Wizard

Classes: Wizard 15
Race: Elf
Background: Acolyte
HP: 92/92
Hit Dice: 15d6
Init: +3
AC: 14(17)
Speed: 30

ABILITIES (and SAVES)

Strength: +0 (+1)
Dexterity: +3 (+4)
Constitution: +2 (+3)
Intelligence: +5 (+11)
Wisdom: +1 (+7)
Charisma: -1 (+0)
Immune to Sleep
Adv vs charm

SKILLS

Acrobatics +3
Animal Handling +1
* Arcana +10
Athletics +0
Deception -1
History +5
* Insight +6
Intimidation -1
* Investigation +10
Medicine +1
Nature +5
* Perception +6
Performance -1
Persuasion -1
* Religion +10
Sleight of Hand +3
Stealth +3
Survival +1

ATTACKS

Shortsword: +8, 1d6+2 piercing
Ray of Frost: +12, 3d8+5 cold, 60' range, -10 speed (ignore half cover)
Shocking Grasp: +12, 3d8+5 lightning, adv vs metal armor, no reaction
Firebolt: +12, 3d10+5 fire, 120' range (ignore half cover)
Poison Spray: XN, 10' range, 3d12 poison, Con DC 18 save for half

PROFICIENCIES

Mage weapons, Elf Weapons
Common, Elvish, Dwarvish, Draconic, Goblin

FEATURES

Spellcasting DC: 18
Spell Attack Bonus: +12
Arcane Recovery: On Short Rest, recover 1/2 * level worth of spell levels (round up, so 7 levels), 1/day
Sculpt Spells: You may pick 1 + spell level number of targets out of the effect of an evocation spell. Those targets automatically their saves, and if they would take half damage on a successful save, instead they take none.
Potent Cantrip: When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation: Add your Intelligence modifier (+5) to damage rolls of any wizard evocation spell that you cast.
Overchannel: cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell, if you use this feature after the first time before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

SPELLS

Cantrips


Level 1 Spells - 4 castings per long rest


Level 2 Spells - 3 castings per long rest


Level 3 Spells - 3 castings per long rest


Level 4 Spells - 3 castings per long rest


Level 5 Spells - 2 casting per long rest


Level 6 Spells - 1 casting per long rest


Level 7 Spells - 1 casting per long rest


Level 8 Spells - 1 casting per long rest


Spellbook

Level 1 Spells


Level 2 Spells


Level 3 Spells


Level 4 Spells


Level 5 Spells


Level 6 Spells


Level 7 Spells


Level 8 Spells


INVENTORY

41290 gold
Shortsword
Component Pouch
Spellbook
10x Healer's Kit charges
3x components for Find Familiar
3x Healing Potion (2d4+2)
Wand of Lightning Bolts, 7 charges, DC15, level 2+1 per charge spent, (min 1)
Wind Fan (XN, Gust of Wind, DC 13), one per long rest
Wand of Magic Missiles, 7 charges
+2 Wand of the War Mage
Brooch of Shielding (attuned)
Cloak of Protection (attuned)
Pearl of Power (attuned)
Circlet of Blasting
2x Spell Scroll of Mage Armor
4x Spell Scroll of Fireball
4x Spell Scroll of Haste
3x Spell Scroll of Dispel Magic
Spell Scroll of Arcane Hand
Spell Scroll of Reverse Gravity