Heck Vargas
5' 10“, lanky. Black hair with a mustache and goatee. Brown eyes.
Primary Class: Wizard 5th level
Secondary Class: Bard 2nd level
HP 39 AC 16 (Dex + Bracers; AC 19 with Mage Armor)
Str 9 Dex 17 Con 13 Int 18 Wis 12 Cha 16
Proficiency: +3
Inspiration: 2
Beloved Inspiration: 2
Skill Proficiencies
Acrobatics (Dex): +3 Dex +1* Prof +0 Expert +0 Training
Animal Handling (Wis): +1 Wis +1* Prof +0 Expert +0 Training
Arcana (Int): +4 Int +3 Prof +0 Expert +1 Training
Athletics (Str): -1 Str +1* Prof +0 Expert +0 Training
Deception (Cha): +3 Cha +1* Prof +0 Expert +0 Training
History (Int): +4 Int +3 Prof +0 Expert +1 Training
Insight (Wis): +1 Wis +1* Prof +0 Expert +0 Training
Intimidation (Cha): +3 Cha +1* Prof +0 Expert +0 Training
Investigation (Int): +4 Int +3 Prof +0 Expert +0 Training
Medicine (Wis): +1 Wis +1* Prof +0 Expert +0 Training
Nature (Int): +4 Int +1* Prof +0 Expert +0 Training
Perception (Wis): +1 Wis +3 Prof +0 Expert +0 Training
Performance (Cha): +3 Cha +3 Prof +0 Expert +0 Training
Persuasion (Cha): +3 Cha +1* Prof +0 Expert +0 Training
Religion (Int): +4 Int +3 Prof +0 Expert +1 Training
Sleight of Hand (Dex): +3 Dex +1* Prof +0 Expert +0 Training
Stealth (Dex): +3 Dex +1* Prof +0 Expert +0 Training
Survival (Wis): +1 Wis +3 Prof +0 Expert +0 Training
Technology (Int): +4 Int +1* Prof +0 Expert +0 Training
Spell Slots
4 x 1st level wizard
3 x 2nd level wizard
2 x 3rd level wizard
3 x 1st level bard
Prepared Spells
Human Racial Characteristics
It's hard to make generalizations about humans, but your human character has these traits.
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Heck speaks Common and Spanish natively.
Character Background: Inheritor
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
Wizard Class Features
As a wizard you gain the following class features.
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per wizard level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Religion
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.
Familiar: Belfry, Fruit Bat
Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 30 ft.
STR 2 (-4) DEX 15 (+2) CON 8 (-1) INT 2 (-4) WIS 12 (+1) CHA 4 (-3)
Senses: Blindsight 60 ft., Passive Perception 11
Languages: None
Challenge 0 (10 XP)
Proficiency Bonus +2
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions: Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. 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 you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you 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 your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Arcane Tradition: Necromancy
Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy 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.
Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Bard Class Features
As a bard, you gain the following class features.
Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three: Performance, Perception, Investigation
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your bard 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. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Magical Inspiration (Optional)
At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Feats
Lucky: You can reroll one d20 or force to reroll an attack roll against you (3/long rest).
College Stats
Dorm: Witherspoon Hall
Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay.
Calm: Students living here do not have to deal with noisy conditions, making studying easier.
Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.
Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester.
Gained Abilities
Party Dynamics: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.) Taught by Professor Mavinda Sharpbeak.
Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know)
Arcane Overview: Introduction to Arcana. (+1 to Arcana after course is completed)
The Divine Comedy: Introduction to Religion. (+1 to Religion after course is completed)
World History: Introduction to History. (+1 to History after course is completed)
Party Dynamics II: Enhances teamwork and provides education in various beasts. (Int check to identify a creature or roughly estimate its identity.) Taught by Professor Mavinda Sharpbeak and Verelda Lang.
Backwater Preservation: A general course on backwaters and how to keep them stable. (+1 to History check to deduce the appropriate actions needed to preserve or destabilize a particular Backwater.)
Building Your Own Fiefdom: A course usually reserved for juniors and seniors, covers the basics of building a fiefdom from construction to recruiting to getting citizens to move in. (+1d4 once a day to History check to take appropriate actions or estimate what might be necessary.)
