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Magwynn Ravenbrook

5 Level (0/14000 XP for level-up) Sage Background Elf, City Race / Species / Heritage Neutral Alignment
Wizard
Level 5
Hit Dice: 5/5
1d+1 Class 1

STR
7
-2
DEX
8
-1
CON
12
+1
INT
16
+3
WIS
14
+2
CHA
12
+1
37
Hit Points
-1
Initiative (DEX)
9
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
-1 Dexterity
+1 Constitution
+6 Intelligence
+5 Wisdom
+1 Charisma
saving throws
-1 Acrobatics DEX
+2 Animal Handling WIS
+6 Arcana INT
-2 Athletics STR
+1 Deception CHA
+6 History INT
+5 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+5 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+3 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Race


Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Agile Scaler
You gain a climb speed equal to 30 feet.

Mask or the Urban
You can attempt to hide even when you are only lightly obscured by crowds, smoke, structures, and other urban features.

Subclass: School Of Etymology


Rune Knight
When you enter this school, you gain proficiency with your choice of light or medium armor, as well as simple and martial melee weapons that lack the heavy property. You may use a piece of armor or a weapon as an arcane focus.

Arcane Signature
At 2nd level, your rune inscription skills have developed to the point that you can permanently engrave a rune onto the material plane. This is known as your arcane signature, and it represents your skill as an etymancer. You learn one cantrip from any spell list, and it counts as a wizard spell for you. You can engrave this cantrip or a cantrip you already know as a rune onto an arcane focus of your choice (alternatively, you may tattoo it onto your body). This process is identical to logging spells into your spellbook.
So long as you have your arcane focus on your person, you always have this cantrip prepared, and you need not expend material components to cast it. If the cantrip chosen takes an action to cast it, you may instead cast it as a bonus action. The casting time of spells engraved in this way become instantaneous.
You may only have one arcane signature at a time. Once you have engraved the rune in this way, you cannot remove it. You can, however, inscribe a different rune onto the same arcane focus. If you do so, the magic of the old rune fades away, leaving only a faded scar.
When you earn a feature in this subclass, you may engrave an additional cantrip in this way, and they do not cancel out. At 18th level, your options are expanded by your Spell Mastery feature. At the cost of two signatures, you may inscribe the 1st level spell you chose into your arcane focus for use as a signature. At the cost of all four signatures, you may inscribe the 2nd level you chose.

Dialect
You have dedicated your studies to a specific dialect. Whichever language you choose, you can proficiently read, write, and speak in it. When you gain a feature in this subclass, you learn an additional language from this list. These dialects also determine the language in which you speak and write your spells. You gain a feature depending on your choice. You may only use one Dialect feature per round.
Progression begins as soon as you learn the language as opposed to a flat level requirement. For example, say you learn Draconic at 2nd level. By 14th level, you could use this feature to deal an additional 4d4 fire damage with a fireball spell. Say you learn Infernal at 6th level. By 14th level, you would only grant 3d4 temporary hit points (as opposed to 4d4), as you have not spent the same amount of time culminating knowledge of this language as you have Draconic.
Abyssal: You utter a word or phrase in Abyssal, summoning your arcane focus to you from 10 feet away at- will once per round. When you gain a feature in this subclass, this range is extended by 10 feet.
Celestial: You utter a word or phrase in Celestial, increasing or reducing the result of an attack roll made by you or a creature that can hear you by 1d4 at-will once per round. When you gain a feature in this subclass, the die is upgraded.
Draconic: You utter a word or phrase in Draconic, rolling an additional 1d4 damage die at-will once per round. When you gain a feature in this subclass, the die is upgraded.
Deep Speech: You utter a word or phrase in Deep Speech, dealing 1d6 psychic damage to a creature fooled by an illusion at-will once per round. When you gain a feature in this subclass, the die is upgraded.
Infernal: You utter a word or phrase in Infernal, granting you or a creature that can hear you 1d4 temporary hit points at-will once per round. When you gain a feature in this subclass, the die is upgraded.
Orcish: You utter a word or phrase in Orcish, reducing the movement of a nearby creature that can hear you by 5 feet at- will once per round. When you gain a feature in this subclass, their movement is further reduced by 5 feet.
Primordial: You utter a word or phrase in Primordial, reducing the damage taken by you or a creature that can hear by 1d4 at-will once per round. When you gain a level in this subclass, the die is upgraded.
Sylvan: You utter a word or phrase in Sylvan, increasing or decreasing the result of a saving throw made by you or a creature that can hear you by 1d4 at-will once per round. When you gain a feature in this subclass, the die is upgraded.

