Rise of the Dragons
High Elf Wizard
“So you clothe yourself in steel and cured leather, jab pointy sticks at your enemies, and think yourself mighty? Fool. My weapons are the building blocks of creation, the forces of the universe. Seek not to impress me with muscle and bone.”
Little about your demeanor or appearance would suggest that you are a professional adventurer. Your fine clothes are evidence of your privileged upbringing, your speech hints at your impressive education. Yet adventure is the surest, if cruelest, method of refining your arcane skills, as adversity traditionally allows one to reap the greatest benefits. Let those of limited scope spend their time poring over worn tomes from the safety of a library. You crave the arcane knowledge of past eons long forgotten, and the means to acheive the heights of untold glory of which you have always dreamed.
You were raised wanting for nothing, giving you a clarity of purpose that outweighs pedestrian survival. You know that your potential is limitless, and you aim to make use of your gods-given talents.
Position of Privilege. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Personality Trait No one could doubt by looking at your regal bearing that you are a cut above the unwashed masses.
Ideal It is your duty to protect and care for the people beneath you.
Bond The common folk must see you as a hero of the people.
Flaw You too often hear veiled insults and threats in every word addressed to you, and you are quick to anger.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision. 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.
Trance. You don’t require sleep. Instead, you meditate deeply, semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Spellcasting Abiiity. You have the ability to cast spells. Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.
You prepare the list of wizard spells that are available for you to cast. To do so, choose 4 spells. The spells must be of a level for which you have spell slots.
To cast a spell, 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 can use an arcane focus as a spellcasting focus for your wizard spells.
You can cast any wizard spell in your spellbook as a ritual if that spell has the ritual tag.
Arcane Recovery. 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 equal to or less than 1.
Cantrips (at-will): acid splash, fire bolt, ray of frost, shocking grasp
1st-level spells (2 slots): burning hands, detect magic, mage armor, magic missile, shield, thunderwave
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