Thalindor "Eisspeer" Nymareth

Season:
Forgotten Realms
Race:
Sea Elf
Class:
Fighter
Background:
Outlander
Lifestyle:
Poor
Current Level:
4
Total GP:
46
Total Downtime:
25
Tag:
T1
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
1
Magic Item Limit:
1
Ruby of the War Mage,
Bag of Holding,
+1 Longbow,
Fox Fur Boots (Boots of the Winterlands),
Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level),
Amulet of Hidden Refuge (Orb of Direction)

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2025-05-21 20:00 FR - DC - TFCotN 01: The Vanished Caravan 10 Fox Fur Boots (Boots of the Winterlands), Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level), Amulet of Hidden Refuge (Orb of Direction) Show

Story Award: „Die Gunst des Rudels“ (Sozial)

Ihr habt das Winterwolfsrudel nicht als Feinde betrachtet, sondern als Lebewesen, die ums Überleben kämpfen. Durch kluges Handeln, Mitgefühl oder das Teilen von Ressourcen habt ihr euch ihren Respekt verdient.

Das Rudel erinnert sich an euch – und das Leittier hat euren Geruch nicht vergessen.

Story Award: Sie haben die Ware ... aber was jetzt?

Ihr habt die Güter für Garrett geborgen doch wie bekommt ihr sie nach Eastheaven wenn der sturm außerhalb der Zuflucht nicht ablässt?

Garrett's Mysterious Goods müssen zu ihren Besitzer gebracht werden und natürlich eure Belohnung einfordern... doch waren die paar Gold das ganze wert?

Story Award: Das Versprechen von „Aelinthal´Asyr“

Durch eure Prüfungen und eure Entschlossenheit habt ihr das Vertrauen eines des Schutzgeister gewonnen. Bevor ihr jedoch die verborgene Zuflucht betretet, müsst ihr einen Schwur leisten: Ihr dürft den wahren Namen dieses Ortes niemandem offenbaren, der nicht selbst als würdig befunden wurde.

Der Name, den ihr erfahrt, ist „Aelinthal´Asyr“, ein Wort aus der alten Sprache der Elfen und Sylvanwesen. Es bedeutet sinngemäß „Der Atem unter dem Schnee“.

Auch genannt: „Dorf der Flüstergeister“, „Aelinthalas“, „Das milchige Herz“.

Auswirkung:

Ihr könnt den Namen „Aelinthal´Asyr“ nicht willentlich aussprechen oder schriftlich weitergeben, es sei denn, euer Gegenüber wurde durch eine ähnliche Prüfung als würdig befunden.
Versucht ihr, die Existenz von „Aelinthal´Asyr“ zu verraten, werdet ihr stattdessen unbewusst vage oder ausweichende Beschreibungen verwenden.
Ihr habt das Zutrittsrecht zum verborgenen Ort und werdet von seinen Wächtern als Verbündete anerkannt.
Wann immer ihr euch „Aelinthal´Asyr“ nähert, wird sich euch das Tor offenbaren – doch wer es unbedacht preisgibt oder versucht, das Geheimnis zu umgehen, riskiert, dass es sich für immer vor euch verschließt.

2025-05-18 20:54 Trade Log -5 Figurine of Wondrous Power Silver Raven > +1 Longbow Show Trade Log

Player: RaimundoO
DCI: 6320847593
Character: Shi'ndiira Despana
Item: +1 Longbow
Found in: DDHC-TYP-6 - Against the Giants

2025-05-18 17:16 Character Rebuild PHB'24 Show

Race: Sea Elf (MpMM)

Languages: Common, Elvish, Primordial

Features:
Child of the Sea
Fey Ancestry
Friend of the Sea
Keen Senses
Trance

Background: Outlander

Skill Proficiencies: Insight, Survival
Tool Proficiencies: Drums
Languages: Common Sign Language
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

Ability Scores

Method: Point Buy
Strength: 13
Dexterity: 15+1
Constitution: 15+1
Intelligence: 08
Wisdom: 13+1
Charisma: 08

Class: Campion Fighter

Skill Proficiencies: Animal Handling, Survival
Features
Fighting Style - Archery
Second Wind
Weapon Mastery - Longbow, Shortsword, Scimitar
Action Surge
Tactical Mind
Fighter Subclass - Champion
Improved Critical
Remarkable Athlete

Feat:

Level 1 Background - Tough
Level 4 Fighter - Great Weapon Master

2022-05-11 18:00 DDHC-CM Shemshime's Bedtime Rhyme 1 22 10 Bag of Holding Show
2022-05-11 16:00 Trade Log -96 Staff of Birdcalls > Ruby of the War Mage Show Trade Log