Background


Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Feat


Linguist
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Elvish, Bearic, Goblin, Giant, Draconic, Primordial, Celestial
Armor: light or medium armor
Weapons: simple and martial melee weapons that lack the heavy property
Tools: None

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + Con Mod
Hit Points at Higher Levels: 1d6 (or 4) + your Con modifier

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Int, Wis
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Class Features

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 various schools of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.


Starting Equipment

  • (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. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.   Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard 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-level 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 for free. 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.   Your Spellbook 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 spell level you can prepare and if you can spare the time to decipher and copy it.   Copying that 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.


Subclass Options


Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.   The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into multiple categories called schools. In places such as Arcania or Solra, these traditions are closer to academic departments, who compete for resources and students and debate magical philosophy. In other places, dividing magical philosophy into schools is seen as both a learning device and as a wizard community’s identity  

Acoustics

You are a wizard who focuses on the study of sound, and tries to understand the nature of sound waves and vibrations that are present in all things. Followers of this tradition of Acoustics, often called Acousticians or Sound Sages, often prefer spells that can manipulate sound, and believe that all things have a ‘perfect harmony’ that they aim to tune themselves to, and that the incorrect vibrations within the heart or soul can lead to imbalance. Many of these wizards are musicians, avid linguists, or public speakers, but can also be found in unique roles within a military, or trying to mold the earth with the power of sound and vibrations

Arbormancy

There exist a handful of wizards who believe that there exists a fifth element, wood, that stands alongside the traditional elements of fire, air, earth, and water. Known as arbormancers or wood mages, these wizards view wood as embodying warmth, cooperation, and strength, and favor spells that incorporate wood. Many of these wizards study in forests, sometimes working alongside druids or fey.

Arcane Heresy

Some who seek divine magic seek it by their own selfish means. Others do not seek to worship but instead merely seek the might of the gods. And others yet, wish to become a god themselves.   All of these are examples of those who might study magic, gaining divine magic not through worship and respect, but through the pursuit of knowledge and their own gravitas. These are the arcane heretics.

Astrology

There are wizards who focus their studies on the celestial bodies above, and how their alignment and positioning can influence the beings who live far below them. Called Astrologists or ‘star mages’, these wizards can wield the magics of the heavenly bodies, and are often called upon to read horoscopes or provide knowledge related to the celestial heavens, working as either astronomers, soothsayers, or navigators of the night sky

Beguiler

Those who think charm and misdirection are the trades of the bard and warlock never heard of the arcane colleges specializing in Beguiling magic. The tradition blends enchantment and illusion magic, rather than specializing in either of those schools. Followers of this tradition are known as beguilers and believe a brilliant mind beats a charming personality. They see magic as a way to persuade, deceive, entertain, and hide and believe fooling the mind is magic’s most potent use. Beguilers are suave and adept spies, equipped to infiltrate any organization or compound without detection or with minimal casualties.

Bladesinging

Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. 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.  
Restriction: Elves Only Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.   Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM’s setting or your DM’s version of the Realms.

Chaos Magic Tradition

Not a school of wizards in itself, but is a term of wizards that were not properly trained in a school of magic. Because of this, Chaos Wizards do not understand the principles of magic and the core structure of casting spells. Instead, they experiment with magic, but often with more than they bargained for. Chaos tradition wizards are wizards in the lightest sense possible - they have a spellbook that their notes are written in, but lack the formal education that any ordinary wizard would have.

Clocksmith

The arcane tradition of Clocksmithing revolves around the understanding, creation, and application of constructs and robotics. Known as ‘clocksmiths‘, these wizards develop techniques to better understand mechanical creations and their purpose. As you progress, you learn how to conjure forth and interact with constructs and spells cast through mechanical devices.

Clockwork Mage

The school of clockwork magic is a blending of technology and magic not often seen. While some would argue that all spells of this so-called school are simply applications of the more traditionally acknowledged branches of arcane magic, the clockwork mages understand that there is qualitative difference in thought between casting, say, a clockwork(evocation) spell and an ordinary evocation. The school thrives alongside industry, using a small number of spells, compared to the older schools, to create a wide range of styles. Fool is he who fails to notice arcane glyphs and wands and mistakes a clockwork mage for a common gear grinder or tinkerer.   Clockwork mages who use the spell find familiar (or others who gain access to the spell and choose to use it) substitute the material components for a small clockwork device in the form of an animal similar to those listed in the text of the spell. When the ritual is completed, magical animating force gives life to the device. The delicacy of the clockwork makes up for any superior durability of the materials. It has the statistics of the chosen form but is a construct instead of a beast. Unlike a normal familiar, the devices’ form cannot be changed without investing in the material components to rebuild it. The familiar is never counted when determining the number of constructs a mage can control.

