LVL 5 (1 Sorcerer) | Conquest +1 st lvl spellslot | |
LVL 6 (2 Sorcerer) | Resiliance +1 con | |
LVL 7 (3 Sorcerer) | Extra Attack | |
LVL 8 (4 Sorcerer) | Aura of protection | |
LVL 5 Wizard
Abilities
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Ability Modifiers: (score - 10) / 2 | Proficiency | ||||||||||
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | ||||||
6 | -2 | 16 | +3 | 9 | -1 | 18 | +4 | 12 | +1 | 18 | +4 |
Attribute | Proficient | Attribute | Proficient | ||
Acrobatics | Dex | +3 | Medicine | Wis | +1 |
Animal handling | Wis | +4 | Nature | Int | +4 |
Arcana | Int | +7 | Perception | Wis | +4 |
Athletics | Str | -2 | Performance | Cha | +4 |
Deception | Cha | +4 | Persuasion | Cha | +4 |
History | Int | +7 | Religion | Int | +4 |
Insight | Wis | +4 | Sleight of Hand | Dex | +3 |
Intimidation | Cha | +4 | Stealth | Dex | +3 |
Investigation | Int | +7 | Survival | Wis | +1 |
Hp | Hit Die: | Passive Wisdom | Armor Class | Initiative | Speed | Proficiency |
18 | 5xD6 | Perception. +4 Insight. +4 | 13 | +3 | 30 | +3 |
Character Level 5
Languages | Common, Draconic, Dwarvish, Elvish, Sylvan, Primordial |
Proficiencies | light Crossbow, Dagger, Dart, Quarterstaff, Sling, no Armor |
Darkvision | Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.. |
SpellBook | SpellbookAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. |
Ritual Casting | You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. |
Wizardly Quill | At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
This quill disappears if you create another one or if you die. |
Awakened Spellbook | Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. At 2nd level, while you are holding the book, it grants you the following benefits:
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages. |
Arcane Recovery | You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. |
Notes:
Background:
Originally from the Sunmane Collonies having learned magic from her mother and later the magic school Casandra set out into the world to learn as much as posible about magic.