Player: Raimund O.
DCI: 6320847593
Character: Murmel
Item: Ruby of the War Mage
Found in: DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost

Puchased:
1x Wooden Shield -10 GP
1x Rapier -25 GP
1x Longbow -50 GP
20x Arrows -1 GP
1x Materials for Find Familiar -10 GP

2022-05-08 19:00 WBW-DC-FDC-03 I Find That Familiar 2 95 10 Staff of Birdcalls, Figurine of Wondrous Power Silver Raven Show

+1x Potion of greater Healing

+2 LvL Wizard
School of Abjuration
+ Abjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.

  • Arcane Ward Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
2022-04-25 15:32 Character creation 25 Show

Race: Hobgoblin
Point buy:
STR: 08 DEX: 15 CON: 14 INT: 15 WIS: 10 CHA: 08
Ability Score Increase: CON +2, INT+1
Tashas Custom Origin: INT+2, DEX +1
Martial Training:
You are proficient with two martial weapons of your choice (Rapier, Longbow) and with light armor.
Proficiencie swap: Light armor ---> Shields
Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages: You can speak, read, and write Common and Goblin.
/
Background: Noble - Knight
Skill Proficiencies: History, Persuasion
Skill Proficiencie swap: Persuasion ---> Stealth
Tool Proficiencies: One type of gaming set
Tool Proficiencie swap: Gaming set ---> Thieves' Tools
Languages: One of your choice ( Elvish)
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 GP
Variant Feature: Retainers:
If your character has a noble background, you may select this background feature instead of Position of Privilege.
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
/
Class: Wizard
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Investigation
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(b) a dagger
(a) a component pouch
(b) an explorer's pack
A spellbook
/
Cantrips: Mage Hand, Fire Bolt, Minor Illusion
Spells Known: Find Familiar, False Life, Chromatic Orb, Color Spray, Expeditious Retreat, Sleep
/
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.

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2025-05-21 20:00 FR - DC - TFCotN 01: The Vanished Caravan 10 Show

Story Award: „Die Gunst des Rudels“ (Sozial)

Ihr habt das Winterwolfsrudel nicht als Feinde betrachtet, sondern als Lebewesen, die ums Überleben kämpfen. Durch kluges Handeln, Mitgefühl oder das Teilen von Ressourcen habt ihr euch ihren Respekt verdient.

Das Rudel erinnert sich an euch – und das Leittier hat euren Geruch nicht vergessen.

Story Award: Sie haben die Ware ... aber was jetzt?

Ihr habt die Güter für Garrett geborgen doch wie bekommt ihr sie nach Eastheaven wenn der sturm außerhalb der Zuflucht nicht ablässt?

Garrett's Mysterious Goods müssen zu ihren Besitzer gebracht werden und natürlich eure Belohnung einfordern... doch waren die paar Gold das ganze wert?

Story Award: Das Versprechen von „Aelinthal´Asyr“

Durch eure Prüfungen und eure Entschlossenheit habt ihr das Vertrauen eines des Schutzgeister gewonnen. Bevor ihr jedoch die verborgene Zuflucht betretet, müsst ihr einen Schwur leisten: Ihr dürft den wahren Namen dieses Ortes niemandem offenbaren, der nicht selbst als würdig befunden wurde.

Der Name, den ihr erfahrt, ist „Aelinthal´Asyr“, ein Wort aus der alten Sprache der Elfen und Sylvanwesen. Es bedeutet sinngemäß „Der Atem unter dem Schnee“.

Auch genannt: „Dorf der Flüstergeister“, „Aelinthalas“, „Das milchige Herz“.

Auswirkung:

Ihr könnt den Namen „Aelinthal´Asyr“ nicht willentlich aussprechen oder schriftlich weitergeben, es sei denn, euer Gegenüber wurde durch eine ähnliche Prüfung als würdig befunden.
Versucht ihr, die Existenz von „Aelinthal´Asyr“ zu verraten, werdet ihr stattdessen unbewusst vage oder ausweichende Beschreibungen verwenden.
Ihr habt das Zutrittsrecht zum verborgenen Ort und werdet von seinen Wächtern als Verbündete anerkannt.
Wann immer ihr euch „Aelinthal´Asyr“ nähert, wird sich euch das Tor offenbaren – doch wer es unbedacht preisgibt oder versucht, das Geheimnis zu umgehen, riskiert, dass es sich für immer vor euch verschließt.

