Pre-Gen Elf Wizard PDF
Pre-Gen Elf Wizard PDF
Pre-Gen Elf Wizard PDF
Elf
Wizard
Neutral
Good
High
Elf
Wizard
1
Class:
Wizard
AC
12
Hit
Points
8
Arcane
Magic:
You
can
have
1st-‐level
spell
Speed
30
ft.
Hit
Dice
1d6
slots
per
day.
Intelligence
is
your
magic
ability
score.
Strength
8
(–1)
Spell
Preparation:
You
must
prepare
your
spells
before
casting
them.
After
a
long
rest,
you
regain
Dexterity
14
(+2)
all
your
spell
slots,
and
including
the
benefit
of
Constitution
14
(+2)
your
tradition,
you
can
prepare
three
spells,
Intelligence
17
(+3)
choosing
any
spell
you
wish
from
your
spellbook.
Wisdom
12
(+1)
Casting
a
Spell:
When
you
cast
a
spell,
choose
Charisma
10
(+0)
one
of
your
prepared
spells
and
use
a
spell
slot
of
that
spell’s
level
or
higher.
After
you
cast
the
spell,
Attacks
you
lose
the
use
of
that
slot
until
you
prepare
Quarterstaff
+2;
1d8
+
2
bludgeoning
damage
spells
again,
but
you
still
have
the
spell
prepared.
Your
magic
attack
bonus
is
+4
(Intelligence
Ray
of
Frost
(range
100)
+4;
1d10
cold
damage,
bonus
+
wizard
spellcasting
bonus).
The
saving
and
the
target’s
speed
is
reduced
by
10
feet
until
throw
DC
for
your
spells
is
14
(10
+
Intelligence
the
end
of
your
next
turn.
bonus
+
wizard
spellcasting
bonus).
Armor
and
Weapon
Proficiencies:
You
are
Shocking
Grasp
+4;
1d10
lightning
damage,
and
proficient
with
daggers,
slings,
quarterstaffs,
and
the
target
can’t
take
reactions
until
its
next
turn.
light
crossbows,
but
no
armor.
Tradition
(Scholarly):
You
learned
your
magic
Skills
(Skill
Die:
1d4)
in
an
environment
of
intense
study.
Knowledge
(Arcana)
Cantrips:
Including
your
racial
cantrip,
you
Knowledge
(Folklore)
know
mage
armor,
minor
illusion,
prestidigitation,
Knowledge
(Forbidden
Lore)
ray
of
frost,
and
shocking
grasp.
Knowledge
(History)
Rituals:
You
can
cast
any
spell
you
have
Knowledge
(Sciences)
prepared
as
a
ritual,
if
that
the
spell
has
a
ritual
Listen
version.
Spot
Spell
Preparation:
See
Arcane
Magic.
Spell
Research:
You
started
with
an
additional
Race:
High
Elf
1st-‐level
wizard
spell
in
your
spellbook,
and
you
Cantrip:
See
Tradition
under
Class.
learn
two
wizard
spells
every
time
you
gain
a
level,
Free
Spirit:
You
can’t
be
charmed
or
put
to
instead
of
one.
sleep.
Wizardly
Knowledge:
You
gained
training
in
Keen
Senses:
You
are
trained
in
Listen
and
Knowledge
(Sciences).
Spot.
Languages:
Common,
Elven.
Spellbook
Low-Light
Vision:
If
no
light
is
within
30
feet
of
You
have
a
spellbook
that
contains
the
spells
you
you,
you
treat
dim
light
in
that
radius
as
normal
know.
It
currently
contains
the
following
spells.
light
and
darkness
in
that
radius
as
dim
light.
1st-Level
Spells:
Color
spray,
magic
missile,
Trance:
You
don’t
need
to
sleep.
Instead,
you
sleep,
and
thunderwave.
meditate
deeply
for
4
hours
per
day.
Background:
Sage
three
lore
tomes,
ink,
ink
pen,
ten
candles,
ten
Skills:
Knowledge
(Arcana),
Knowledge
sheets
of
paper,
68
gp
(Folklore),
Knowledge
(History),
and
Knowledge
(Sciences).
Researcher:
When
you
attempt
to
learn
or
recall
a
piece
of
lore,
if
you
fail
to
do
so,
you
know
where
or
from
whom
you
might
obtain
the
lore,
such
as
a
library
or
another
sage.
Feats
Find
Familiar:
You
have
an
owl
familiar,
a
spirit
that
takes
animal
form
to
serve
you.
Your
familiar
acts
independently
of
you,
but
it
always
obeys
your
commands.
In
combat,
it
has
its
own
turns
and
rolls
its
own
initiative.
The
familiar
cannot
make
attacks
of
its
own.
While
you
are
within
100
feet
of
your
familiar,
you
can
communicate
with
it
telepathically.
Additionally,
as
an
action,
you
can
see
through
your
familiar’s
eyes
and
hear
what
it
hears
for
1
round,
and
you
also
gain
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,
while
within
100
feet
of
your
familiar,
you
can
have
it
deliver
a
spell
on
your
turn
that
requires
touching
a
creature,
so
that
it
touches
the
creature
on
your
behalf,
provided
nothing
is
preventing
the
familiar
from
taking
actions.
If
the
spell
requires
an
attack
roll,
you
use
your
attack
modifier
for
the
roll.
Owl
Familiar
Tiny
Fey
Armor
Class
12
Hit
Points
9
(2d8)
Speed
5
ft.;
fly
25
ft.
Senses
darkvision
40
ft.
Str
2
(–4)
Dex
12
(+1)
Con
6
(–2)
Int
2
(–4)
Wis
10
(+0)
Cha
2
(–4)
TRAITS
Familiar:
When
the
familiar
drops
to
0
hit
points
or
fewer,
it
disappears,
leaving
behind
no
physical
form.
The
familiar
reappears
only
after
you
recall
it
by
spending
30
minutes
performing
a
minor
ritual.
Equipment
Robes,
quarterstaff,
spellbook,
spell
components,
healer’s
kit,
magnifying
lens,
odd
knickknack,