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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 13. When you make a spell attack, you roll 1d20+5 to see if you hit. These numbers are based on your spellcasting ability, which is Intelligence.

    Spell save DC=13Spell attack roll=1d20+5
  • 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 1d20+4 to see if you hit. If you do, the target takes 1d6+2 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 (d6), which you can use to heal yourself when you take a short rest.

When you level up, add the new Hit Die to the Hit Dice box on this sheet, and add 1d6+2 to your hit point maximum.

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 LevelPrepared Spells1st-Level Slots2nd-Level Slots
1st4⏹⏹-
2nd5⏹⏹⏹-
3rd6⏹⏹⏹⏹⏹⏹
  • 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 1+the spells 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 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

AbilityScoreModifier
Strength10+0
Dexterity15+2
Constitution14+2
Intelligence16+3
Wisdom12+1
Charisma8-1

Saving Throws

AbilityModifierProficient
Strength+0
Dexterity+3
Constitution+2
Intelligence+5
Wisdom+3
Charisma-1

Skills

SkillModifierProficient
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

StatsValue
Passive Wisdom (Perception)13
Proficiency Bonus+2
Armor Class12
Initiative+2
Speed30 ft.
Hit Points Maximum8
Hit Dice1d6

Starting Equipment

ItemQuantity
Coins10 gp
Shortsword1
Component pouch1
Spellbook1
Backpack1
Book of lore1
Bottles of ink2
Ink pen1
Sheets of parchment10
Little bag of sand1
Small knife1
A letter from a dead colleague posing a question you have not yet been able to answer1
Set of common clothes1
Pouch1