Danerian

Danerian is a male High Elf Evocation Wizard currently at level 3.

* A set of common clothes
* Wood cutter's tools
* Shovel
* Iron pot
* Quarterstaff
* Arcane focus
* Spellbook
* Healing potions (3)
* Sigurdr Pages
* Explorer's pouch
	+ Backpack
	+ Bedroll
	+ Mess kit
	+ Tinderbox
	+ Torches (10)
	+ Rations (10 days worth)
	+ Waterskin
	+ Rope (50 feet)

## Abilities

#### Elf

* **Size And Speed**- Danerian is a Medium sized creature with a movement speed of 30 feet.
* **Darkvision**- Danerian can see 60 feet in the dark, but cannot discern color in the dark.
* **Fey Ancestry**- Danerian has advantage on saving throws against being charmed, and magic can't put him to sleep.
* **Trance**- Danerian does not sleep, and instead meditate for 4 hours in a semi-conscious state.
* **Keen Senses**- Danerian is proficient in the Perception skill.
* **Languages**- Danerian can speak Common, Elven, and one extra language.
* **Cantrip**- Danerian knows one cantrip from the Wizard spell list.
* **Elf Weapon Training**- Danerian is proficient with the longsword, shortsword, shortbow, and longbow.

#### Folk Hero

* **Rustic Hospitality**- Since Danerian comes from the ranks of the common folk, he fits in among them with ease. He can find a place to hide, rest, or recuperate among other commoners, unless he has shown himself to be a danger to them. They will shield him from the law or anyone else searching for him, though they will not risk their lives for him.

#### Wizard

* **Spellcasting**- Danerian has a spellbook which contains his known spells.
	+ **Cantrips**- At level 1, Danerian knows three cantrips from the Wizard spell list. He can learn additional cantrips when he levels up, as shown on the Cantrips Known column of the Wizard table.
	+ **Spellbook**- Danerian has a spellbook containing six 1st level Wizard spells of his choice at level 1. The spellbook is a repository of the Wizard spells Danerian knows, except for his cantrips, which are fixed in his mind.
		- **Copying A Spell Into The Book**- When Danerian finds a Wizard spell of 1st level or higher, he can add it to his spellbook if it is of a spell level he can prepare and if he can spare the time to decipher and copy it. For each level of the spell, the process takes 2 hours and costs 50 gold. Once he has spent this time and money, he can prepare the spell just like his other spells.
		- **Replacing The Book**- Danerian can copy a spell from his own spellbook into another book. Danerian need only spend 1 hour and 10 gp for each level of the copied spell.
	+ **Preparing and Casting Spells**- The Wizard table shows how many spell slots Danerian has to cast his Wizard spells of 1st level or higher. To cast one of these spells, Danerian must expend a slot of the spell's level or higher. Danerian regains all expended spell slots when he finishes a long rest. Danerian prepares the list of Wizard spells that are available for him to cast. To do so, he chooses a number of wizard spells from his spellbook equal to his Intelligence modifier+his Wizard level (minimum of one spell). The spells must be of a level for which Danerian has spell slots. Danerian can change his list of prepared spells when he finishes a long rest.
	+ **Spellcasting Ability**- Intelligence is Danerian's spellcasting ability for his Wizard spells. Danerian's spell save DC is 8+his proficiency bonus+his Intelligence modifier. His spell attack modifier is his proficiency bonus+his Intelligence modifier.
	+ **Ritual Casting**- Danerian can cast a Wizard spell as a ritual if that spell has the ritual tag and he has the spell in his spellbook. He doesn't need to have the spell prepared.
	+ **Spellcasting Focus**- Danerian has a spellcasting focus.
	+ **Learning Spells Of 1st Level Or Higher**- Each time Danerian gains a Wizard level, he can add two Wizard spells of his choice to his spellbook. Each of these spells must be of a level for which he has spell slots, as shown on the Wizard table. On his adventures, Danerian might find other spells that he can add to his spellbook.
* **Arcane Recovery**- Danerian has learned to regain some of his magical energy by studying his spellbook. Once per day when he finishes a short rest, he 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.
* **Arcane Tradition (Evocation)**
	+ **Evocation Savant**- The gold and time Danerian must spend to copy an Evocation spell into his spellbook is halved.
	+ **Sculpt Spells**- Danerian can create pockets of safety within the effects of his evocation spells. When he casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