2025-05-18 20:54 Trade Log -5 Show Trade Log

Player: RaimundoO
DCI: 6320847593
Character: Shi'ndiira Despana
Item: +1 Longbow
Found in: DDHC-TYP-6 - Against the Giants

2025-05-18 17:16 Character Rebuild PHB'24 Show

Race: Sea Elf (MpMM)

Languages: Common, Elvish, Primordial

Features:
Child of the Sea
Fey Ancestry
Friend of the Sea
Keen Senses
Trance

Background: Outlander

Skill Proficiencies: Insight, Survival
Tool Proficiencies: Drums
Languages: Common Sign Language
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

Ability Scores

Method: Point Buy
Strength: 13
Dexterity: 15+1
Constitution: 15+1
Intelligence: 08
Wisdom: 13+1
Charisma: 08

Class: Campion Fighter

Skill Proficiencies: Animal Handling, Survival
Features
Fighting Style - Archery
Second Wind
Weapon Mastery - Longbow, Shortsword, Scimitar
Action Surge
Tactical Mind
Fighter Subclass - Champion
Improved Critical
Remarkable Athlete

Feat:

Level 1 Background - Tough
Level 4 Fighter - Great Weapon Master

2022-05-11 18:00 DDHC-CM Shemshime's Bedtime Rhyme 10 Show
2022-05-11 16:00 Trade Log Show Trade Log

Player: Raimund O.
DCI: 6320847593
Character: Murmel
Item: Ruby of the War Mage
Found in: DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost

Puchased:
1x Wooden Shield -10 GP
1x Rapier -25 GP
1x Longbow -50 GP
20x Arrows -1 GP
1x Materials for Find Familiar -10 GP

2022-05-08 19:00 WBW-DC-FDC-03 I Find That Familiar 10 Show

+1x Potion of greater Healing

+2 LvL Wizard
School of Abjuration
+ Abjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.

  • Arcane Ward Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
2022-04-25 15:32 Character creation Show

Race: Hobgoblin
Point buy:
STR: 08 DEX: 15 CON: 14 INT: 15 WIS: 10 CHA: 08
Ability Score Increase: CON +2, INT+1
Tashas Custom Origin: INT+2, DEX +1
Martial Training:
You are proficient with two martial weapons of your choice (Rapier, Longbow) and with light armor.
Proficiencie swap: Light armor ---> Shields
Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages: You can speak, read, and write Common and Goblin.
/
Background: Noble - Knight
Skill Proficiencies: History, Persuasion
Skill Proficiencie swap: Persuasion ---> Stealth
Tool Proficiencies: One type of gaming set
Tool Proficiencie swap: Gaming set ---> Thieves' Tools
Languages: One of your choice ( Elvish)
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 GP
Variant Feature: Retainers:
If your character has a noble background, you may select this background feature instead of Position of Privilege.
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
/
Class: Wizard
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Investigation
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(b) a dagger
(a) a component pouch
(b) an explorer's pack
A spellbook
/
Cantrips: Mage Hand, Fire Bolt, Minor Illusion
Spells Known: Find Familiar, False Life, Chromatic Orb, Color Spray, Expeditious Retreat, Sleep
/
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.

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2025-05-21 20:00 FR - DC - TFCotN 01: The Vanished Caravan 10 Fox Fur Boots (Boots of the Winterlands), Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level), Amulet of Hidden Refuge (Orb of Direction) Show

Story Award: „Die Gunst des Rudels“ (Sozial)

Ihr habt das Winterwolfsrudel nicht als Feinde betrachtet, sondern als Lebewesen, die ums Überleben kämpfen. Durch kluges Handeln, Mitgefühl oder das Teilen von Ressourcen habt ihr euch ihren Respekt verdient.

Das Rudel erinnert sich an euch – und das Leittier hat euren Geruch nicht vergessen.

Story Award: Sie haben die Ware ... aber was jetzt?

Ihr habt die Güter für Garrett geborgen doch wie bekommt ihr sie nach Eastheaven wenn der sturm außerhalb der Zuflucht nicht ablässt?

Garrett's Mysterious Goods müssen zu ihren Besitzer gebracht werden und natürlich eure Belohnung einfordern... doch waren die paar Gold das ganze wert?

Story Award: Das Versprechen von „Aelinthal´Asyr“

Durch eure Prüfungen und eure Entschlossenheit habt ihr das Vertrauen eines des Schutzgeister gewonnen. Bevor ihr jedoch die verborgene Zuflucht betretet, müsst ihr einen Schwur leisten: Ihr dürft den wahren Namen dieses Ortes niemandem offenbaren, der nicht selbst als würdig befunden wurde.

