Sky Circle

Children

Radlennd Jess

Human (Variant) Race
Test Intelligence Origin
Void Wizard/ Balance Cleric 7/1 Class & Level
Neutral good Alignment
Runetharus Deity
Factionless Faction
None Rank/Position
0 Loyalty
None Company

Strength 10
+0
Dexterity 12
+1
constitution 14
+2
intelligence 20
+5
wisdom 13
+1
charisma 10
+0
Total Hit Dice 8d6
Hit Die
1d6+2
+3 proficiency bonus
+0 Strength
+1 Dexterity
+1 Constitution
+8 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+8 Arcana
+0 Athletics
+1 Deception
+6 History
+1 Insight
+1 Intimidation
+5 Investigation
+4 Martial
+1 Medicine
+8 Nature
+4 Perception
+1 Performance
+1 Persuasion
+8 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
-5
MV
2
Prestige

Attunement Slots
16
Armor Class
42
Hit Points
+1
Initiative
30 ft.
Speed
Attacks
History (INT) Wizard, Religon (INT) Wizard, Nature (INT) Origin, Arcana (INT) Runetharus, Martial, Wisdom Saving throws Wizard, Intelligence Saving throws Wizard, Alchemist's supplies,[ daggers, darts, slings, quarterstaffs, light crossbows]*,
[From PHB]*
Proficiences
Spellcasting
p112
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

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 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 wizard 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 (found in chapter 5) 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 (see "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.

A spellbook doesn't contain cantrips.

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 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.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

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.

From: PHB

Cantrips known: 4 + Eldritch Blast

prepared spells: 13

List
Mending
Guidance
Thaumaturgy
0
Bless
Bane
Healing Word
Sanctuary
--------

Eldritch blast
Chill Touch
Prestidigitation
Light
0
Magic Missile
Shield
Focus of the Void
Strength of Being
Mark of the Everpresent
Javelin of the Empty
Reposition
Pulsar
Incantation of the Emptiness
Spell Grasp
Ephemeral Positioning
Fireball
Jump
Spellcasting
Strider Dragon Studded Leather, Dragonglass dagger
Equipment
Factionless
Faction
Specialist
Stat Array
War Caster, ASI (Constitution, Wisdom) t, Linguistic (All languages, Common, Dwarvin, Gnomish, Draconic, Giant.

+1 to Intelligence

Arcane Tradition
p112
When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement
p112
When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Arcane Tradition feature
p112
At 6th level, you gain a feature granted by your Arcane Tradition.

Spell Book Augmentation
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that deals force damage into your spell book is halved.

Forceful Magic
Starting at 2nd level when you choose this school, you gain Eldritch Blast as a cantrip, and it counts as a wizard cantrip for you. Whenever you cast a spell that deals force damage, that spell deals an additional point of damage for each target equal to the level of the spell.
Grasp of the Void
At 6th level, you can use a bonus action to choose an enemy you can see within 30 feet and pull on its existence from the void. This causes them to have disadvantage on all attack rolls, saving throws and ability checks for 1d4 rounds. While the enemy is affected by this feature, you also have disadvantage on such rolls. If the enemy is defeated while under this effect, you gain advantage to these rolls equal to the number of rounds you suffered the disadvantage in this way (minimum of 1 round).

Once you use this feature, you cannot do so again until you finish a short or long rest.

Balanced Scales
You are immune to the effects of advantage and disadvantage. Additionally, creatures cannot have advantage or disadvantage on attack rolls that target you.

Balancing Surge
Whenever you would normally have advantage or disadvantage on an attack roll or ability check that you make, you may grant that advantage or disadvantage to another creature within 30 feet of you as a bonus action. That creature has advantage or disadvantage on the next appropriate roll they make within one minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Class/Racial Features & Traits