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Adventure Title
Charakter Creation
Session
Date Played
2023-06-01 15:00:00 UTC
Levels Gained
GP +/-
25
Downtime +/-
Location Played
Roll20
DM Name
DM DCI Number
Notes
# Race: **(Tasha's Customizing Origin)** **Variant Human** **Alignment:** Neutral Good **Size:** Medium **Speed:** 30 **Language:** Common, Dwarvish, Draconic **Resourceful.** You gain Heroic Inspiration whenever you finish a Long Rest. **Skillful.** You gain proficiency in one skill of your choice. **Versatile.** You gain an Origin feat of your choice (see "Feats"). **Tough:** Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. ... **Ability Scores:** Str: 8 Dex: 13 (+1) Con: 14 Int: 15 (+2) Wis: 12 Cha: 10 # Class: **Wizard, School of Conjuration** **Level 1: Spellcasting** As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. **Cantrips.** You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. **Spellbook.** Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly. **Spell Slots.** The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. **Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook. If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you. **Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook. **Spellcasting Ability.** Intelligence is your spellcasting ability for your Wizard spells. **Spellcasting Focus.** You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells. **Level 1: Ritual Adept** You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way. **Level 1: Arcane Recovery** You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest. # Proficiencies **Armor:** None **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Intelligence and Wisdom **Skills:** Choose two from **Arcana**, History, Insight, **Investigation**, Medicine, Nature or Religion **Equipment:** Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP # Background: Archeologist **Feature: Historical Knowledge** *When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.* **Skill Proficiencies:** **History, Religion** **Origin Feat: Alert** You gain the following benefits. **Initiative Proficiency.** When you roll Initiative, you can add your Proficiency Bonus to the roll. **Initiative Swap.** Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition. **Tool Proficiencies:** **Cartographer's tools *or* navigator's tools** **Languages:** One of your choice ***(replaced with both tool proficiencies)*** **Equipment:** A wooden case for maps, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp # Spells/Level learned from Wizard's list: **1.** Detect Magic, Find Familiar, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter **2.** Comprehend Languages, Fog Cloud **3.** Misty Step, Web **4.** Knock, Tasha's Mind Whip **5.** Hypnotic Pattern, Summon Shadowspawn **6.** Counterspell, Leomund's Tiny Hut **7.** Evard's Black Tentacles, Polymorph **8.** Dimension Door, Otiluke's Resilient Sphere **9.** Teleportation Circle, Wall of Force **10.** Steel Wind Strike, Bigby's Hand **11.** Disintegrate, Scatter **12.** Summon Fiend, Tasha’s Bubbling Cauldron **13.** Crown of Stars, Mordenkainen's Magnificent Mansion **14.** Reverse Gravity, Simulacrum # Alastor's Spellbook **Cantrips Formulas:** Fire Bolt, Ray of Frost, Mage Hand, Mending, Prestidigitation **1st Level:** Comprehend Languages, Detect Magic, Find Familiar, Fog Cloud, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter *Copied:* Alarm, Absorb Elements, Feather Fall, Identify, Illusory Script, Longstrider, Protection from Evil and Good, Tenser's Floating Disk, Unseen Servant, Thunderwave **2nd Level:** Knock, Misty Step, Tasha's Mind Whip, Web *Copied:* Arcane Lock, Arcane Vigor, Augury, Blindness/Deafness, Darkvision, Enhance Ability, Enlarge/Reduce, Gentle Repose, Hold Person, Invisibility, Levitate, Magic Mouth, Mirror Image, Nystul's Magic Aura, Rime's Binding Ice, Rope Trick, See Invisibility, Skywright **3rd Level:** Counterspell, Hypnotic Pattern, Leomund's Tiny Hut, Summon Shadowspawn *Copied:* Clairvoyance, Dispel Magic, Fireball, Fly, Galder's Tower, Haste, Intellect Fortress, Lightning Bolt, Magic Circle, Major Image, Phantom Steed, Remove Curse, Sending, Sleet Storm, Slow, Speak with Dead, Summon Fey, Summon Undead, Tiny Servant, Tongues, Water Breathing **4th Level:** Dimension Door, Evard's Black Tentacles, Otiluke's Resilient Sphere, Polymorph *Copied:* Banishment, Divination, Fire Shield, Galder's Speedy Courier, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Raulothim's Psychic Lance, Stoneskin, Summon Aberration, Summon Construct,Watery Sphere **5th Level:** Steel Wind Strike, Bigby's Hand, Teleportation Circle, Wall of Force *Copied:* Animate Objects, Circle of Power, Cone of Cold, Conjure Elemental, Far Step, Hold Monster, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Summon Dragon, Telekinesis **6th Level:** Disintegrate, Scatter, Summon Fiend, Tasha’s Bubbling Cauldron *Copied:* Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing **7th Level:** Crown of Stars, Mordenkainen's Magnificent Mansion, Reverse Gravity, Simulacrum *Copied:* Forcecage, Plane Shift, Sequester, Teleport

Magic Items

Name Rarity Location Table Result Counts?
Arcane Grimoire +1 Uncommon Tasha's Cauldron of Everything true
*Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)* While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.