Waffles the Wizard Profile

| Class | Wizard |
| Background | Acolyte |
| Alignment | Chaotic Good |
| Demeanor | Awkward and ambitious but has good intentions |
| Bonds | “The tome I carry with me is the record of my life’s work so far, and no vault is secure enough to keep it safe” |
| Flaws | “I’ll do just about anything to uncover historical secrets that would add to my research” |
| Hit Points | 8 [1d6] | Saving Throws |
| Strength | 10 [+0] | [+0] |
| Dexterity | 15 [+2] | [+2] |
| Constitution | 14 [+2] | [+2] |
| Intelligence | 16 [+3] | [+5] |
| Wisdom | 12 [+1] | [+3] |
| Charisma | 8 [-1] | [-1] |
| Proficiencies | Darts, daggers, light crossbows, longbows, longswords, quarterstaffs, shortbows, shortswords, slings [Bonus +2] | |
| Languages | Squirrel | |
| Max Weight | 150 | |
| Initiative | [+2] | |
| Speed | 30 |
| Skill | Modifier | Type | Features & Traits |
| Arcana | [+5] | Int. | Spellcasting Ability: Intelligence is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 13. your attack bonus when you make an attack with a spell is +5. See the rulebook for rules on casting your spells. |
| Insight | [+3] | Wis. | Arcane Recovery: You can regain some of your magical energy by studying your spellbook. Once per day during a short rest, you can choose to recover expended spell slots with a combined level equal to or less than half your wizard level (rounded up). |
| Investigation | [+5] | Int. | Darkvision: You see in dim light within a 60-foot radius of you as if it were bright light, and in darkness in that radius as if it were dim light. You can’t discern color in darkness, only shades of gray. |
| Perception | [+3] | Wis. | Fey Ancestry: You have an advantage on saving throws against being charmed, and magic can’t put you to sleep. |
| Religion | [+5] | Int. | Trance: You don’t need to sleep. You meditate deeply, remaining semi-conscious for 4 hours per day and gain the same benefit as others do from 8 hours of sleep. |
| Type | Item | Modifiers | Cost | Weight |
| Armor | None | AC 12 | ||
| Weapon 1 | Shortsword | [+4] 1d6 + 2 piercing | 10 GP | 2 lbs |
| Weapon 2 | ||||
| Backpack Contents | Component pouch | 25 GP | 2 lbs | |
| Spellbook | 50 GP | 3 lb | ||
| Bottle of ink | 10 GP | 0 lbs | ||
| Ink pen | 2 CP | 0 lbs | ||
| 10 sheets of parchment | 10 SP | 0 lb | ||
| Small knife | 1 SP | 1 lbs | ||
| Tome of historical lore | 25 GP | 5 lbs | ||
| Holy symbol | 5 GP | 1 lbs | ||
| Prayer book | 25 GP | 5 lbs | ||
| Set of common clothes | 5 SP | 3 lbs | ||
| Pouch | 5 SP | 1 lb | ||
| Fluffy feather | 1 GP | 1 lb | ||
| 143 GP | 24 lbs |
* Longbow can shoot up to 150 feet with no penalty, or up to 600 feet with disadvantage on the attack roll.
| Copper Pieces (CP) | 0 |
| Silver Pieces (SP) | 0 |
| Electrum Pieces (EP) | 0 |
| Gold Pieces (PP) | 5 |
| Platinum Pieces (PP) | 0 |
Conversions:
1 SP = 10 CP
1 GP = 10 SP
1 EE = 5 SP
1 PP = 3 GP
[50 coins weigh 1 pound]
None yet!
| Spell slots: | 2 |
| Prepared spells: | 4 |
| Cantrips (can be cast at will): | Mage Hand |
| Prestidigitation | |
| Ray of frost | |
| Shocking grasp |
Spell: Burning Hands
| Type: | Evocation [Lvl 1] |
| Casting time: | 1 action |
| Range: | Self [15 ft cone] |
| Components: | Verbal, Somatic |
| Duration: | Instant |
| Description: | As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature within a 15-foot cone must make a Dexterity saving throw. A creatures takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that are not being worn or carried. |
| At higher levels: | Damage increases by 1d6 for each slot level above 1st. |
Spell: Detect Magic
| Type: | Divination [Lvl 1] |
| Casting time: | 1 action |
| Range: | Self |
| Components: | Verbal, Somatic |
| Duration: | Concentration, up to 10 minutes |
| Description: | For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. |
Spell: Mage Armor
| Type: | Abjuration [Lvl 1] |
| Casting time: | 1 action |
| Range: | Touch |
| Components: | Verbal, Somatic, Material [a piece of cured leather] |
| Duration: | 8 hours |
| Description: | You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. |
Spell: Shield
| Type: | Abjuration [Lvl 1] |
| Casting time: | 1 reaction (taken when hit by an attack or targeted by magic missile spell) |
| Range: | Self |
| Components: | Verbal, Somatic |
| Duration: | 1 round |
| Description: | 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. |
Spell: Sleep
| Type: | Abjuration [Lvl 1] |
| Casting time: | 1 |
| Range: | Self |
| Components: | Verbal, Somatic |
| Duration: | 1 round |
| Description: | 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. |