## Wizard Spells

#### Cantrips

* **Firebolt**- Evocation
	+ 1 action, range of 120 feet
	+ Verbal, Somatic
	+ Instant
		- Danerian hurls a mote of fire at a creature or object within range. He makes a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried
		- At Higher Levels: This spell's damage increases by 1d10 when Griz reaches level 5, level 11, and level 17.
* **Message**- Transmutation
	+ 1 action, range of 120 feet
	+ Verbal, Somatic, Material
	+ 1 round
		- Danerian points his finger towards a creature within range and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only he can hear. Danerian can cast this spell through solid objects if he is familiar with the target and knows it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel feely around corners or through openings.
* **Light**- Evocation
	+ 1 action, range of touch
	+ Verbal, Material
	+ 1 hour
		- Danerian touches one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as Danerian likes. Completely covering the object with something opaque blocks the light. The spell ends if Danerian casts it again or dismisses it as an action. If Danerian targets an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

#### 1st Level

* **Ray Of Sickness**- Necromancy
	+ 1 action, range of 60 feet
	+ Verbal, Somatic
	+ Instant
		- A ray of sickening greenish energy lashes out toward a creature within range. Danerian makes a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of Danerian's next turn.
		- At Higher Levels: When Danerian casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
* **Witch Bolt**- Evocation
	+ 1 action, range of 30 feet
	+ Verbal, Somatic, Material
	+ Concentration, up to 1 minute
		- A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between Danerian and the target. He makes a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of Danerian's turns for the duration, he can use his action to deal 1d12 lightning damage to the target automatically. The spell ends if Danerian uses his action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from Danerian.
		- At Higher Levels: When Danerian casts this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
* **Mage Armor**- Abjuration
	+ 1 action, range of touch
	+ Verbal, Somatic, Material
	+ 8 hours
		- Danerian touches a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if Danerian dismisses the spell as an action.
* **Comprehend Languages**- Divination (Ritual)
	+ 1 action, range of self
	+ Verbal, Somatic, Material
	+ 1 hour
		- For the duration, Danerian understands the literal meaning of any spoken language that he hears. He also understands any written language that he sees, but he must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or glyph that isn't part of a written language.
* **Magic Missile**- Evocation
	+ 1 action, range of 120 feet
	+ Verbal, Somatic
	+ Instant
		- Danerian creates three glowing darts of magical force. Each dart hits a creature of his choice that he can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and he can direct them to hit one creature or several.
		- At Higher Levels: When Danerian casts this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
* **Earth Tremor**- Evocation
	+ 1 action, range of self
	+ Verbal, Somatic
	+ Instant
		- Danerian causes a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
		- At Higher Levels: When Danerian casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
* **Chromatic Orb**- Evocation
	+ 1 action, range of 90 feet
	+ Verbal, Somatic, Material (diamond worth 50 gp)
	+ Instant
		- Danerian hurls a 4-inch diameter sphere of energy at a creature that he can see within range. He chooses acid, cold, fire, lightning, poison, or thunder for the type of orb he creates, and then makes a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type Danerian chose.
		- At Higher Levels: When Danerian casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
* **Tasha's Caustic Brew**- Evocation
	+ 1 action, range of self
	+ Verbal, Somatic, Material
	+ Concentration, up to 1 minute
		- A stream of acid emanates from Danerian in a line 30 feet long and 5 feet wide in a direction he chooses. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
		- At Higher Levels: When Danerian casts this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
* **Find Familiar**- Conjuration (Ritual)
	+ 1 hour, range of 10 feet
	+ Verbal, Somatic, Material
	+ Instant
		- Danerian gains the service of a familiar, a spirit that takes an animal form he chooses: bat, cat, crab, frog/toad, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, weasel, or any other small animal. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (Danerian's choice) instead of a beast. Danerian's familiar acts independently of him, but it always obeys his command. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after Danerian casts this spell again. As an action, he can temporarily dismiss his familiar to a pocket dimension. Alternatively, he can dismiss it forever. As an action while it is temporarily dismissed, he can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While Danerian's familiar is within 100 feet of him, he can communicate with it telepathically. Additionally, as an action, he can see through his familiar's eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the familiar has. During this time, he is deaf and blind with regard to his own senses. He can't have more than one familiar at a time. If he casts this spell while he already has a familiar, he instead causes it to adopt a new form. He can choose one of the forms from the above list. His familiar transforms into the chosen creature. Finally, when he casts a spell with a range of touch, his familiar can deliver the spell as if it had cast the spell. His familiar must be within 100 feet of him, and it must use its reaction to deliver the spell when he casts it. If the spell requires an attack roll, he must use his attack modifier for the roll.