Armor Class 12 ... Armor worn: None
30 ft. Speed ... Base distance per move
17 hit points ... 3d6+3 Hit Dice
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 1d6+-1 bludgeoning damage. (If used two-handed in melee, does 1d8+-1 damage.)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Ray of Frost Cantrip. Ranged Spell Attack: +5 to hit, targets one creature or object within 60 ft. range. Hit: 1d8 frost damage and slows target 10'
Eyes of Minute Seeing - These Crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Human Traits [PHB p. 29]
• Age: 56-years-old • Medium Size (5' 9", 162 lbs.)
- Variant Human (+1 Int, +1 Wis, Feat)
Class Features [PHB p. 112]
• Ritual Casting,
• Arcane Recovery (regain 2 spell slot after short rest once per day)
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Feats [PHB p. 112]
• Lucky (or rather Fortune's weave)
Spellcasting [PHB p. 201]
Spell Attack Modifier +5 Spell Save DC 13
Cantrips Known: Ray of Frost, Mage Hand, Prestidigitation
Background Features [PHB p. 134] - Hermit
• Discovery (great secret)
Life of Seclusion: I was searching for spiritual enlightenment.
Trait: I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
Ideal: If you know yourself, there’s nothing left to know.
Bond: My isolation gave me great insight into a great evil that only I can destroy.
Flaw: I like keeping secrets and won’t share them with anyone.
EQUIPMENT & TREASURE
Carried Gear: dagger, quarterstaff, herbalism kit (clippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a scroll case stuffed full of notes from your studies or prayers, a winter blanket
Eyes of Minute Seeing. They allow you to read Abyssal and you have advantage on investigation checks for anything you study within one foot of you.
Coin: 34 gp 29 sp