Olfonso Del Toro

Season:
Race:
Deep Gnome
Class:
Wizard 1
Background:
Entertainer
Lifestyle:
Wealthy
Current Level:
4
Total GP:
736.5
Total Downtime:
30
Tag:
Regisseur
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
1
Magic Item Limit:
1
Emerald Pen ,
Periapt of Health ,
šŸ—µ Hellriders Badge,
Immovable Rod,
Staff of Adornment,
Staff of Charming,
Helm of Telepathy,
Helm of Comprehend Languages

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2024-02-27 22:17 FR-DC-FOS-08 Food and Water Issues 82.5 10 Helm of Comprehend Languages Show

Potion of Greater Healing

FOS-08 Story Award: Favour of Idleness
You found the hut of aunt Arbal (hag) and decided to make a deal with her.
For a glimpse of the future you agreed to NOT do something in the future.
When, where and what is still unknown...

2024-02-23 20:14 CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines 83 Helm of Telepathy Show

Feline Friend
While your cat no longer has any magical bond to you and has lost all of their abilities, they remain affectionate toward you and have followed you from Selpt. As a final gift from the hive mind, they have been granted long life. As long as you care for your cat, they will never leave you; growing old together with you. Your cat’s statistics are as a normal cat from the Monster Manual. Your cat is a suitable target for the find familiar spell, should you be able to cast it.

Scroll, uncommon, Table A

You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.

Spell Scroll of Snare
Scroll, uncommon, Table A
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.
A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.
After the trap is triggered, the spell ends when no creature is Restrained by it.

2022-06-19 05:55 DDEP09-02 Hellfire Requiem 71 10 šŸ—µ Hellriders Badge Show

Spell scroll of blight
Spell scroll of lesser restoration
Spell scroll of phantasmal killer
potion of healing
potion of greater healing
potion of heroism
oil of slipperiness
Soul Coin

Silvered Maze

Soul Coin used

2022-06-11 23:22 DM Rewards 3 -20 Emerald Pen , Periapt of Health Show

☐ Emerald pen + 10 downtime days
Periapt of health + 10 downtime days

2022-06-11 23:20 Character Creation Show

Race:

(PHB)
Gnome -> Deep Gnome
Alignment: Chaotic Neutral
Size: Small
Speed: 25
Language: Common, Gnomish Undercommon
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Darkvision. Accustomed to life underground, 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.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Ability Score Increase: Intelligence +2, Dexterity +1
Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.

...

Ability Scores:

Str: 8
Dex: 13 (+1)
Con: 14
Int: 15 (+2)
Wis: 10
Cha: 12
AL - Level 1 Feat: Magic Initiate or Tough or Skilled

Class:

Wizard, School of Abjuration
Spellcasting. As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips. At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook. At 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.
Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Ritual Casting. 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.
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.

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana , History, Insight, Investigation, Medicine, and Religion
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a quarterstaff or (b) a dagger
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) an explorer's pack
* A spellbook

Background: Entertainer

Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise Kit and Viol
Entertainer Routine. Storyteller
Languages: none
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15gp

Spells/Level learned from Wizard's list:

  1. Shield, Tenser“s Floating Disk, Detect Magic, Magic Missile, Illusory Script, Absorb Elements, Mage Armor, Unseen Servant
  2. Knock, Misty Step, Flaming Sphere, Dragon“s Breath
Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2024-02-27 22:17 FR-DC-FOS-08 Food and Water Issues 10 Show

Potion of Greater Healing

FOS-08 Story Award: Favour of Idleness
You found the hut of aunt Arbal (hag) and decided to make a deal with her.
For a glimpse of the future you agreed to NOT do something in the future.
When, where and what is still unknown...

2024-02-23 20:14 CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines Show

Feline Friend
While your cat no longer has any magical bond to you and has lost all of their abilities, they remain affectionate toward you and have followed you from Selpt. As a final gift from the hive mind, they have been granted long life. As long as you care for your cat, they will never leave you; growing old together with you. Your cat’s statistics are as a normal cat from the Monster Manual. Your cat is a suitable target for the find familiar spell, should you be able to cast it.

Scroll, uncommon, Table A

You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.

Spell Scroll of Snare
Scroll, uncommon, Table A
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.
A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.
After the trap is triggered, the spell ends when no creature is Restrained by it.

