{"name":"Wolfgang den Poeka","class":"Wizard","level":"1","background":"Noble","race":"Elf (Drow)","alignment":"Chaotic Good","proficiency_bonus":"2","strength":"17","dexterity":"19","constitution":"15","intelligence":"17","wisdom":"13","charisma":"12","str_save":"3","dex_save":"4","con_save":"2","int_save":"5","wis_save":"3","cha_save":"1","hit_die":"6","total_hit_dice":"1","acrobatics":"4","animal_handling":"1","arcana":"5","athletics":"3","deception":"1","history":"5","insight":"3","intimidation":"1","investigation":"3","medicine":"1","nature":"3","perception":"3","performance":"1","persuasion":"3","religion":"3","sleight_of_hands":"4","stealth":"4","survival":"1","proficiencies":"Base Stats: Intelligence, Wisdom\r\nAbilities: Arcana, History, Insight, Perception, Persuasion","armor_class":"14","hit_points":"8","initiative":"","speed":"30 ft","proficiences_and_languages":"Languages: Common, Elvish, Fey\r\nArmor: None\r\nWeapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Rapiers, Shortswords\r\nTools: Cards\u2022 Sunlight Sensitivity. ","attacks":"Dagger | roll 1d4 Piercing | Finesse, Light, Thrown (20\/60)","spellcasting":"Booming Blade:Casting Time: 1 action\r\nRange: 5 feet\r\nComponents: V, M (a weapon)\r\nDuration: 1 round\r\n\r\nAs part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.\r\n\r\nOn a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\r\n\r\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.\r\n\r\nDancing Lights:Casting Time: 1 action\r\nRange: 120 feet\r\nComponents: V, S, M (a bit of phosphorus or wychwood, or a glowworm)\r\nDuration: Concentration, up to 1 minute\r\n\r\nYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.\r\n\r\nAs a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell\u2019s range.\r\n\r\nFire Bolt:Casting Time: 1 action\r\nRange: 120 feet\r\nComponents: V, S\r\nDuration: Instantaneous\r\n\r\nYou 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\u2019t being worn or carried.\r\n\r\nAt Higher Levels. This spell\u2019s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).\r\n\r\nGreen-Flame Blade:Casting Time: 1 action\r\nRange: 5 feet\r\nComponents: V, M (a weapon)\r\nDuration: Instantaneous\r\n\r\nAs part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps 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.\r\n\r\nAt Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.\r\n\r\nAcid Stream:Casting Time: 1 action\r\nRange: Self (30-foot line)\r\nComponents: V, S, M (a bit of rotten food)\r\nDuration: Concentration, up to 1 minute\r\n\r\nA stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell\u2019s 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 3d4 acid damage at the start of each of its turns.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.\r\n\r\nBurning Hands:Casting Time: 1 action\r\nRange: Self (15-foot cone)\r\nComponents: V, S\r\nDuration: Instantaneous\r\n\r\nAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.\r\n\r\nThe fire ignites any flammable objects in the area that aren\u2019t being worn or carried.\r\n\r\nAt 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.\r\n\r\nChromatic Orb:Casting Time: 1 action\r\nRange: 90 feet\r\nComponents: V, S, M (a diamond worth at least 50 gp)\r\nDuration: Instantaneous\r\n\r\nYou hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.\r\n\r\nMagic Missile:Casting Time: 1 action\r\nRange: 120 feet\r\nComponents: V, S\r\nDuration: Instantaneous\r\n\r\nYou 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.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.\r\n\r\nThunderwave:Casting Time: 1 action\r\nRange: Self (15-foot cube)\r\nComponents: V, S\r\nDuration: Instantaneous\r\n\r\nA wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn\u2019t pushed.\r\n\r\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell\u2019s effect, and the spell emits a thunderous boom audible out to 300 feet.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","equipment":"A set of fine clothes, a signet ring, a scroll of pedigree, a purse, wand\/arcane focus,scholars pack(a backpack \u00b7 a book of lore \u00b7 a bottle of ink \u00b7 an ink pen \u00b7 10 sheets of parchment \u00b7 a little bag of sand \u00b7 a small knife.), spellbook\r\n","personality_trait":"Despite my birth, I do not place myself above other folk. We all have the same blood. My favor, once lost, is lost forever","ideal":"Family. Blood runs thicker than water.","bond":"I am in love with the heir of a family that my family despises","flaw":"I have an insatiable desire for carnal pleasures.","features_and_traits":"Age: 250 years\r\nHeight: 6 ft\r\nWeight: 135 lbs\r\nEyes: Blue\r\nSkin: Blue-Grey\r\nHair: White\r\n\u2022 Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.\r\n\u2022 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 120 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.\r\n\r\n\u2022 Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.\r\n\r\n\u2022 Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is \"trance\". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.\r\n","total_spell_slots_1":"2-1st","total_spell_slots_2":"3-1st","total_spell_slots_3":"4-1st           2-2nd","total_spell_slots_4":"4-1st           3-2nd","total_spell_slots_5":"4-1st           3-2nd           2-3rd","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"","class_features":"Spellbook\r\nAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.\r\n\r\nThe spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.\r\n\r\nCopying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.\r\nCopying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.\r\nFor each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.\r\n\r\nReplacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want\r\nto make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.\r\nIf you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.\r\n\r\nThe Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.\r\n\r\nPreparing and Casting Spells\r\nThe 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.\r\n\r\nYou 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.\r\n\r\nFor example, if you're a 3rd-level wizard, you have four 1st-1evel 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.\r\n\r\nYou 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 incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.\r\n\r\nSpellcasting Ability\r\nIntelligence 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n\r\nRitual Casting\r\nYou 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.\r\n\r\nSpellcasting Focus\r\nYou can use an arcane focus as a spellcasting focus for your wizard spells.\r\n\r\nLearning Spells of 1st Level and Higher\r\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. 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.\r\n\r\nArcane Recovery\r\nYou 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.\r\n\r\nFor 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.","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"\u2022 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 120 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.\r\n\r\n\u2022 Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.\r\n\r\n\u2022 Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is \"trance\". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.\r\n\r\n\u2022 Keen Senses. You have proficiency in the Perception skill.\r\n","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"531679","world":"cd26b2e6-6830-4ed2-8c6c-1af16c11461c","folder":""}