Table of Contents

Albena Greenleaf

5' 4“, red hair, green eyes, elfy. Calls herself the Winter Witch.

Primary Class: Wizard 5th level

Secondary Class: Cleric of Darun 2nd level

HP 46 AC 18 (Dex + Ring of Protection + Crown of the Kobold King; AC 21 with Mage Armor)

Str 10 Dex 18 Con 15 Int 18 Wis 13(15) Cha 13(15)

Proficiency: +3

Inspiration: 1

Beloved Inspiration: 1

Skill Proficiencies

Tool Proficiencies

Spell Slots

Prepared Spells

Elf Racial Characteristics

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Wood Elf Traits

Character Background: Acolyte

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Wizard Class Features

As a wizard you gain the following class features.

Hit Points

Proficiencies

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

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.

Arcane Tradition: Evocation

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved. It now takes 2 hours and 25 gold per level to copy a spell from a scroll or someone else's spellbook into yours, 1 hour and 125 silver per level to copy an Evocation spell.

Sculpt Spells

Beginning 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 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.

Cleric Class Features

As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields Weapons: All simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Insight, Persuasion

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, 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 prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Cleric: Nature Domain

Nature Domain Spells

Cleric Level Spells
1st Animal Friendship, Speak with Animals
3rd Barkskin, Spike Growth
5th Plant Growth, Wind Wall
7th Dominate Beast, Grasping Vine
9th Insect Plague, Tree Stride

Acolyte of Nature

At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in Animal Handling.

Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

College Stats

Dorm: Witherspoon Hall

Gained Abilities

Current Classes

Extracurriculars

Exam Student Dice

Each student die can be used once per long rest, on the skills indicated, for the rest of the academic period.

Friendships, Beloveds, and Rivalries

Possessions

Money

Standard Items

Natural Magic

Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 3 cantrips from the Wizard class, 3 cantrips from the Cleric class, 1 druid cantrip from Nature Domain, and 2 cantrips from Magic Initiate.

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

Spellbook

1st Level Spells

2nd Level Spells

3rd Level Spells

Special Items

Albena's trinket is a box with various different-sized buttons.

Student ID card

Great Library card

Student Tablet. These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Academy Pennant: A pennant symbolizing the character's skill area, this pennant proudly glows when waved, illuminating a 10 foot area in bright light and a further 10 foot area in dim light.

Special trinket: A puzzle box bedecked in amber.

Academy Plushie Mascot (Owlin): It has two special effects: 1) If you push it against an arm, shoulder, or leg as an action, it stays attached there for one hour or until you spend an action to remove it. 2) When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way again until you have a long rest.

Silk dresses and slippers (300 gp)

Periapt of wisdom (+2 wisdom when attuned).

Mirrored Sunglasses. These sunglasses are ballistic-proofed, though they can be knocked off, and provide resistance to blinding and immunity to gaze attacks while worn; in addition, the mirror reflection may reflect the gaze attack back on the user!

Crown of the Kobold King: +2 Cha, +2 AC, immune to frightful pressence of dragons, +1 to spell attack and DC if sorcerer.

Masquerade Tattoo: Snowflake with a great polar owlbear head in the center. Tattoo on forearm.

Ring of Protection +2: You gain a +2 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing (can store up to five spell levels at a time; currently stores Feather Fall, Invisibility, Dragon Breath)

Amulet of the Devout +1

Uncommon Glamourweave Hat

Uncommon Glamourweave Gown

SoulPhone

Upgrades

Emergency Exit

Apps

Bank of Alshira Professional

SpellBook

Special Benefits and Extended Rests

Extended Rest: Spending a week at your castle, touching base with subjects and followers and attending to your affairs.

===== Snowflake, Owlbear (3rd level Warrior)

Bonus Proficiencies: 1st-level Warrior feature

The sidekick gains proficiency in one saving throw: Strength.

In addition, the sidekick gains proficiency in two skills of your choice: Intimidation and Survival.

The sidekick gains proficiency with all armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons.

Martial Role: 1st-level Warrior feature

Each warrior focuses on offense or defense in their training. Choose one of the following options:

Attacker. The sidekick gains a +2 bonus to all attack rolls (included in stat block).

Second Wind: 2nd-level Warrior feature

The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

The sidekick can use this feature twice between rests starting at 20th level.

Improved Critical: 3rd-level Warrior feature

The sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Common Attacks

Quarterstaff: +2 to hit, 1d6 damage, 1d8 wielded two-handed

Fire Bolt: +6 to hit, 1d10 fire damage