggers, darts, light crossbows, longswords, quarterstaffs, shortbows, shortswords, and slings.
Languages
You can speak, read, and write Common, Celestial, Draconic, Dwarvish, and Elvish.
Attacks
Your spells are your best tool in combat, but you also have a weapon you can use.
- Shortsword. In melee (against a target within 5 feet of you), you can attack with your shortsword. Roll
to see if you hit. If you do, the target takes piercing damage.
Gaining Levels
When you reach a new level, you gain the features for that level.
Hit Dice and Hit Points
With each level you gain, you gain one addition Hit Die (
When you level up, add the new Hit Die to the Hit Dice box on this sheet, and add
Spellcasting advancement
You gain access to more spells as you gain levels. You can prepare a number of spells equal to your level + your Intelligence modifier, as shown in the Spellcasting table. You also gain more spell slots.
Spellcasting table
Wizard Level | Prepared Spells | 1st-Level Slots | 2nd-Level Slots |
---|---|---|---|
1st | 4 | ⏹⏹ | - |
2nd | 5 | ⏹⏹⏹ | - |
3rd | 6 | ⏹⏹⏹⏹ | ⏹⏹ |
Adding Spells to Your Spellbook. Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook, chosen from the wizard spell list below. Each of these spells must be of a level for which you have spell slots. On your adventures, you might also find scrolls or books containing other spells you can add to your spellbook.
Copying a Spell into the Book. When you find a wizard spell, you can add it to your spellbook if it is of a levelfor which you have spell slots and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 2 hours and requires 50gp. The cost prepresents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spen this time and moeny, you can prepare the spell just like your other spells.
2nd-level Features
Evocation Savant. The gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells. When you cast an evocation spell that affects other creatures, you can see, you can choose a number of them equal to
. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage from it.
3rd-level Features
- Arcane Recovery. You can now recover two 1st-level spell slots, or a single 2nd-level spell slot(your choice).
- Spells. You can now prepare and cast 2nd-level spells.
Wizard Spell List
1st-level Spells
- Comprehend Languages (ritual)
- Detect Magic (ritual)
- Mage Armor
- Magic Missile
- Protection from Evil and Good
- Ray of Sickness
- Shield
- Sleep
- Thunderwave
2nd-level Spells
- Flaming Sphere
- Hold Person
- Invisibility
- Misty Step
- Shatter
Stats
Ability Scores
Ability | Score | Modifier |
---|---|---|
Strength | 10 | +0 |
Dexterity | 15 | +2 |
Constitution | 14 | +2 |
Intelligence | 16 | +3 |
Wisdom | 12 | +1 |
Charisma | 8 | -1 |
Saving Throws
Ability | Modifier | Proficient |
---|---|---|
Strength | +0 | ❌ |
Dexterity | +3 | ❌ |
Constitution | +2 | ❌ |
Intelligence | +5 | ✅ |
Wisdom | +3 | ✅ |
Charisma | -1 | ❌ |
Skills
Skill | Modifier | Proficient |
---|---|---|
Acrobatics (Dex) | +2 | ❌ |
Animal Handling (Wis) | +1 | ❌ |
Arcana (Int) | +5 | ✅ |
Athletics (Str) | +0 | ❌ |
Deception (Cha) | -1 | ❌ |
History (Int) | +5 | ✅ |
Insight (Wis) | +3 | ✅ |
Intimidation (Cha) | -1 | ❌ |
Investigation (Int) | +5 | ✅ |
Medicine (Wis) | +1 | ❌ |
Nature (Int) | +3 | ❌ |
Perception (Wis) | +3 | ✅ |
Performance (Cha) | -1 | ❌ |
Persuasion (Cha) | -1 | ❌ |
Religion (Int) | +3 | ✅ |
Sleight of Hand (Dex) | +2 | ❌ |
Stealth (Dex) | +2 | ❌ |
Survival (Wis) | +1 | ❌ |
Other Stats
Stats | Value |
---|---|
Passive Wisdom (Perception) | 13 |
Proficiency Bonus | +2 |
Armor Class | 12 |
Initiative | +2 |
Speed | 30 ft. |
Hit Points Maximum | 8 |
Hit Dice | 1d6 |
Starting Equipment
Item | Quantity |
---|---|
Coins | 10 gp |
Shortsword | 1 |
Component pouch | 1 |
Spellbook | 1 |
Backpack | 1 |
Book of lore | 1 |
Bottles of ink | 2 |
Ink pen | 1 |
Sheets of parchment | 10 |
Little bag of sand | 1 |
Small knife | 1 |
A letter from a dead colleague posing a question you have not yet been able to answer | 1 |
Set of common clothes | 1 |
Pouch | 1 |