Uevareth Aejor
5' 1“, brown haired, green eyed.
Primary Class: Fighter 3rd level
Secondary Class: Wizard 1st level
HP 34 AC 14 (18 with platemail)
Str 15 Dex 18 Con 15 Int 15 Wis 10 Cha 11
Proficiency: +2
Skill Proficiencies
Acrobatics (Dex): +4 Dex +0 Prof +0 Expert +0 Training
Animal Handling (Wis): +0 Wis +0 Prof +0 Expert +0 Training
Arcana (Int): +2 Int +2 Prof +0 Expert +0 Training
Athletics (Str): +2 Str +2 Prof +0 Expert +0 Training
Deception (Cha): +0 Cha +0 Prof +0 Expert +0 Training
History (Int): +2 Int +2 Prof +0 Expert +0 Training
Insight (Wis): +0 Wis +2 Prof +0 Expert +0 Training
Intimidation (Cha): +0 Cha +0 Prof +0 Expert +0 Training
Investigation (Int): +2 Int +2 Prof +0 Expert +0 Training
Medicine (Wis): +0 Wis +0 Prof +0 Expert +0 Training
Nature (Int): +2 Int +0 Prof +0 Expert +0 Training
Perception (Wis): +0 Wis +2 Prof +0 Expert +0 Training
Performance (Cha): +0 Cha +0 Prof +0 Expert +0 Training
Persuasion (Cha): +0 Cha +0 Prof +0 Expert +0 Training
Religion (Int): +2 Int +0 Prof +0 Expert +1 Training
Sleight of Hand (Dex): +4 Dex +0 Prof +0 Expert +0 Training
Stealth (Dex): +4 Dex +0 Prof +0 Expert +0 Training
Survival (Wis): +0 Wis +2 Prof +0 Expert +0 Training
Technology (Int): +2 Int +0 Prof +0 Expert +0 Training
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.
Ability Score Increase: Your Dexterity score increases by 2.
Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Accustomed to twilit forests and the night sky, 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.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
High Elf Traits
Ability Score Increase: Your Intelligence score increases by 1.
Proficiency: You can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language: You can speak, read, and write one extra language of your choice. Uev knows Dwarven.
Character Background: Outlander
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Fighter Class Features
As a fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Insight, Perception
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype: Samurai
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
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: History, Investigation
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.
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
Current Classes
Party Dynamics I: 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)
Basics of Acrobatics: Gain proficiency in Acrobatics.
Remedial Stealth: Gain proficiency in Stealth.
Understanding People: Gain +1 to Insight.
Intramural Wanderball Club: Athletics, Intimidation
Intramural Gymnastics Club: Acrobatics, Performance
Friendships, Beloveds, and Rivalries
Possessions
Money
Standard Items
Special Items
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.
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.
Potion of Healing
Potion of Greater Healing
Potion of Invisibility
SoulPhone
Apps
Bank of Alshira Professional
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 being a Wizard, 1 cantrip from being a High Elf, and 2 cantrips from Magic Initiate.
Mind Sliver: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Minor Illusion: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
Sapping Sting: You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
Fire Bolt: You hurl a mote of fire at a creature or object within range. Make 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.
Guidance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Resistance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
Arcane Magic
1st Level Spells
Mage Armor: 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.
Cause Fear: You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Detect Magic
Identify
Id Insinuation: You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
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 range (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.
Common Attacks
Scimitar: +6 to hit, 1d6+4 damage
Shortsword: +6 to hit, 1d6+4 damage
Shortbow: +6 to hit, 1d6+4 damage