World Cultures: An overview of various foreign cultures. (+2 to History to describe a particular culture after course is completed)
Musical Composition: Intermediate lessons on musical composition and playing styles. (+1 to Performance when creating new songs.)
Current Classes
Scrivening and Symbology I: About various symbols, runes, and glyphs that you might encounter in your studies or in the field. (Int roll to recognize symbols, runes, and glyphs.)
Backwater Promotion: About developing a Backwater so that it becomes stable and enduring. (+1 to History check involving Backwaters.)
Fiefdom Management: Managing and maintaining a territory and developing it further. (+1 to Persuasion checks involving matters of state.)
Modern Strategist I: Assists you in planning minor or major skirmishes between units of scale, regardless of what technology they bring to bear. (+1d4 to History to plan strategic battles.)
Music Production: The technological equipment used in preparing music and music videos. (+1d4 to Technology to prepare music and music videos.)
Dragonsguard Historical Society (Arcana, History)
Show Band Association (Sleight of Hand, Performance)
Exam Student Dice
Each student die can be used once per long rest, on the skills indicated, for the rest of the school year.
Friendships, Beloveds, and Rivalries
Rosie: +2 | Bond Boon: Rosie's energy is contagious. Whenever you travel any significant distance, you can reach your destination in half the normal time.
Rampart: +2 | Bond Boon: Rampart’s commanding presence rubs off, and when you’re trying to avoid campus security, your fellow students always help you lie low.
Aurora: +2 | Bond Boon: Out of respect for Aurora, fellow campus musicians will cover your expenses for one night per week at places where live music is common.
Rinaldo: +2 | Beloved!
Ebony: +2 | Beloved!
Possessions
Money
68 gold pieces
18 silver pieces
29 copper pieces
177 Shirans
Standard Items
Special Items
Abuela has 3 charges and regains 1d3 charges per day. By using a charge (and, presumably, consulting with Abuela), he gains a d4 bonus to an Intelligence (Arcana) or Intelligence (Knowledge) check. You can use this ability after rolling but before the result of the roll is declared, or basically, when you think it'll help. She also serves as an Arcane Focus.
Heck's inheritance is an arcane book – this is Abuela's old spellbook, although most of it is incomprehensible to him for now. It's where he learned his base wizard spells and will learn future 'free' spells, and may have some other secrets hiding in it later…
Heck's trinket is a pair of old lucky socks.
Gypsy Friend Medallion
Medallion of two wings supporting a silver skull worth 20 gp - given to Rinaldo the Gypsy
Student ID card
Great Library card
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.
Bag of tricks (gray)
“Phat Lute”, Doss Lute
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Cleric in a Bottle - Acolyte (Healing Potion)
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.
Bracers of Defense (+2 AC)
Silver Masterwork Rapier (+1 to damage)
Cloak of Protection +1 (+1 to AC, saving throws)
Libram of Souls and Flesh: With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead, vampiric touch. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school. As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target’s status. The effect ends if you deal damage or force a creature to make a saving throw.
Lyre of Building
Restorative Ointment (x2)
Marvelous Pigments (x5)
Helm of Comprehending Languages
Pole of Collapsing
Potion of heroism (x3)
Potion of invisibility (x3)
Potion of superior healing (x3)
Elixir of health (x 5)
Coin of Delving
Bottle of Boundless Coffee
Earrings of Message
Finder's Goggles
Horn of Blasting
Ioun Stone of Awareness: You can't be surprised while this dark blue rhomboid orbits your head.
A ring of fire resistance
Potions of invisibility, 2
Gem of Brightness, 8 charges remaining
Driftglobe
Ring of fire resistance
12 x Potion of Healing.
Stone of Diminution (makes a Medium creature Tiny for 5d6 minutes per use, ends at will or when time elapses, 4 charges)
SoulPhone
Upgrades
Emergency Exit
Phone of Holding: This soulphone upgrade requires one week of downtime to complete the installations (or can be prepared on a replacement phone as part of the replacement costs.) It allows your phone to act as a storage outlet for items that will automatically sort similar items, pick up items by taking their picture and pressing the 'Take' button, and drop items by selecting them in the menu and pressing the 'Drop' button. There are additional features for Telepathic Access Functions users, allowing the user to drop specific items at a thought (these will land on the ground adjacent to the user, and the user can choose to drop one or all items of a specific type as a standard action, or a specific number of items as two standard actions or one full-round action.) The phone has a base max capacity of 100 lbs, and can store an additional 10 lbs in Private Memory Reserve per 1 Quad purchased.