Der Name, den ihr erfahrt, ist „Aelinthal´Asyr“, ein Wort aus der alten Sprache der Elfen und Sylvanwesen. Es bedeutet sinngemäß „Der Atem unter dem Schnee“.

Auch genannt: „Dorf der Flüstergeister“, „Aelinthalas“, „Das milchige Herz“.

Auswirkung:

Ihr könnt den Namen „Aelinthal´Asyr“ nicht willentlich aussprechen oder schriftlich weitergeben, es sei denn, euer Gegenüber wurde durch eine ähnliche Prüfung als würdig befunden.
Versucht ihr, die Existenz von „Aelinthal´Asyr“ zu verraten, werdet ihr stattdessen unbewusst vage oder ausweichende Beschreibungen verwenden.
Ihr habt das Zutrittsrecht zum verborgenen Ort und werdet von seinen Wächtern als Verbündete anerkannt.
Wann immer ihr euch „Aelinthal´Asyr“ nähert, wird sich euch das Tor offenbaren – doch wer es unbedacht preisgibt oder versucht, das Geheimnis zu umgehen, riskiert, dass es sich für immer vor euch verschließt.

2025-05-18 20:54 Trade Log -5 Figurine of Wondrous Power Silver Raven > +1 Longbow Show Trade Log

Player: RaimundoO
DCI: 6320847593
Character: Shi'ndiira Despana
Item: +1 Longbow
Found in: DDHC-TYP-6 - Against the Giants

2025-05-18 17:16 Character Rebuild PHB'24 Show

Race: Sea Elf (MpMM)

Languages: Common, Elvish, Primordial

Features:
Child of the Sea
Fey Ancestry
Friend of the Sea
Keen Senses
Trance

Background: Outlander

Skill Proficiencies: Insight, Survival
Tool Proficiencies: Drums
Languages: Common Sign Language
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

Ability Scores

Method: Point Buy
Strength: 13
Dexterity: 15+1
Constitution: 15+1
Intelligence: 08
Wisdom: 13+1
Charisma: 08

Class: Campion Fighter

Skill Proficiencies: Animal Handling, Survival
Features
Fighting Style - Archery
Second Wind
Weapon Mastery - Longbow, Shortsword, Scimitar
Action Surge
Tactical Mind
Fighter Subclass - Champion
Improved Critical
Remarkable Athlete

Feat:

Level 1 Background - Tough
Level 4 Fighter - Great Weapon Master

2022-05-11 18:00 DDHC-CM Shemshime's Bedtime Rhyme 22 10 Bag of Holding Show
2022-05-11 16:00 Trade Log -96 Staff of Birdcalls > Ruby of the War Mage Show Trade Log

Player: Raimund O.
DCI: 6320847593
Character: Murmel
Item: Ruby of the War Mage
Found in: DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost

Puchased:
1x Wooden Shield -10 GP
1x Rapier -25 GP
1x Longbow -50 GP
20x Arrows -1 GP
1x Materials for Find Familiar -10 GP

2022-05-08 19:00 WBW-DC-FDC-03 I Find That Familiar 95 10 Staff of Birdcalls, Figurine of Wondrous Power Silver Raven Show

+1x Potion of greater Healing

+2 LvL Wizard
School of Abjuration
+ Abjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.

  • Arcane Ward Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
2022-04-25 15:32 Character creation 25 Show

Race: Hobgoblin
Point buy:
STR: 08 DEX: 15 CON: 14 INT: 15 WIS: 10 CHA: 08
Ability Score Increase: CON +2, INT+1
Tashas Custom Origin: INT+2, DEX +1
Martial Training:
You are proficient with two martial weapons of your choice (Rapier, Longbow) and with light armor.
Proficiencie swap: Light armor ---> Shields
Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages: You can speak, read, and write Common and Goblin.
/
Background: Noble - Knight
Skill Proficiencies: History, Persuasion
Skill Proficiencie swap: Persuasion ---> Stealth
Tool Proficiencies: One type of gaming set
Tool Proficiencie swap: Gaming set ---> Thieves' Tools
Languages: One of your choice ( Elvish)
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 GP
Variant Feature: Retainers:
If your character has a noble background, you may select this background feature instead of Position of Privilege.
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
/
Class: Wizard
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Investigation
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(b) a dagger
(a) a component pouch
(b) an explorer's pack
A spellbook
/
Cantrips: Mage Hand, Fire Bolt, Minor Illusion
Spells Known: Find Familiar, False Life, Chromatic Orb, Color Spray, Expeditious Retreat, Sleep
/
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.