Concealment

Followers of the tradition of Concealment are wizards who specialize in not being seen, practicing magic in secret places and focusing on hiding their spellcasting from others. These wizards, often called ‘stealth mages’ or ‘silent sages’, combine elements of illusion and transmutation magic with a skill set of stealth and maneuverability, and often work as spies, assassins, or undercover operatives.

Cryomancy

You are a wizard who focuses their study on the magical properties of ice. Known as 'frost mages' or 'ice-benders', these wizards learn how to manipulate ice in ways that other wizards cannot. Many of these wizards begin their studies in taigas and frozen planes, developing their mastery of ice

Cryptozoologist

The School of Cryptozoology delves into the study of monsters. The specifics vary, naturally. Some scholars like to take creatures apart piece by piece, and others just like to look at the picture books - regardless, Wizards in this field gain some unsettling powers that often mark them out as pariahs amongst their peers.

Dimensionalism

Wizards who follow the tradition of dimensionalism focus on portals, rifts, and teleportation, favoring spells that increase their mobility and teleporting prowess. Known as ‘portaliers’ or ‘rift mages’, these wizards learn spells of teleportation and can eventually trap others within portals that seemingly never end. Many followers of dimensionalism are avid travelers to other planes, and are often nomadic

Dream Cartography

The sleeping mind stares out into an endless vista, stitching together the thoughts and actions of the day into dreams. Yet, in a world of magic, especially to a practitioner of the arcane arts, dreams hold far greater revelations. By mapping one’s own mental landscape, new insights into reality can be found and harnessed. Many of these wizards often draw the attentions of the Keeper of the Depths, who may greet them by offering bargains both simple and terrible. You’ve chosen to begin to map your own dreams by pursuing this tradition, seeking insight into the lands beyond the veil of sleep.

Duskblade

Only a rare few arcane colleges specialize in training spellcasters to weave spells while on the front lines of combat, wielding a weapon and wearing armor. The tradition of the Duskblade does so, at the cost of drawing the contempt of most of the remaining arcane colleges. Wizards "more devoted" to another school or martial warriors who spend their lives training with weapons both might argue that splitting one's attention between magical and martial prowess inevitably leads to ruin, but these individuals fail to realize that the Duskblade tradition isn't a split of attention at all. Rather, it is a merging of the two that results in dangerously versatile warriors.   The Duskblade tradition teaches techniques that allow its followers to swing a sword with the strength of mind, rather than the strength of body, and teaches how to cast spells while simultaneously throwing attacks. In this way, the sword of a Duskblade is more than a weapon; it is a tool that enhances the wizard's connection to magic, it is a conduit through which the warrior's true potential can be found. To a Duskblade, their blade and their magic are the same

Esoteric Plasmology

It is common for one to ask a disciple of this tradition: “Are you a wizard that casts ooze-related spells, or an ooze that is a wizard?” The truth is, both are correct. Esoteric plasmology has long ties to the Gelatinous Convocation, which wanders between worlds spreading happy, cheerful slimes to all corners of the multiverse. Though direct interaction with the Convocation is uncommon for practitioners of this tradition, many are apprenticed to more powerful ooze wizards for a time as they learn to control their newfound power. While the slime core that awakens within a practitioner seems to grant a surprising amount of control over one’s form, careful study and research is required to coax the more powerful magics from this arcane phenomenon. As such, ooze wizards traditionally adventure in order to expand their knowledge of the physical world, enjoying a life of leisure and hardship alike in their quests for purpose and power.

Fleshwarping

The ancient and often forbidden arcane tradition of Fleshwarping is one that involves the magical manipulation of the flesh. Called ‘Fleshwarpers’ or derogatively ‘skin mages’, wizards who follow this tradition prefer spells that change their body and those of others, for better or for worse, and can sometimes be found as doctors, specialized surgeons, or lone practitioners of their craft.

Graviturgy Magic

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.

