Nemethyr Cadnebar PC

Relationships

Nemethyr Cadnebar

2 Level (0/900 XP for level-up) Student of Magic Background High Elf Race / Species / Heritage Chaotic Neutral Alignment
Wizard
Level 2
Hit Dice: 2/2
1d6+1 Class 1

STR
8
-1
DEX
12
+1
CON
13
+1
INT
16
+3
WIS
14
+2
CHA
12
+1
12
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
1 / 1
Arcane Recovery
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+1 Constitution
+5 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+1 Deception CHA
+5 History INT
+4 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+1 Piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Shocking Grasp +5 1 Action Touch Instantaneous 1d4 V,S
 Notes:Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
Thunderclap +5 1 Action 5 ft Instantaneous 1d6 S
 Notes:You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
Gust +5 1 Action 30 ft Instantaneous V,S
 Notes:You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage You create a .harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Lightning Lure +5 1 Action self (15 ft radius) Instantaneous 1d8 V
 Notes:You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Find Familiar +5 1 hour 10 ft Instantaneous V,S,M
 Notes:You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Thunderwave +5 1 Action Self Instantaneous 2d8 V,S
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Fog Cloud +5 1 Action 120 ft Concentration, 1 hour V, S
 Notes:You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Grease +5 1 Action 60 ft 1 minute V, S, M
 Notes:Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Shield +5 1 reaction Self 1 round V, S
 Notes:An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Ice Knife +5 1 action 60 ft Instantaneous 1d10+2d6 S, M
 Notes:You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
Sleep +5 1 action 90 ft 1 minute 5d8 HP V, S, M
 Notes:This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
Witch Bolt +5 1 action 30 feet Concentration, 1 minute 1d12 V, S, M
 Notes:A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Arcane Recovery You 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.

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.

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.

The Master's Name
You were formally trained in Magic, and the name of those that trained you can open doors. You can usually gain an audience with another magic user, simply by dropping the name of your Master or School. Furthermore, you can usually find a place to stay among scholars or magic users, unless you show yourself to be a danger to them. You may also have access to resources from those who taught you, whether that is access to your school’s libraries and facilities, or simply the ability to correspond with your Master and ask him or her for advice.

Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an 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.

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.

Features & Traits
Arcane Focus
Dagger
Spellbook
Scholar's Pack
Book of Lore
little bag of sand
small knife
backpack ink x2
ink pen
parchment x13
Alchemists Tools
a letter from master
a set of apprentice robes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money
Cantrips:
Shocking Grasp
Thunderclap
Gust
Lightning Lure

1st Level
Find Familiar (R)
Thunderwave
Fog Cloud (C)
Grease
Shield
Ice Knife
Sleep
Witchbolt (C)
Spellcasting
Languages:
Common, Elvish, Sylvan, Primordial

Weapons:
Dagger, Shortsword, Longsword, Shortbow, Longbow, Dart, Light Crossbow, Sling, Quarterstaff

Tools:
Alchemist's Tools

Languages & Proficiencies
"I have no patience for ridiculous superstitions about magic.... though upon further thought, I have very little patience in general

My Master taught me the value of secrets, I keep them very well and have a few of my own."

Personality Traits
"I have cast off the shackles of my tutelage and will seek my own path"

Ideals
"I am hunting the dragonborn who stole my sweet roll when I was a child... if he is dead I shall seek repayment of this debt from his family"

Bonds
"I despise Dragonborns, after that incident with the sweetroll.... I believe they are all thieves and conmen"

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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