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Benji

5 Level (6500/14000 XP for level-up) Hermit Background Firbolg Race / Species / Heritage True Neutral Alignment
Artificer
Level 3
Hit Dice: 3/3
1d8+2 Class 1
Wizard
Level 2
Hit Dice: 2/2
1d6+2 Class 2

STR
10
+0
DEX
14
+2
CON
14
+2
INT
15
+2
WIS
13
+1
CHA
8
-1
36
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
20 / 20
Crossbow Bolts
Spellcasting ...
+5 Attack mod
INT Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+5 Constitution
+5 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
-1 Deception CHA
+2 History INT
+1 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
skills
+4 Medicine WIS
+5 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+2 Piercing
 Finesse, light, thrown (20/60)
Sling +5 DEX 1d4+2 Bludgeoning
 Ammunition (30/120)
Light crossbow +5 DEX 1d8+2 Piercing
 Ammunition (80/320), loading, two-handed
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Tasha's Caustic Brew 1 action Self (30ft line) Concentration (1m/10r) 2d4 VSM
 Notes:DEX save, Acid DMG. Covered creature takes 2d4 acid at the start of each of its turns until concentration ends; can use action to remove or have it be removed by another creature.
Witch Bolt +5 1 action 30ft Concentration (1m/10r) 1d12 VSM
 Notes:RNG ATK, Lightning DMG. Each turn, you can use your action to cause 1d12 lightning to previously targeted creature automatically. Spell ends if you use action for anything else, if target leaves spell range or has total cover from you.
Find Familiar 1 hour 10ft Instantaneous
Identify 1 minute Touch VSM
 Notes:(Ritual: 11 m)
Ice Knife +5 1 action 60ft Instantaneous 1d10 SM
 Notes:RNG ATK, Piercing DMG. Hit or miss, the shard then explodes. Target and creatures within 5 feet of the point where the ice exploded must succeed on a DEX save or take 2d6 cold, +1d6 per spell slot above 1st.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Tasha's Caustic Brew 1 action Self (30ft line) Concentration (1m/10r) 2d4 + VSM
 Notes:DEX save, Acid DMG. Covered creature takes 2d4 acid at the start of each of its turns until concentration ends; can use action to remove or have it be removed by another creature.
Witch Bolt +5 1 action 30ft Concentration (1m/10r) 1d12 + VSM
 Notes:RNG ATK, Lightning DMG. Each turn, you can use your action to cause 1d12 lightning to previously targeted creature automatically. Spell ends if you use action for anything else, if target leaves spell range or has total cover from you.
Ice Knife +5 1 action 60ft Instantaneous 1d10 + SM
 Notes:RNG ATK, Piercing DMG. Hit or miss, the shard then explodes. Target and creatures within 5 feet of the point where the ice exploded must succeed on a DEX save or take 2d6 cold, +1d6 per spell slot above 1st.
Firbolg Magic. You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Features & Traits

  • A dagger
  • A sling
  • A light crossbow
  • Scale mail
  • Thieves' tools
  • Herbalism kit
  • A 'spellbook' (which is really just a scrappy notebook full of near incomprehensible scribbles)
  • Dungeoneer's pack

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
    ARTIFICER
    Cantrips known: 2
  • Light (1093501)
  • Magic Stone (1093491)

  • SPELLS PREPARED: INT mod (2) + Artificer LVL round down (1)
    1st level spells
  • Catapult (1017813)
  • Cure Wounds (985527)
  • Spare the Dying (1093517)
  • Healing Word (Alchemist) (1020879)
  • Ray of Sickness (Alchemist) (1020936)

  • WIZARD
    Cantrips known: 3
  • Toll the Dead (1093522)
  • Fire Bolt (1093497)
  • Mind Sliver (1093504)

  • LEARNED SPELLBOOK SPELLS: 6 1st LVLs + Wizard LVL x2 (2x2 = 4)
    SPELLS PREPARED: INT mod (2) + Wizard level (2)
    Spellcasting
    Languages
  • Common
  • Elvish
  • Dwarvish
  • Giant
  • Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons
    Tools: Thieves' tools, tinker's tools, brewer's supplies, alchemist's supplies, herbalism kit

    Languages & Proficiencies
    I am utterly serene, even in the face of disaster.
    I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
    I'm oblivious to etiquette and social expectations.
    I am constantly studying and categorizing the world around me.

    Personality Traits
    Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
    Experimentation. To me, everyone is a test subject. The only difference is their willingness to comply. (Evil)
    Greater Good. Knowledge should be used for the betterment of the majority. (Good)
    Knowledge. Discovery trumps all other pursuits. One should always seek to gain more knowledge. (Neutral)

    Ideals
    I was cast out from my tribe for the crime of murder. Even now, I have yet to atone for my sin.