Guild Wizardry

Natural talent and a quick mind are only the bare beginning of being able to wield the arcane arts. Achieving true mastery requires personal dedication and self discipline, rigorous training, and access to libraries full of ancient grimoires and crumbling scrolls. In many places no special organizations or traditions exist to guide wizards and other arcane spellcasters along their way; magic-users come to their full powers and wield their spells as they see fit. But in other lands, magic is regarded as too important—or too dangerous—to be left in the hands of the self-taught dabblers. In these lands, magic is taught and practiced by members of special orders, guilds, societies, brotherhoods, and cabals who jealously guard access to their powers and seek to control their use. These guilds arise for many reasons. Some exist to preserve arcane traditions and instruct new spellcasters in arcane powers. Others organize the efforts of their members in the service of a worthy (or sometimes not so worthy) cause. Some guilds are large, formal hierarchies in which members are expected to obey the orders of their superiors, while others are small fellowships in which no one member is considered superior to his or her fellows. A wizard’s guild might operate openly or exist as a hidden society. Members of openly active orders typically proclaim their allegiance with a highly recognizable garment or symbol; for example, wizards of the Arcane Brotherhood wear robes of similar cut and style, but each is a different color or special pattern, Many organizations in Faerûn—wizardly and otherwise—mark the membership with special pins, brooches, or clasps, whether they are worn openly or in a hidden place. Other orders favor such identifiers as tattoos, unique hairstyles or grooming, or implements of a particular design. Members of secret orders avoid any outwardly distinguishing marks, of course, but often have secret signs they can use to prove their identity to others of their group—for instance, a pendant worn under one’s shirt, a ring that isn’t very obvious to a casual viewer, or a brand hidden beneath robes.

Hedge Mage

Although the name was always intended to be an insult for those who do not follow a specific school of magic, and instead apply their wits to the broadest applications of its depths, the moniker has been adopted by those who wander in search of all things arcane. Their skills and abilities allow them greater flexibility, and they have a keener eye for theory.  

Incarceration

Whenever dangerous creatures, powerful monsters, or infamous criminals need to be hunted down, apprehended and locked away, people often call upon wizards of the tradition of Incarceration. Known as ‘arcane jailers’ or ‘bounty mages’, these wizards combine elements of abjuration and conjuration magic into a specialized skill set consisting of spells and abilities that allow them to track and capture their enemies. Followers of this tradition often work alongside other bounty and monster hunters.

Lore Mastery

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.

Mage Hunter

Some societies deem the practice of magical arts as sacred and too dangerous to be taught to any but a worthy few. In order to prevent the weave from being defiled by renegades some institutions regulated the use of magic in their region. Those who tracked and dealt with offending spellcasters were known as mage hunters.   With the influx of many new creatures and magics from beyond the Material Plane, mage hunters of today have shifted their focus from regulators to preservers. They strive to hunt down and eliminate magical threats and extraplanar entities, vowing to never allow corrupt and twisted magics from ravaging their homeland.

Martial Arcana

Some schools of arcane thinking focus on training wizards for war, while others train wizards to embrace a particular school of magic. Other traditions elect to teach wizards to use their time and magic to turn their bodies into weapons. Some wizards choose to adapt their extensive education to specialize in alternative uses of transmutation, evocation and abjuration magics, combining them with their physical prowess to further strengthen themselves, with a nearly monastic dedication.

Metallurgy

There are those students of magic who study the ways of modifying and controls certain materials and elements. Students of the tradition of Metallurgy are no exception, insisting that metal should be classified in the same category of important elements as those of fire, air, earth, and water. These wizards favor spells that control metal and effect weapons and armor.

Pathology

The world is full of sickness, plagues, poisons, and illnesses of all kinds. Those who follow the arcane tradition of Pathology know this very well, and choose to focus their studies on gaining knowledge of diseases and poisons, and how to both control their effects. Pathologists of ‘plague mages’, as they are called, favor spells that deal with poison and disease, and are often found working as doctors, medical experimenters, or wielding the strength of diseases for their own personal use.

Philosophy

Your studies focus on trying to understand magic at the most fundamental level; ‘what is the true, philosophical purpose of magic in the world?’ ‘In what ways are magic best suited to serve society, the world, and the universe itself?’ Your pursuit of magical inquiry delves into both the practical use of magic and the esoteric value of it. Followers of the tradition of Philosophy are wielders of extraordinary magic, and are often found in counsel to magical universities, royal courts, or teaching magic to both rich and common folk alike. However, various worldviews, ethical theories and conclusions can lead philosophers down any moral or occupational path in life

Ring Warden

The dwarves long ago discovered the means to imbue magic into metal rings, and the ring wardens were born. With a focus on the school of transmutation, they blend dwarven craftsmanship with arcane might. The ring wardens are rare outside dwarven nations, but they are easy to recognize thanks to their signature ring-staves.

School of 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.

School of Architecture

Behind every great ruler is their seat of power, and behind every seat, its creator. The greatest civilizations are crafted by more than the hands of of their workers, from more than brick and stone; they are born from the minds of the greatest architects, and you stand proud amongst their number.

School of Astronomy

The observation of the stars and celestial bodies of the greater universe is known as astronomy, with wizards who practice this tradition being known as astronomers. They study the different properties of the stars, and learn to create their own miniature celestial bodies.

School of Biowizardry

Wizards who study the School of Biowizardry have an affinity for using magic to improve the body.

