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.