    Bonds
    I'd risk too much to uncover a lost bit of knowledge.
    My morbid fascination with death often disturbs those around me.
    I rarely prioritize life over discovery, including my own.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    TCE

    Artificer

    Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in Objects. They see magic as a complex system waiting to be decoded and then harnessed in their Spells and inventions. They are known to spread their influence across the world and a number have encountered creatures far from their home. There have rumors of prophecy, but not all believe this to be true.   Artificers use a variety of tools to channel their arcane power. To Cast a Spell, an artificer might use Alchemist's Supplies to create a potent elixir, Calligrapher's Supplies to inscribe a sigil of power, or Tinker's Tools to craft a temporary charm. The magic of Artificers is tied to their tools and their talents, and few other Characters can produce the right tool for a job as well as an artificer.   Artificer Spell List
    hit dice: 1d8
    hit points at 1st level: 8+constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
    armor proficiencies: Light armor, Medium Armor, Shields
    weapon proficiencies: Simple Weapons
    tools: Thieves' Tools, Tinkering Tools, one type of phrelle artisan's tools of your choice
    saving throws: Constitution, Intelligence
    skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
    starting equipment:
    You start with the following Equipment, in addition to the Equipment granted by your background:

    • any two simple Weapons of your choice

    • a Light Crossbow and 20 bolts

    • your choice of studded Leather Armor or Scale Mail

    • Thieves' Tools and a Dungeoneer's Pack


    If you forgo this starting Equipment, as well as the items offered by your Background, you start with 5d4 x 10 gp to buy your Equipment.
    spellcasting:

    Spellcasting

    1st-level artificer feature   You've studied the workings of magic and how to cast Spells, channeling the magic through Objects. To observers, you don't appear to be casting Spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.  

    Tools Required

    You produce your artificer spell Effects through your tools. You must have a Spellcasting focus—specifically Thieves' Tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the Equipment chapter in the Player's Handbook for descriptions of these tools.   After you gain the Infuse Item feature at 2nd Level, you can also use any item bearing one of your infusions as a Spellcasting focus.  

    Cantrips (0-Level Spells)

    You know two Cantrips of your choice from the Artificer Spell List. At higher levels, you learn additional artificer Cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer Cantrips you know with another cantrip from the Artificer Spell List.  

    Preparing and Casting Spells

    The Artificer table shows how many Spell Slots you have to cast your artificer Spells. To cast one of your artificer Spells of 1st Level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.   You prepare the list of artificer Spells that are available for you to cast, choosing from the Artificer Spell List. When you do so, choose a number of artificer Spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.   You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of artificer Spells requires time spent tinkering with your Spellcasting focuses: at least 1 minute per Spell Level for each spell on your list.  

    Spellcasting Ability

    Intelligence is your Spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these Spells with superior skill. You use your Intelligence whenever an artificer spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an Attack roll with one.   Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier  

    Ritual Casting

    You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
    class features:
    As an artificer, you gain the following Class Features, which are summarized in the Artificer table.  

    Magical Tinkering

    1st-level artificer feature   You've learned how to invest a spark of magic into mundane Objects. To use this ability, you must have Thieves' Tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical Properties of your choice:  
    • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
    • Whenever tapped by a creature, the object emits a recorded Message that can be heard up to 10 feet away. You utter the Message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
    • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
    • A static visual Effect appears on one of the object's surfaces. This Effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
    The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.   You can bestow magic on multiple Objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of Objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.  

    Infuse Item

    2nd-level artificer feature   You've gained the ability to imbue mundane items with certain magical infusions, turning those Objects into magic items.     Infusions Known When you gain this feature, pick four Artificer Infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.   Whenever you gain a level in this class, you can replace one of the Artificer Infusions you learned with a new one.   Infusing an Item Whenever you finish a Long Rest, you can touch a nonmagical object and imbue it with one of your Artificer Infusions, turning it into a magic item. An infusion works on only certain kinds of Objects, as specified in the infusion's description. If the item requires Attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for Attunement (see the Attunement rules in the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.   You can infuse more than one nonmagical object at the end of a long rest; the maximum number of Objects appears in the Infused Items column of the Artificer table. You must touch each of the Objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.   If an infusion ends on an item that contains other things, like a Bag of Holding, its Contents harmlessly appear in and around its space.   Phrelle note on infusions; Your infusions can be assigned for an adventure you are signe dup on only. You cannot give infusions to characters embarking on an adventure unless your character is also on the same adventure.  

