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Dos

Class & Level: Wizard - School of Illusion 9
Background: Faction Agent
Player: Zoogle #9439
Race: Kobold
Alignment: Neutral Good
XP: 3/10
Strength
8 (-1)
Dexterity
14 (2)
Constitution
14 (2)
Intelligence
20 (5)
Wisdom
12 (1)
Charisma
10 (0)
  • Strength Save: -1
  • Dexterity Save: 2
  • Constitution Save: 2
  • Intelligence Save: 9
  • Wisdom Save: 5
  • Charisma Save: 0
  • 2 Acrobatics
  • 1 Animal Handling
  • 9 Arcana
  • -1 Athletics
  • 4 Deception
  • 5 History
  • 1 Insight
  • 0 Intimidation
  • 9 Investigation
  • 1 Medicine
  • 5 Nature
  • 1 Perception
  • 0 Performance
  • 0 Persuasion
  • 5 Religion
  • 2 Sleight of Hand
  • 6 Stealth
  • 1 Survival
  • Initiative: 2
  • Speed: 30 ft., fly 50 ft. (Broom of Flying)
  • Armour Class: 17 (Mage Armor)
  • Hit Points: 72
  • Hit Dice: 10d6+2
  • Senses: Darkvision 120 ft.
  • Passive Perception: 11
  • Proficiency Bonus: 4
  • Languages: Common, Undercommon
  • Other Proficiencies: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling
    Jeweler's Kit, Smith's Tools
    Shields

Toll the Dead (Wisdom Save DC 19)
Chromatic Orb (+10))

Attacks

Fire Bolt (+10)
Toll the Dead (Wisdom Save DC 19)
Chromatic Orb (+10)

You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery (PHB, pg. 115)
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher.

Illusion Savant (PHB, pg. 118)
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion (PHB, pg. 118)
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions (PHB, pg. 118)
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Racial Features:

Fury of the Small
When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.)

Features and Traits

Spellcasting (PHB, pg. 114)
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery (PHB, pg. 115)
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher.

Illusion Savant (PHB, pg. 118)
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion (PHB, pg. 118)
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions (PHB, pg. 118)
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Racial Features:

Fury of the Small
When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.


[LEVEL 1]
Absorb Elements
Alarm
Burning Hands
Caustic Brew
Comprehend Languages (R)
Chromatic Orb
Detect Magic (R)
Disguise Self
Feather Fall
Find Familiar (R)
Floating Disk
Fog Cloud
Mage Armor
Rope Trick
Shield
Silent Image
Unseen Servant

[LEVEL 2]
Arcane Lock
Earthbind
Invisibility
Mind Whip
Misty Step
Mirror Image
Phantom Steed (R)
See Invisibility
Scorching Ray
Web

[LEVEL 3]
Counterspell
Dispel Magic
Fireball
Haste
Hypnotic Pattern
Major Image
Thunder Step

[LEVEL 4]
Banish
Greater Invisibility
Polymorph
Sickening Radiance

[LEVEL 4]
Wall of Force
Wall of Stone)

Spellcasting

[CANTRIP]
Fire Bolt
Mage Hand
Mind Sliver
Toll the Dead
Minor Illusion (Subclass)

[LEVEL 1]
Absorb Elements
Alarm
Burning Hands
Caustic Brew
Comprehend Languages (R)
Chromatic Orb
Detect Magic (R)
Disguise Self
Feather Fall
Find Familiar (R)
Floating Disk
Fog Cloud
Mage Armor
Rope Trick
Shield
Silent Image
Unseen Servant

[LEVEL 2]
Arcane Lock
Earthbind
Invisibility
Mind Whip
Misty Step
Mirror Image
Phantom Steed (R)
See Invisibility
Scorching Ray
Web

[LEVEL 3]
Counterspell
Dispel Magic
Fireball
Haste
Hypnotic Pattern
Major Image
Thunder Step

[LEVEL 4]
Banish
Greater Invisibility
Polymorph
Sickening Radiance

[LEVEL 4]
Wall of Force
Wall of Stone
or be moved 5 feet toward or away from you. A creature can willingly fail this save.)

Notes

Level 4 Feat:

You learn to move things with your mind, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.