School of 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.

School of Diabolism

As a diabolist, you dip your toes into the darkest powers in the multiverse; the fires of the Nine Hells, the chaos of the Abyss, and the enticing power of the lower planes. Some diabolists hold strong to their principles, using the magic of hell in pursuit of good, but many, many more find themselves consumed by the evil of the fiends below.   The School of Diabolism is rarely a formal tradition, more often a practice passed down through a family line, ancestors leaving their lifetime of knowledge, secrets, and, most often, debts, to their unlucky inheritors. These diabolists have little choice but to learn the art: either practicing the means to defend themselves, or being left defenseless against devils and demons come to claim their soul.  

School of 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.

School of Dracomancy

Wizards who study under the school of dracomancy hold dragons in the highest regard. Studying these creatures of the utmost power and knowledge, wizards seek to learn all they can, in hopes that they may draw from such a force

School of 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.

School of Etymology

The School of Etymology employs the use of ancient linguistic techniques used to engrave runes onto the material plane. Called etymologists, these mages specialize in the study of languages that are rare or long forgotten by mere mortals. Ancient languages have always been the interest of scholars and wizards because of the spells found throughout history. This school of wizard believes that the very origin of magic could be found through the study of these languages.

School of 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.

School of Geomancy

While bending the elements to one's will is no extraordinary feat to practitioners of the arcane it takes a certain type of individual to seek control over the earth around them. The school of geomancy offers these folk just that. It teaches wizards techniques to control the earth around them raising it into stones that can then manipulate their enemies in various ways.  

School of Gravity

These wizards are dedicated to the study of gravitational magic. This magic is focused on battlefield control and manipulation of the movement of others. Though it doesn't come through ritual or meditation as it does to most, they wield gravitational magic with as much force as any other. To them, it is a unique force of the universe to tap into and understand.

School of Heliomancy

As a heliomancer, you focus your studies on the magical energy of the sun, and use it to create powerful bursts of radiance and dazzling displays of light. Though much of your magic is normally considered divine, you have managed to emulate these same spells and effects through rigorous study and careful experimentation. Some heliomancers learn their magic with the company of clerics, and become respected members of a temple or shrine. Others learn their magic in academic institutions— though most institutions only focus on the regular schools of magic, some teach rarer traditions such as this one.

School of 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.

School of Inversion

The School of Inversion teaches its students to counter all the other Arcane Traditions, through a mystical force that utilizes the Void; an interdimensional plane that is thought to erase any existence. Wizards that follow these teachings highly revere Beholders, as they consider them one of the purest forms of magic, believing they were born from the Void and carefully studying their nature and capabilities

School of the Loom

Wizards who study the School of the Loom focus on magic that goes into creating a specialized garment for themselves known as a spell robe as well as creating cloth that allows them to embroider spells into clothing. Some loomers find a lucrative living making magical clothing for snooty, rich nobels who desire rare and powerful magical items and valuable treasures. Other members of the School of the Loom use their powers to create spell robes to enhance themselves, allowing themselves to fight unenhibited by their lack of a physical ability to wear heavy armors like their tougher, more muscular fighter and paladin companions.

School of Malpractice

The School of Malpractice believes that the rules are more like guidelines, and the guidelines are more like casual suggestions only followed by the close minded and inadequate. Structure and oversight are only for those without the talent to innovate, a view which (fortunately for the world) means that relatively few apprentices from this school survive to exercise their craft for any significant length of tim

School of 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.

School of Philosophy

As a member of the School of Philosophy you are as much a theorist as you are a practitioner of arcane arts. A student of magic, you do not focus on a single school but seek to use logic and methodology to explore all mystical secrets. Other schools denounce the rhetoric of these so-called philosophers, often faulting them for sharing the esoteric teachings that most seek to keep to themselves.

School of Pyromancy

As a member of the School of Pyromancy, you have honed your ability to harness the destructive power of elemental fire. Though this school is often considered a sub-branch of the School of Evocation, it also employs the use of transmutation magic that controls fire, and is overall more specialized than an evoker. Called pyromancers, members of this school are often in high demand in times of war, where their offensive power can be used to redefine the battlefield and turn the tides of war. While many of the most famous pyromancers are those employed in a state’s military, many others are self-employed, working as adventurers, mercenaries, or even simple bandits. While pyromancers are most well-known for their offensive capabilities, they are also capable of defending themselves. The flames they conjure can also come to their defense, rebuking attackers and thereby dissuading enemies from approaching them. Pyromancers are highly versatile, and not to be underestimated.