    Artificer Specialist

    3rd-level artificer feature   Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed after the class's description. Your choice grants you features at 5th Level and again at 9th and 15th level.  

    The Right Tool for the Job

    3rd-level artificer feature   You've learned how to produce exactly the tool you need: with Thieves' Tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This Creation requires 1 hour of uninterrupted work, which can coincide with a short or Long Rest. Though the product of magic, the tools are nonmagical, and they Vanish when you use this feature again.  

    Ability Score Improvement

    4th-level artificer feature   When you reach 4th Level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

    Tool Expertise

    6th-level artificer feature   Your Proficiency Bonus is now doubled for any ability check you make that uses your proficiency with a tool.  

    Flash of Genius

    7th-level artificer feature   You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your Reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.  

    Magic Item Adept

    10th-level artificer feature   You've achieved a profound understanding of how to use and make magic items:   You can attune to up to four magic items at once. If you craft a magic item with a Rarity of Common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.  

    Spell-Storing Item

    11th-level artificer feature   You can now store a spell in an object. Whenever you finish a Long Rest, you can touch one simple or martial weapon or one item that you can use as a Spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the Artificer Spell List that requires 1 action to cast (you needn't have it prepared).   While holding the object, a creature can take an action to produce the spell's Effect from it, using your Spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.  

    Magic Item Savant

    14th-level artificer feature   Your skill with magic items deepens:   You can attune to up to five magic items at once. You ignore all class, race, spell, and level requirements on attuning to or Using a Magic Item.  

    Magic Item Master

    18th-level artificer feature   You can now attune to up to six magic items at once.  

    Soul of Artifice

    20th-level artificer feature   You have developed a Mystical Connection to your magic items, which you can draw on for protection:   You gain a +1 bonus to all Saving Throws per magic item you are currently attuned to. If you're reduced to 0 Hit Points but not killed outright, you can use your Reaction to end one of your Artificer Infusions, causing you to drop to 1 hit point instead of 0.
    subclass options:



    LevelFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
    1Magical Tinkering, Spellcasting--22----
    2Infuse Item4222----
    3Artificer Specialist, The Right Tool for the Job4223----
    4Ability Score Improvement4223----
    5Artificer Specialist Feature42242---
    6Tool Expertise63242---
    7Flash of Genius63243---
    8Ability Score Improvement63243---
    9Artificer Specialist Feature632432--
    10Magic Item Adept843432--
    11Spell-Storing Item843433--
    12Ability Score Improvement843433--
    13-8434331-
    14Magic Item Savant10544331-
    15Artificer Specialist Feature10544332-
    16Ability Score Improvement10544332-
    17-105443331
    18Magic Item Master126443331
    19Ability Score Improvement126443332
    20Soul of Artifice126443332

    Wizard

    Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
    hit dice: 1d6
    hit points at 1st level: 6 + Constitution Modifier
    hit points at higher levels: 1d6 (4) + Constitution Modifier
    armor proficiencies: None
    weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
    tools: None
    saving throws: Intelligence, Wisdom
    skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a quarterstaff or (b) a dagger

    • (a) a component pouch or (b) an arcane focus

    • (a) a scholar's pack or (b) an explorer's pack

    • A spellbook


    spellcasting:
    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

    Cantrips

    At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

    Spellbook

    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

    Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

    Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents 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 spent this time and money, you can prepare the spell just like your other spells.

    Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

    Preparing and Casting Spells

      The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you're a 3rd-level wizard, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    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.

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your wizard spells.

    Learning Spells of 1st Level and Higher

    Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
    class features:
    The Wizard Spell Slots Per Level
    level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 +2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
    2 +2 Arcane Tradition 3 3 - - - - - - - -
    3 +2 Cantrip Formulas (Optional) 3 4 2 - - - - - - -
    4 +2 Ability Score Improvement 4 4 3 - - - - - - -
    5 +3 - 4 4 3 2 - - - - - -
    6 +3 Arcane Tradition feature 4 4 3 3 - - - - - -
    7 +3 - 4 4 3 3 1 - - - - -
    8 +3 Ability Score Improvement 4 4 3 3 2 - - - - -
    9 +4 - 4 4 3 3 3 1 - - - -
    10 +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
    11 +4 - 5 4 3 3 3 2 1 - - -
    12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
    13 +5 - 5 4 3 3 3 2 1 1 - -
    14 +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
    15 +5 - 5 4 3 3 3 2 1 1 1 -
    16 +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
    17 +6 - 5 4 3 3 3 2 1 1 1 1
    18 +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
    19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
    20 +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. 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.

