[This is a D&D 5e Adventurer's League character. I've made her a profile here to make it easier for me to track my AL sessions.]
Cassia Nightbreeze, well-intentioned ex-librarian necromancer
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AC: 12 (15 with Mage Armor)
HP: 28 (HD: 4d6, 1d8)
Init: +2
Senses: Perception +3, Darkvision 60ft
Speed: 30 ft
Prof. Bonus: +3
Saves: Str -1, Dex +2, Con +1, Int +7, Wis +3, Cha +2
Proficiencies: Light armor, simple weapons, longswords, shortswords, longbows
Skills: Acrobatics +2, Animal Handling +0, Arcana* +7, Athletics -1, Deception +2, History +4, Insight +0, Intimidation +2, Investigation* +7, Medicine +0, Nature +4, Perception* +3, Performance +2, Persuasion* +5, Religion* +7, Sleight of Hand +3, Stealth +3, Survival +0
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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. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
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.
Necromancy Savant - The gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Grim Harvest - You have 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.
Among the Dead - You have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead creature targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
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Wizard Spellcasting
Spell Attack Mod +7, Spell Save DC 15
1st-Level Slots: 4
2nd-Level Slots: 3
Warlock Spellcasting
Spell Attack Mod +5, Spell Save DC 13
Slots (1st-Level): 1
Cantrips: Mage Hand, Green-Flame Blade, Spare the Dying
1st-Level: Armor of Agathys, Hex
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Background: Cloistered Scholar (from Candlekeep)
Feature: Library Accesss - Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
Personality Traits: I've read every book in the world's greatest libraries - at least, I like to boast that I have.
I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
Ideal:No Limits - Nothing should fetter the infinite possibility inherent in all existence.
Bond: I seek to gain mainstream respect for my field of study.
Flaw: Most people scream and run when they see an undead creature. I stop and take notes on its anatomy.
Appearance:This illustration looks a lot like her, with the exception that she wears round glasses and wields a wand carved out of bone (not a staff).
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Adventure Logsheet:
DDEX 3-1 Harried in Hillsfar - Mission 2, The Growth
+75 EXP, 38.5 GP, 5 downtime, potion of fire breath, endless rivalry with Pajamas the drow bard
DDEX 3-1 Harried in Hillsfar - Mission 1, The Life
+75 EXP, 20 GP, 5 downtime
{150 EXP, 68.5 GP, 10 dt}
DDEX1-1 Defiance in Phlan - Mission 4, A Shock at Evenfeast
+100 EXP, 30 GP, 5 downtime
Spent 1 downtime day shopping, -67 GP
{550 EXP, 131.5 GP, 24 dt}
DDEX 2-1 City of Danger - Mission 4, Greed Like Fathomless Water
+100 EXP, 40 GP, 5 downtime
{650 EXP, 171.5 GP, 29 dt}
DDAL-4 Death House
advanced to level 3; used potion of fire breath (and it was awesome)
Treasure: topaz necklace (750gp worth), super cool-looking bone knife that Damian fought me over, necklace made of human children's teeth (thanks Rose & Thorn!), 3 blank spellbooks, 80gp
{900 EXP, 211.5 GP, 24 dt}
DDEX 1-2 Secrets of Sokol Keep
+600 EXP, 67.2 GP, 1 Renown, 10 downtime
{2350 EXP, 289.7 GP, 44 dt, 2 Renown}
have now laid a total of 3 unhappy ghosts to rest! accomplishment!
Moonsea Cults - This book gives advantage on Intelligence checks regarding cults of the Moonsea region.
DMed Death House 3 times, plus 3 sessions of private Curse of Strahd hardcover play.
"Barovian Explorer," "Barovian Adventurer," & "New Player Bounty" DM Rewards
+6,000 EXP, spell scroll of shield
{8,350 EXP, 289.7 GP, 44 dt, 2 Renown}
--> Level 5
- Wizard 5 to pick up 3rd-level spells, including Animate Dead
- Warlock 2 to get Eldritch Invocations (probably Devil's Sight and Eyes of the Runekeeper)
- Warlock 3 to get 2nd-level spells and Pact of the Tome
(Not sure how far I'll go in warlock vs wizard later; probably at least high enough in wizard to get 7th-level spells so I can have Simulacrum, but at least part of the build choice depends on how the character's personality develops in RP.)