School of Reawakening

As a member of the school of reawakening, you combine the forces of necromancy with the power of conjuration. By transforming the necromantic energies of the creatures you kill into completely new conjurations, you bridge the gap between these two school of magic, creating a hybrid school that combines elements of both Conjuration and Necromancy. As you progress, you learn to shape together ever more powerful conjurations.

School of Reconstruction

You focus your study on manipulating magic in a way that turns the destructive power of arcane evocation into rejuvenating magic. For others, this gift manifests from faith, a pledge to a patron, or a deity’s behest. Many arcane colleges have unlocked these regenerative powers from tireless hours poring over holy texts and alchemical manuals. While most wizards find outlets as talented enchanters, military artillery, or ward-makers, the students of this school could apply their versatility to any employment in nearly every setting, even that of an adventurer.

School of the Honey Mage

The school of the Honey Mage uses exclusively a series of hedge wizard-esque spells that require bees. Bumblebees, honey bees, potentially even wasps and other insects. These wizards often come from humble origins in honey farms, or were actually once hedge wizards themselves that found a focus with insects. Despite the apparently silly nature of this school of magic, its effectiveness in combat and adventuring life is undeniable.

School of 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.

Shadow Weave Wizardry

Some wizards that discover the existence of the Shadow Weave can manipulate the shadowy energy on it, gaining permanent traits of this dark magic. Most of the shadow adepts are worshipers of Shar, the Mistress of the Night and owner of the shadow weave, since hardly someone can access the shadow weave without the consent of Shar. However, a few wizards fool or brave enough, dare to use the shadow weave without Shar’s permission, becoming outcasts hunted by Shar’s followers.

Shrouded Arts

The tradition of the Shrouded Arts is one not well known by the general populace, and its practitioners prefer to keep it that way. Blending arcane techniques of illusion and enchantment, shrouds have honed their skills to excel in covert operations: infiltration, espionage, stealth and subterfuge. An experienced shroud can infiltrate a castle, sabotage an outpost, or steal critical documents, all without raising suspicion. The powers of subterfuge granted by this tradition draw students from across the moral spectrum. Some shrouds align themselves with noble causes, working alone or with clandestine organizations to expose corruption or learn the plans of mighty villains. Others exploit their abilities to plunder hidden secrets, using them to gain power. A few simply adopt the Shrouded Arts out of necessity, seeing them as the only way to survive in places where use of arcane, or unsanctioned, magic is outlawed.

Soul Sage

You focus your studies on magic that comes from the soul, bringing forth abilities that revolves around drawing out the strength of souls to aid you and to speak with the souls of the departed. A rare tradition to see practiced, most soul sages are often mistaken as necromancers, but that is far from the truth; soul sages rarely focus on bringing a body back to life, but instead choose to speak with souls and spirits, and are often found as shamans, spiritual counselors, or are simply seekers of understanding the afterlife or immortality.

Spellshifter

A prodigal savant breaks the bounds of what is known by inventing their own version of a spell. A disastrous dropout creates an explosion of magic with effects never seen before. These are both examples of Spellshifters: wizards that one way or another have developed the ability to mutate and transform the very components of their spells tailoring their magic to fit their needs.

Stormsinger

There are some wizards who understand that, after enough studying and practice, magical power can be harnessed from the raw power of storms. These wizards, known as 'Stormsingers', develop a unique form of magic known as the 'Stormsong', which grants them strength against lightning and thunder, as well as increased speed. Followers of this tradition often find peace and solitude in the presence of mighty tempests and gales, living in areas with where they occur frequently as they continue studying their behavior and perfecting the art of the Stormsong.

Tidecaller

Tidecallers are a rare kind of wizard, bravely exploring the vast seas of the world to learn about the magical wonders that lie beneath the waves. They are wizards who master techniques of sailing and maneuvering in water, wielding weapons of the sea, and draw strength from the cold depths of the oceans. Followers of this tradition are usually, found out near or on the seas, aiding ships in smooth sailing and helping to explore uncharted territories, often singing. It is not uncommon to see these wizards befriend some druids or storm sorcerers, or even see Tidecallers commanding ships or fleets themselves.

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?”

White Necromancy

While many who study the art of Necromancy give in to the temptations of power over life and death and the worldly power that goes with it, there are some that use their knowledge for the greater good. Both Necromancers and White Necromancers concern themselves with the undead, though their interests are entirely different. Unlike traditional Necromancers, who deal in the raising and controlling of the dead, White Necromancers seek to lay the dead to rest and peer beyond the veil to get a better understanding of life. However, despite their best intentions, they still suffer from the same stigma as their less scrupulous cousins.