    For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Arcane Tradition

    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    Cantrip Formulas (Optional)

    At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Spell Mastery

    At 18th level, you have achieved such mastery over certain spells that you can cast them at will. 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.

    Signature Spells

    When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

    If you want to cast either spell at a higher level, you must expend a spell slot as normal.
    subclass options:
    Nightfell - School of the Moon
    The young scholar slowly climbed the seemingly never ending steps of the tower . From an arrow slit window filtered the silvery gleam of the Moon, in the moment became aware of his new ability to weave new textures on the fabric of reality. He finally arrived at the top of the tower, his will adamantine although sweating and panting. A perfectly circular body of water reflected the image of the Moon. This was the place where he would finally elevate his powers and carry out the ritual for which he had prepared his whole life.   The School of the Moon explores the influence of Mirithlen's star on the magic that pervades the world. Scholars belonging to this doctrine learn how to channel the moonlight and the forces of attraction the Moon holds on the minds of mortals and the earth itself.
    It is a common belief that wizards who worship the Full Moon can be trusted, whereas those studying the New Moon are motivated by sinister intentions. Others believe that all members of the School of the Moon, whatever the Lunar Phase to which they are devoted, change their disposition and purpose depending on which Moon is in the sky at the moment. Although they are only popular rumors without empirical foundation, they hide, like any legend, a grain of truth.  

    Scholar of the Moon

    When you choose this school at 2nd level, it must be combined with a Lunar Moment of your choice, every one of which is associated with a specific school of magic. The gold and time required to copy a school spell associated with your specific Lunar Phase into a spell book is halved. Each time you gain a wizard level, you may choose a different Lunar Moment.
    The chosen Lunar Phase replaces your Birthmoon.
    1. New Moon - Necromancy
    2. Waxing Crescent - Evocation
    3. First Quarter - Conjuration
    4. Waxing Gibbous - Transmutation
    5. Full Moon - Abjuration
    6. Waning Gibbous - Divination
    7. Last Quarter - Illusion
    8. Waning Crescent - Enchantment
     

    Selenitic

    At 2nd level, you gain the ability to tune in to the Moon to upgrade your spells. As long as you remain outdoors under the direct influence of the Moon, you can use your bonus action to have Advantage on an attack with a spell, or to force a target creature to have Disadvantage on the Saving Throw against the next spell you cast before the end of your next turn. You can use this feature once, then you regain its use after you complete a long rest.
    Also, if the Moon is in the Lunar Phase chosen at 2nd level, the spell save DC increases by 1.  

    Silver Voice

    At 6th level, you gain the ability to telepathically communicate with any sentient creature you can see within 100 feet.  

    Moon's Presence

    At 10th level, you bring the influence of the Moon wherever you go, enjoying the benefits of Selenitic even during the day, or when the sky is covered, or while in closed places where the moonbeams do not arrive.  

    Silver Soul

    At 14th level, the harmony with the Moon is such that you can enjoy the benefits of Scholar of the Moon and Selenitic during any Lunar Phase. In addition, you have Advantage on Saving Throws to maintain focus on Consecrated spells.
     
      Abjuration

    The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

    Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

    Abjuration Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.

    Arcane Ward

    Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

    While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

    Once you create the ward, you can't create it again until you finish a long rest.

    Projected Ward

    Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

    Improved Abjuration

    Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

    Spell Resistance

    Starting at 14th level, you have advantage on saving throws against spells.

    Furthermore, you have resistance against the damage of spells.
    Bladesinger

    Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

    In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

    You also gain proficiency in the Performance skill if you don’t already have it.

    Bladesong

    Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

    While your Bladesong is active, you gain the following benefits:

    1)You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
    2)Your walking speed increases by 10 feet.
    3)You have advantage on Dexterity (Acrobatics) checks.
    4)You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

    Song of Defense

    Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

    Song of Victory

    Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
    Chronurgy

    Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

    Chronal Shift

    At 2nd level, you can magically exert limited control over the flow of time around a creature. As a 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. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

    You can use this ability twice, and you regain any expended use when you finish a long rest.

    Temporal Awareness

    Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

    Momentary Stasis

    When you reach 6th level, as an 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.

    You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Arcane Abeyance

    At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

    A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.

    Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

    Convergent Future

    Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

    When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
    Conjuration

    As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

    Conjuration Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

    Minor Conjuration

    Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

    The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

    Benign Transportation

    Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

    Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

    Focused Conjuration

    Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

    Durable Summons

    Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
    Divination

    The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

    Divination Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

    Portent

    Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

    Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

    Expert Divination

    Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

    The Third Eye

    Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

    Darkvision. You gain darkvision out to a range of 60 feet.

    Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

    Greater Comprehension. You can read any language.

    See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

    Greater Portent

    Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
    Enchantment

    As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

    Enchantment Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

    Hypnotic Gaze

    Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

    On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

    Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

    Instinctive Charm

    Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

    On a successful save, you can't use this feature on the attacker again until you finish a long rest.

    You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

    Split Enchantment

    Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

    Alter Memories

    At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

    Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
    Evocation

    You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

    Evocation Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved.

    Sculpt Spells

    Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. 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

    Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. 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

    Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

    Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

    OverChannel

    Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage and isn't a cantrip, 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.
    Graviturgy

    Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

    Adjust Density

    At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

    While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

    While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

    Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

    Gravity Well

    When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

    Violent Attraction

    At 10th level, When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

    Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

    You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Event Horizon

    Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

    Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
    Illusion

    You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

    Illusion Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.

    Improved Minor Illusion

    When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

    When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

    Malleable Illusions

    Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

    Illusory Self

    Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

    Once you use this feature, you can't use it again until you finish a short or long rest.

    Illusory Reality

    By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

    The object can't deal damage or otherwise directly harm anyone.
    Necromancy

    The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

    Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

    Necromancy Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

    Grim Harvest

    At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

    Undead Thralls

    At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

    Whenever you create an undead using a necromancy spell, it has additional benefits:

    1)The creature's hit point maximum is increased by an amount equal to your wizard level.
    2)The creature adds your proficiency bonus to its weapon damage rolls.

    Inured to Undeath

    Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

    Command Undead

    Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

    Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
    Order of Scribes

    Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

    Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

    Wizardly Quill

    At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

    1)The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
    2)The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.3)You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

    This quill disappears if you create another one or if you die.

    Awakened Spellbook

    Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

    At 2nd level, while you are holding the book, it grants you the following benefits:

    1)You can use the book as a spellcasting focus for your wizard spells.
    2)When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
    3)When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

    If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

    Manifest Mind

    At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

    While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

    Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

    The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

    Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

    Master Scriviner

    At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

    The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

    You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

    One with the Word

    At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

    Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.

    Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.

    Once you use this reaction, you can't do so again until you finish a long rest.
    Transmutation

    You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

    Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

    Transmutation Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.

    Minor Alchemy

    Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

    Transmuter's Stone

    Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

    1) Darkvision out to a range of 60 feet
    2)An increase to speed of 10 feet while the creature is unencumbered
    3)Proficiency in Constitution saving throws
    3)Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

    Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

    If you create a new transmuter's stone, the previous one ceases to function.

    Shapechanger

    At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

    Once you cast Polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

    Master Transmuter

    Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

    Major Transformation. You can transmute one nonmagical object – no larger than a 5-foot cube – into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
    Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
    Restore Life. You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.

    Restore Youth. You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
    War Magic

    A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.

    Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

    In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"

    Arcane Deflection

    At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

    When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

    Tactical Wit

    Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

    Power Surge

    Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

    You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

    Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

    Durable Magic

    Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

    Deflecting Shroud

    At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Firbolg

    ability score increase: Your Wisdom score increases by 2, and your Strength score increases by 1.
    age: As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
    alignment: As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
    Size: Medium
    speed: Your base walking speed is 30 feet.
    Languages: You can speak, read, and write Common ,Elvish and Giant
    race features:

    Firbolg Magic

    You can cast detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

    Hidden Step

    As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Powerful Build

    You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    Speech of Beast and Leaf

    You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Light

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, M
    Materials: a firefly or phosphorescent moss
    Duration: 1 hour
    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

    Elemental Evil Player's Companion

    Magic Stone

    0-level (Cantrip) Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Bonus Action
    Range/Area: Touch
    Components: V, S
    Duration: 1 Minute
    You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.   If you cast this spell again, the spell ends early on any pebbles still affected by it.
    Available for: Artificer, Druid, Warlock

    XGtE

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 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.
    At higher levels: 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).

    PHB

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S
    Duration: Instantaneous
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

    TCoE

    Mind Sliver

    0-level (Cantrip) Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Instantaneous
    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
    At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Level 1 Spells

    SRD

    Catapult

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: S
    Duration: Instantaneous
    Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
    Available for: Artificer, Sorcerer, Wizard

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    PHB

    Spare the Dying

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

    SRD

    Healing Word

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: V
    Duration: instantaneous
    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
    Available for: Bard, Cleric, Druid

    SRD

    Ray of Sickness

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VS
    Duration: instanataneous
    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
    Available for: Sorcerer, Wizard

    Statblocks for your Trinkets, businesses, building, castles, empires.


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