Elluin

High Elf Wizard 3 (2223 / 2700 xp)
Str
8
-1
Dex
16
+3
Con
12
+1
Int
16
+3
Wis
14
+2
Cha
8
-1
Proficiency Bonus: +2
Saving Throw: Int, Wis
Skill: Arcana, History, Investigation, Nature, Perception
Tool: none
Language: Common, Elvish, Gnomish, Draconic, Celestial
Weapon: dagger, dart, sling, quarterstaff, light crossbow, longsword, shortsword, shortbow, longbow
Armor: none
Max HP: 17
Hit Dice
d6
Death Saves
Current HP
Temp HP
Ranged Equipment

Longbow

AC
13
Move
30
    Actions
    Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft. Hit: 1d8 + 3 piercing damage.
    Fey Ancestry

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

    Trance

    You don't need to sleep. After 4 hours of meditation, you gain the same benefit that a human does from 8 hours of sleep.

    Melee Equipment

    Shortsword

    AC
    13
    Move
    30
      Actions
      Shortsword. Melee Weapon Attack: +5 to hit. Hit: 1d6 + 3 piercing damage.
      Darkvision

      You can see in dim light as though it were normal light, and darkness as though it were dim light, up to 60 ft. away.

      Divination Savant

      Copying a divination spell into your spellbook takes ½ the cost in time and money.

      Portent

      When you finish a long rest, roll two d20s and record the results. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these foretelling rolls. You must choose to do so before the roll, and can only do this once per turn.

      Each roll can only be used once, and unused foretelling rolls are lost when you finish a long rest.

      Wizard Spellcasting
      Spellcasting Ability:
      Int
      Spell Attack Modifier:
      +5
      Saving Throw DC:
      13
      Spell Slots
      1st
      2nd
      Concentration
      Preparation

      After a long rest, you can prepare any 6 spells from your spellbook.

      Ritual Casting

      You can cast a spell from your spellbook as a ritual if it has the ritual tag.

      Spellbook

      You have a spellbook. You may add two wizard spells to it for free whenever you gain a wizard level. If you find a wizard spell in your travels, you can copy it into your spellbook by spending 2 hours and 50 gp worth of materials per spell level. You can only add spells of a level you can cast.

      Arcane Recovery

      Once per day, when you finish a short rest, you can recover expended spell slots of 5th level or lower. These spell slots must have a combined level ≤ 2.

      Inventory
      Spellbook
      Backpack
      Bedroll
      Waterskin
      Arcane crystal
      Inkpen
      Ink (1 oz.)
      Rations (10)
      Shortsword
      Parchment (5)
      Meteor shard
      Longbow
      Quiver
      Arrow (25)
      Immovable rod
      Blue feather
      pp
      gp
      195
      sp
      cp
      1
      Attunement
      1.
      2.
      3.
      Spell Actions
      Frostbite
      cantrip
      Light
      cantrip
      Minor Illusion
      cantrip
      Prestidigitation
      cantrip
      Comprehend Languages
      1st
      ritual
      Mage Armor
      1st
      Protection from Evil and Good
      1st
      conc.
      Sleep
      1st
      Dust Devil
      2nd
      conc.
      Levitate
      2nd
      conc.
      Reactions
      Feather Fall
      1st
      Shield
      1st
      Non-Combat Spells
      Find Familiar
      1st
      ritual
      Identify
      1st
      ritual
      Personality Traits
      • I'm willing to listen to every side of an argument before I make my own judgment.
      • I use polysyllabic words that convey the impression of great erudition.
      Ideal: Beauty

      What is beautiful points us beyond itself toward what is true.

      Bond

      I've been searching my whoel life for the location and meaning of the "Blue Star".

      Flaw

      Unlocking an ancient mystery is worth the price of a civilization.

      Owl Familiar
      Armor Class 11
      Hit Points 1
      Speed 5 ft., fly 60 ft.
      Str -4Dex +1Con -1Int -4Wis -1Cha -2
      Skills Perception +3, Stealth +3
      Senses darkvision 120 ft. ft.

      Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

      Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

      Background: Cloistered Scholar

      Specialty: Astronomer. As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to a great library of Gulnost, where you were apprenticed and taught that knowledge is more valuable than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore.