Uldrayr

Draconblood Dragonborn Wizard 4 (2700 / 6500 xp)
Str
12
+1
Dex
14
+2
Con
16
+3
Int
18
+4
Wis
15
+2
Cha
14
+2
Proficiency Bonus: +2
Saving Throw: Con, Int, Wis
Skill: Arcana, Insight, Investigation, Persuasion, Religion
Language: Common, Draconic, Elvish, Undercommon
Weapon: dagger, dart, sling, quarterstaff, light crossbow
Armor: none
Max HP: 29
Hit Dice
d6
Death Saves
Current HP
Temp HP
Standard Equipment

Dagger

AC
12
Move
30
    Actions
    Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 1d4 + 2 slashing 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.

    Forceful Presence

    When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage.

    Breath Weapon

    Action. You exhale destructive energy in a 15 ft. cone. Each creature in the area must make a DC 13 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, and half as much on a successful save.

    Adjust Density

    Action. Magically alter the weight of one creature or object you can see within 30 ft. that is Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

    While its weight is halved, a creature's speed increases by 10 ft., it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While its weight is doubled, a creature's speed is reduced by 10 ft., and it has advantage on Strength checks and Strength saving throws.

    Wizard Spellcasting
    Spellcasting Ability:
    Int
    Spell Attack Modifier:
    +6
    Saving Throw DC:
    14
    Spell Slots
    1st
    2nd
    Concentration
    Preparation

    After a long rest, you can prepare any 8 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
    Grimoire Infinitus
    Dagger
    Orb
    Backpack
    Bedroll
    Mess kit
    Waterskin
    Hemp rope (50 ft.)
    Rations (10)
    Vestments
    Prayer book
    Incense stick (5)
    Sack
    Soap
    Paper (8 sheets)
    Candle (2)
    Scroll case (2)
    Chalk
    Reliquary
    Pouch (2)
    Common clothes
    Ink (1 oz.)
    Ink pen
    Menagerie Coast map
    pp
    gp
    35
    sp
    2
    cp
    2
    Attunement
    1. Grimoire Infinitus
    2.
    3.
    Potion of healing
    Quaal's Feather Token (anchor)
    Nightfall pearl
    Cartographer's Collective box
    Self-drawing quill
    Lizardfolk necklace (10gp)
    Spell Actions
    Fire Bolt
    cantrip
    Frostbite
    cantrip
    Prestidigitation
    cantrip
    Shape Water
    cantrip
    Charm Person
    1st
    Comprehend Languages
    1st
    ritual
    Grease
    1st
    Magic Missile
    1st
    Magnify Gravity
    1st
    Silent Image
    1st
    conc.
    Thunderwave
    1st
    Detect Thoughts
    2nd
    conc.
    Earthbind
    2nd
    conc.
    Enlarge/reduce
    2nd
    conc.
    Flaming Sphere
    2nd
    conc.
    Levitate
    2nd
    conc.
    Mirror Image
    2nd
    Ray of Enfeeblement
    2nd
    conc.
    Fear
    3rd
    conc.
    Gaseous Form
    3rd
    conc.
    Blight
    4th
    Confusion
    4th
    conc.
    Mordenkainen’s Faithful Hound
    4th
    Bigby’s Hand
    5th
    conc.
    Mislead
    5th
    conc.
    Mass Suggestion
    6th
    Prismatic Spray
    7th
    Teleport
    7th
    Antimagic Field
    8th
    conc.
    Reactions
    Absorb Elements
    1st
    Shield
    1st
    Bonus Actions
    Misty Step
    2nd
    Non-Combat Spells
    Alarm
    1st
    ritual
    Identify
    1st
    ritual
    Glyph of Warding
    3rd
    Leomund’s Tiny Hut
    3rd
    ritual
    Legend Lore
    5th
    Create Undead
    6th
    Control Weather
    8th
    conc.
    Foresight
    9th