Witchcraft

Before the times of prestigious magical institutions and universities, there were those who first discovered the arts of the arcane, in its raw and primal form. These wizards were the herald for a magical tradition known as Witchcraft. The wizards and witches who follow this tradition hone their magical skills through the acquisition of unique magics called Crafts, and later Grand Crafts, as well as learning spells the usual wizard would not be able to. Many who study the tradition of Witchcraft can be seen as either guides and village elders, or as sinister and dark practitioners of the arcane. However, while some places may be more accepting to students of witchcraft, other established universities or regions may have a much more demeaning view of these magical practitioners, even going so far as to hunt them down

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Elf

Ability Score Increase +2 Dex
Size Medium
Speed Your base walking speed is 30 feet.

Age Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.   Alignment Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow and the Mist Elves are the exceptions. The Mist Elves who are said to have fallen from grace have become vicious and hateful. Mist Elves are more often evil than not. Having fled their home in the Underdark and having to adapt to a new and dangerous environment has caused Drow to become less free and expressive. Drow tend towards more lawful behaviors.   Size Elves range from under 5 to over 6 feet tall and have slender builds.   Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Keen Senses You have proficiency in the Perception skill.   Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.  

Subraces

Ancient divides among the elven people resulted in eight main subraces: High Elves, Wood Elves, Mist Elves, Ash Elves, Mountain Elves, Eladrin, City Elves, and Dark Elves, who are commonly called Drow.  

High Elf

As a high elf, you have a keen mind and a mastery of at least the basics of magic. Of the High Elves of the world, there are generally two types. There are the High Elves that call Ellcria home and are friendly and live in clans or clusters among the other races. Then there are those that view themselves superior to non-elves and even some of the other types of Elves. High Elves like this are more commonly found among the islands east of Virasia though they can be found in other places.   High Elves are generally very pale with silver, blond or sometimes light brown hair. Their eye color typically ranges from light greens to various blues.   Ability Score +1 Int   Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Extra Language You can speak, read, and write one extra language of your choice.  

Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Much like their name suggests these elves often prefer rural areas or settlements heavily surrounded by nature rather than cities of stone and metal where nature is barely felt. The largest and most notable civilization of Wood Elves is the city of Nelal Nalore within the The Silver Forest.   Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel   Ability Score +1 Wis   Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.   Fleet of Foot Your base walking speed increases to 35 feet.   Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.  

Dark Elf (Drow)

Once banished from the surface for worshipping a goddess that opposed the god of the Elves, Drow and the other subraces made amends with one another when both of their deities were lost in the great war of the gods. Having lost their Underdark home to Titans and the madness that has taken over it, Drow now primarily reside within the western mountains of Noctirnan. Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.   Ability Score +1 Cha   Superior Darkvision Your darkvision has a radius of 120 feet.   Sunlight Sensitivity You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   Drow Magic You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Drow Weapon Training You have proficiency with rapiers, shortswords, and hand crossbows.  

Eladrin

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin’s mood:   Autumn is the season of peace and goodwill, when summer’s harvest is shared with all.   Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.   Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes.   Summer is the season of boldness and aggression, a time of unfettered energy.   Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.   The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.  

Autumn

d4 Autumn Personality Trait
1 If someone is in need, you never withhold aid.
2 You share what you have, with little regard for your own needs.
3 There are no simple meals, only lavish feasts.
4 You stock up on fine food and drink. You hate going without such comforts.
d4 Autumn Flaw
1 You trust others without a second thought.
2 You give to others, to the point that you leave yourself without necessary supplies.
3 Everyone is your friend, or a potential friend.
4 You spend excessively on creature comforts.

Winter

d4 Winter Personality Trait
1 The worst case is the most likely to occur.
2 You preserve what you have. Better to be hungry today and have food for tomorrow.
3 Life is full of dangers, but you are ready for them.
4 A penny spent is a penny lost forever.
d4 Winter Flaw
1 Everything dies eventually. Why bother building anything that is supposedly meant to last?
2 Nothing matters to you, and you allow others to guide your actions.
3 Your needs come first. In winter, all must watch out for themselves.
4 You speak only to point out the flaws in others’ plans.

Spring

d4 Spring Personality Trait
1 Every day is the greatest day of your life.
2 You approach everything with enthusiasm, even the most mundane chores.
3 You love music and song. You supply a tune yourself if no one else can.
4 You can’t stay still.
d4 Spring Flaw
1 You overdrink.
2 Toil is for drudges. Yours should be a life of leisure.
3 A pretty face infatuates you in an instant, but your fancy passes with equal speed.
4 Anything worth doing is worth doing again and again.