Private Memory Reserve: This adds 4000 Quads of capacity to Heck's phone, backed up on ATTN storage servers.
Phone of Banking: This special upgrade requires Phone of Holding. It allows you to immediately store and transfer monetary assets to a Bank of Alshira bank account, or withdraw up to 100 coins per minute; it also can transfer objects (up to the weight limit of the Phone of Holding) directly to resellers; this will generally garner roughly 20% of the item's true value, but is much better than lugging fifty pounds of steel bars back to town.
Projector Attachment: This small device plugs into the data port on the bottom edge of the phone, and allows the phone to broadcast holographic 2D or 3D displays (3D displays require 3D data, which must be recorded or created through other means.
Apps
Bank of Alshira Professional
badassometer Professional
badassometer-Nexbook
gold4loot Professional (resell at 30%, can sell items up to 100 lb immediately)
Livefeed Professional
Buildr
Party Loot
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 4 cantrips from the Wizard class, and 2 cantrips from Magic Initiate, and 4 cantrips from Bard.
Toll the Dead: You point at one creature you can see within range (60 feet), and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range (120 feet). Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mage Hand: A spectral, floating hand appears at a point you choose within range (30 feet). The hand lasts for the duration (1 minute) or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Spare the Dying: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Vicious Mockery: You unleash a string of insults laced with subtle enchantments at a creature you can see within range (60 feet). If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Prestidigitation:
Message:
Light:
Thunderclap:
Green-Flame Blade: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
Arms of Hadar: You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Spellbook
1st Level Spells - Wizard
Detect Magic: (can be Ritual) For the duration (10 minutes), you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
False Life
Find Familiar: (can be Ritual) You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. 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 you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you 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 your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Identify: (can be Ritual) You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Mage Armor: Duration 8 hours. You touch 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 you dismiss the spell as an action.
Magic Missile: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
Protection from Good and Evil
Puppet
Silvery Barbs: You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within 60 feet (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Sleep: Duration 1 minute, range 90 feet. This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Tenser's Floating Disk
Unseen Servant: (can be Ritual) This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
2nd Level Spells - Wizard
Mirror Image
Invisibility
Gentle Repose
Pyrotechnics
Knock
Mind Spike
Arcane Lock
Darkness
Cloud of Daggers
Darkvision
3rd Level Spells - Wizard
Animate Dead
Speak with Dead
Vampiric Touch
Dispel Magic
Spirit Shroud
Summon Undead
1st Level Spells - Bard
Command: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Dissonant Whispers: You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Unearthly Chorus: Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.
Faerie Fire: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Disguise Self
Special Benefits and Extended Rests
Extended Rest: Spending a week at your castle, touching base with subjects and followers and attending to your affairs.
Evidence
Sample of oily substance (Mimic encounter)
Sample of oily substance (Giant Frog encounter)
Suspicious Vial (Giant Frog encounter)
Analysis from Charla Swifthealer
Counteragent to transmutation potion
Sample of oily substance (Cauldrons encounter)
List of COST suspects (Captain Dapplewing's Manor)
Note on pen animation and COMP assistance (SBA note)
Breena the demagogue's explanation of the eldritch balm that's normally a preservative
Breena's account of being knocked down and getting spilled on on the way to the tavern (Cauldrons encounter)
Breena's dress (Cauldrons encounter)
Mysterious M Monogrammed Notebook (Underground Springs)
Common Attacks
Quarterstaff: +1 to hit, 1d6-1 damage one-handed, 1d8-1 damage two-handed
Silver Rapier: +5 to hit, 1d8+4 damage (+1 damage from Masterwork)
Toll the Dead: DC 14 Wis save, 1d8 damage, 1d12 if already injured
Chill Touch: +6 to hit, 1d8 damage, causes 1 turn attack disadvantage against you to undead
Vicious Mockery: DC 14 Wis save, 1d4 damage plus disadvantage on next attack roll