======Alanna====== {{:rpg:r4i-phandelver:characters:img_20180528_184312585.jpg?nolink&200|}}\\ **High Elf Wizard level 3**\\ **School:** Evocation\\ **Background:** Acolyte\\ **Proficiency bonus:** +2\\ **Alignment:** Chaotic Good\\ **Player:** Jamie/Nightwatcher13\\ ^ Ac ^ Initiative ^ Speed ^ HP/MaxHP ^ Hit Dice ^ | 12 | +2 | 30 | 25/25 | 3d6 | **__Ability Scores__**\\ Strength: 10 (0)\\ Dexterity: 15 (+2)\\ Constitution: 14 (+2)\\ Intelligence: 16 (+3)\\ Wisdom: 12 (+1)\\ Charisma: 8 (-1)\\ **__Saving throws__**\\ Strength: 0\\ Dexterity: +2\\ Constitution: +2\\ Intelligence: +5\\ Wisdom: +3\\ Charisma: -1\\ ^ Skill Name ^ Proficency ^ Bonus ^ | Acrobatics | No | 2 | | Animal Handling | No | 1 | | Arcana | Yes | 5 | | Athletics | No | 0 | | Deception | No | -1 | | History | No | 3 | | Insight | Yes | 3 | | Intimidation | No | -1 | | Investigation | Yes | 5 | | Medicine | No | 1 | | Nature | No | 3 | | Perception | Yes | 3 | | Performance | No | -1 | | Persuasion | No | -1 | | Religion | Yes | 5 | | Sleight of hand | No | 2 | | Stealth | No | 2 | | Survival | No | 1 | ^ Story Bonuses | +1 to ability checks regarding owlbears | ^ Racial Features ^ Class Features ^ | **Darkvision**\\ Thanks to your elf blood, 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. | **Arcane Recovery**\\ You can recover some of your magical energy by studying your spellbook. Once per day during a short rest, you can choose to recover expended spell slots with a combined level of up to half your wizard level, rounded up | | **Fey Ancestory**\\ You have advantage on saving throws against being Charmed, and magic can’t put you to sleep | **Abjuration Savant:**\\ Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved | | **Trance**\\ Elves don't need to sleep; they meditate deeply, remaining semiconscious, for four hours per day, and gain the same benefits as a human does from eight hours of sleep | **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. | | | **Evocation Savant:**\\ Starting at 2nd level when you select this school, the gold and time you must spend to copy an evocation spell into your spellbook is halved. | | | **Sculpt spells:**\\ Starting at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you 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 have taken half damage on a successful save. | **Shelter of the Faithful:** (background) As a servant of Oghma, you command the respect of those who share your faith, and you can perform the rites of Oghma. You and your companions can expect to receive free healing and care at a temple, shrine, or other established presence of Oghma's faith. Those who share your religion will support you (but only you) at a modest lifestyle. You have ties to the temple of Oghma in Neverwinter, where you have a residence; and when in Neverwinter, you can call on assistance from the priests of Oghma when it will not endanger them. ^ Languages Known ^ Tool Proficencies ^ Gaming Proficencies ^ Musical Instrements ^ Weapons ^ | Common, Elvish, Dwarvish, Goblin | None | None | None | Daggers, darts, light crossbows, longbows, shortswords, longswords, quarterstaffs, shortbows, slings | __**Magic**__\\ Wizards use intelligence as their spell-casting stat\\ **Spell Attack modifier**:5\\ **Spell Save DC**: 13\\ ^ Spellslots ^ current/remaining ^ ^ 1st | 4/4 | ^ 2nd | 3/3 | ^ Spell Level ^ Spell name ^Memorised? ^ ^ Cantrip | Mage Hand | N/A | | | Prestigitation | N/A | | | Ray of frost | N/A | | | Shocking Grasp | N/A | ^ 1st | Burning hands | | | | Detect Magic | | | | Feather Fall | | | | Mage Armor | | | | Magic Missile | | | | Shield | | | | Sleep | | ^ 2nd | Misty Step | | | | Detect Thoughts | | | | Scorching Ray | | __**Personality**__\\ **Personality:** I have little experience with others outside of the temple, and I tend to use big words to attempt to sound smarter\\ **Ideals:** Knowledge; the path to power and self-improvement is through knowledge\\ **Bonds:** The tome I carry with me is the record of my life's work so far, and no vault is secure enough to keep it safe\\ **Flaws:** I'll do just about anything to uncover historical secrets that would add to my research.\\ =====Feats:===== ==War Caster== * Advantage on Con saves for maintaining concentration on a spell when taking damage * Can perform somatic components of spells when you have weapons or a shield in one or both hands * When when a hostile creature's movement provokes an attack of opportunity, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. [[rpg:r4i-phandelver|Phandelver main]]|[[rpg:r4i-phandelver:characters|Character Sheets]]