Summer

d4 Summer Personality Trait
1 You believe that direct confrontation is the best way to solve problems.
2 Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply.
3 You stand tall and strong so that others can lean on you.
4 You maintain an intimidating front. It’s better to prevent fights with a show of force than to harm others.
d4 Summer Flaw
1 You are stubborn. Let others change.
2 The best option is one that is swift, unexpected, and overwhelming.
3 Punch first. Talk later.
4 Your fury can carry you through anything.
Ability Score Increase +1 Cha   Fey Step As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.   When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:   Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.   Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.   Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.   Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).  

Mountain Elves

Of all the Elven subraces of the world, Mountain elves are the most reclusive. Preferring their mountain vistas to the forests, few races are as skilled in mountain navigation and climbing as they are. The largest population of Mountain Elves are known as @The Rocborne and dwell within The Skylands.   Mountain Elves typically have tanned, leathery skin thick with calluses and, in the fullness of life, scars. Some clans actually use ritual scars as a right of passage and an indication of a bloodline. Their skin often tends toward earthier tones such as red-brown or grey-brown. Generally Mountain Elves are also quite stockier and the other elves and covered in lean muscle. Their hair is often black or deep browns and greys. Male Mountain Elves are also the only elves capable of growing full beards, although they aren't allowed to do so unless they have accomplished a great deed. Their eyes are often earthen tones such as dark greens, browns, and grays.   Ability Score +1 Str   Mountain Weapon Training You have proficiency with the short sword, long sword, hand axe, great axe, battle axe, spear, and glaive.   Roughland Runner When moving on your turn, you may ignore 10 feet of difficult terrain.   Natural Climber You have proficiency in Athletics skill, and a climb speed equal to your normal movement speed minus 10 feet.  

City Elves

A quick glance at a City Elf would trick you into believing they have no connection to High Elves, when in fact they share the same blood. Generations of oppression, hardship and squalor has created a fundamental change in the City Elves to the point that they're almost unrecognizable when compared to their Elven brethren. Despite their hard lives, the City Elves survive using their innate talents to make the most of their situation and preserve their pride.   Compared to their High Elven brethren, City Elves tend to apply their intellect towards street-smarts and maintaining a low profile rather than towards magical theory or scientific pursuits   City Elves often have fair to tanned skin with hair ranging from shades of brown to black to red. Their eye colors often are varying tones of brown, green and blue. Most notably City Elves’ ears, while still the elven trademark, are notably less pronounced than their brethren.   Ability Score +1 Int   Agile Scaler You gain a climb speed equal to 30 feet.   Mask or the Urban You can attempt to hide even when you are only lightly obscured by crowds, smoke, structures, and other urban features.   Streetwise You gain proficiency with one of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight Of Hand, And Stealth.  

Ash Elf

Ash-grey skin, red eyes, coarse voices, and the occasional ritual scarring are the hallmarks of this elusive elven subrace. These elves live in the wake of great volcanoes, revering their ancestors and often worshiping taboo gods and entities. With a honed survival instinct, a natural inclination toward magic and battle, and a proud veneration for tradition, ash elves are known for carving out a prideful existence in the harshest of places, from ashen wastes to humid swamps.   Ability Score +1 Con   Volcanic Heritage Accustomed to the volcanic heat of your ancestral homeland, you have resistance to fire damage.   Ancestor Guardians You can call upon the spirits of your ancestors to protect you in your time of need. As a reaction when a creature you can see within 30 feet of you targets you with an attack or harmful spell, you can cast sanctuary on yourself. The creature must immediately make a saving throw against the spell. When you cast the spell in this way, you don't require components. Your spellcasting ability for this spell is Wisdom. Once you use this trait, you must finish a long rest before you can use it again.  

Mist Elf

Ait'Kel'Sidherin, also known as mist elves, or sometimes death elves, are a pale-skinned, black-eyed subrace of elves that predominantly live in The Valley of Mist. Once famed for their beauty and magical prowess their entire civilization was cursed when a Titan attacked so that their appearance matched the wickedness and hatred for others that they hold within their heart. Now they live for ways to regain their former beauty. Now living in tribes the Mist Elves roam through the valley. The unfortunate few who stumble across a Mist Elf tribe are slaughtered mercilessly and their souls are harvested to power experiments to undo their curse. Although among them there are still non-evil or even good Sidherin who are ashamed of acts of their kind. These outsiders do everything to fix the reputation of their race and get rid of the Titan that plagues them.   Ability Score +1 Cha   Sidherin Weapon Training You have proficiency with flails, maces, and hand crossbows   Soul Healing Constant experimentation and consumption of souls have altered the Mist Elves. Whenever you are subjected to necrotic damage, you take no damage and instead regains a number of hit points equal to the one-third necrotic damage dealt.   Radiant Vulnerability You have vulnerability to radiant damage.

Languages. You can speak, read, and write Common and Elvish

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