2022-06-19 05:55 DDEP09-02 Hellfire Requiem 10 Show

Spell scroll of blight
Spell scroll of lesser restoration
Spell scroll of phantasmal killer
potion of healing
potion of greater healing
potion of heroism
oil of slipperiness
Soul Coin

Silvered Maze

Soul Coin used

2022-06-11 23:22 DM Rewards -20 Show

☐ Emerald pen + 10 downtime days
Periapt of health + 10 downtime days

2022-06-11 23:20 Character Creation Show

Race:

(PHB)
Gnome -> Deep Gnome
Alignment: Chaotic Neutral
Size: Small
Speed: 25
Language: Common, Gnomish Undercommon
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Darkvision. Accustomed to life underground, 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.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Ability Score Increase: Intelligence +2, Dexterity +1
Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.

...

Ability Scores:

Str: 8
Dex: 13 (+1)
Con: 14
Int: 15 (+2)
Wis: 10
Cha: 12
AL - Level 1 Feat: Magic Initiate or Tough or Skilled

Class:

Wizard, School of Abjuration
Spellcasting. As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips. At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook. At 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.
Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Ritual Casting. 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.
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.

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana , History, Insight, Investigation, Medicine, and Religion
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a quarterstaff or (b) a dagger
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) an explorer's pack
* A spellbook

Background: Entertainer

Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise Kit and Viol
Entertainer Routine. Storyteller
Languages: none
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15gp

Spells/Level learned from Wizard's list:

  1. Shield, Tenser“s Floating Disk, Detect Magic, Magic Missile, Illusory Script, Absorb Elements, Mage Armor, Unseen Servant
  2. Knock, Misty Step, Flaming Sphere, Dragon“s Breath
Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2024-02-27 22:17 FR-DC-FOS-08 Food and Water Issues 82.5 10 Helm of Comprehend Languages Show

Potion of Greater Healing

FOS-08 Story Award: Favour of Idleness
You found the hut of aunt Arbal (hag) and decided to make a deal with her.
For a glimpse of the future you agreed to NOT do something in the future.
When, where and what is still unknown...

2024-02-23 20:14 CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines 83 Helm of Telepathy Show

Feline Friend
While your cat no longer has any magical bond to you and has lost all of their abilities, they remain affectionate toward you and have followed you from Selpt. As a final gift from the hive mind, they have been granted long life. As long as you care for your cat, they will never leave you; growing old together with you. Your cat’s statistics are as a normal cat from the Monster Manual. Your cat is a suitable target for the find familiar spell, should you be able to cast it.

Scroll, uncommon, Table A

You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.

Spell Scroll of Snare
Scroll, uncommon, Table A
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.
A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.
After the trap is triggered, the spell ends when no creature is Restrained by it.

2022-06-19 05:55 DDEP09-02 Hellfire Requiem 71 10 šŸ—µ Hellriders Badge Show

Spell scroll of blight
Spell scroll of lesser restoration
Spell scroll of phantasmal killer
potion of healing
potion of greater healing
potion of heroism
oil of slipperiness
Soul Coin

Silvered Maze

Soul Coin used

2022-06-11 23:22 DM Rewards -20 Emerald Pen , Periapt of Health Show

☐ Emerald pen + 10 downtime days
Periapt of health + 10 downtime days

2022-06-11 23:20 Character Creation Show

Race:

(PHB)
Gnome -> Deep Gnome
Alignment: Chaotic Neutral
Size: Small
Speed: 25
Language: Common, Gnomish Undercommon
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Darkvision. Accustomed to life underground, 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.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Ability Score Increase: Intelligence +2, Dexterity +1
Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.

...

Ability Scores:

Str: 8
Dex: 13 (+1)
Con: 14
Int: 15 (+2)
Wis: 10
Cha: 12
AL - Level 1 Feat: Magic Initiate or Tough or Skilled

Class:

Wizard, School of Abjuration
Spellcasting. As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips. At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook. At 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.
Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Ritual Casting. 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.
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.

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana , History, Insight, Investigation, Medicine, and Religion
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a quarterstaff or (b) a dagger
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) an explorer's pack
* A spellbook

Background: Entertainer

Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise Kit and Viol
Entertainer Routine. Storyteller
Languages: none
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15gp

Spells/Level learned from Wizard's list:

  1. Shield, Tenser“s Floating Disk, Detect Magic, Magic Missile, Illusory Script, Absorb Elements, Mage Armor, Unseen Servant
  2. Knock, Misty Step, Flaming Sphere, Dragon“s Breath