| Race |
Male Human Wizard 2 | Speed: 25' | HP: 24/24 | AC: 16 (+1 Mage Armor, +1 with Shield raised) | Perception (T): +5 | F: +6 R: +6 W: +7 | Exploration Activity: Search | Status: | Hero Points: 1 |
| Classes/Levels |
| Focus Spell Force Bolt | Prepared Spells Magic Missile (x2), Mage Armor | Prepared Cantrips Shield, Light, Daze, Acid Splash, Ray of Frost | Arcane Bond 1/1 | ◆ | ◆◆ |◆◆◆ | ◇ | ↺ |
About Ezren 20220408
Ezren was raised as a younger son of a successful spice merchant. He enjoyed the comforts of a well-to-do family, lived in a neighborhood that was relatively free of crime, and had no lofty ambitions. However, when the church of the merchant god accused his father of heresy and corruption, ruining the family business, Ezren was determined to prove his father’s innocence. To his shock, the church’s accusations were true. Outraged, Ezren left his home and began studying magic on his own, as no wizard would take a 40-year-old as an apprentice.
Now he wants to travel the world and make a difference in other peoples’ lives. Ezren is skeptical of human nature, instead putting his trust in his own brilliant intellect and magical abilities.
Token located here.
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DEFENSE
HP 24
AC 16 (10 (base) +2 (Dex), +3 (Proficiency))
Speed 25’
Fort +6 (T) Reflex +6 (T) Will +7 (E)
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MELEE
Staff +4
1d8 B
Dagger +6
1d4 P/S
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RANGED
Crossbow (120' Range Increment) +6
1d8
Reload 1
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SPELL
Spell Attack +8
Spell DC 18
(see below)
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SKILLS
Acrobatics +6
Arcana +8
Athletics +0
Crafting +8
Deception +0
Diplomacy +4
Intimidation +0
Academia Lore +8
Medicine +5
Nature +5
Occultism +8
Performance +0
Religion +5
Society +8
Stealth +2
Survival +5
Thievery +6
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PREPARED SPELLS
You have prepared the spells magic missile and shocking grasp. When you cast a spell, check it off. Remember that your arcane bond class ability lets you cast one spell an extra time. At the start of each day, your
spells come back.
If you want to prepare different spells, see page 36 of the Hero’s Handbook. Your spellbook contains burning hands, fleet step, gust of wind, magic missile (x2) , and shocking grasp.
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SCHOOL SPELLS
You can cast force bolt. Rather than getting it back only once each day, you can spend 10 minutes studying your spellbook to get it back.
Force Bolt [two-actions]
(arcane, evocation, force, manipulate) You fire a dart of force that automatically hits and deals 1d4+1 force damage to a target within 30 feet.
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SPECIAL ABILITIES
Arcane Bond
Once per day, you can drain magical power stored in your staff to choose a spell that you already cast today and cast it again.
Assurance:Arcana
For Arcana checks, you can use a result of 13 instead of rolling.
Spell Substitution You can spend 10 minutes to exchange one prepared spell that you have not yet cast for another spell of the same level from your spellbook.
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EQUIPMENT
- backpack
- bedroll
- chalk (10 pieces)
- compass
- crossbow with 60 bolts
- dagger
- flint and steel
- material component pouch
- rations (2 weeks)
- rope (50 feet)
- soap
- staff
- waterskin
- writing set
- 8 gold pieces (gp)
2nd Level
Feat: Reach Spell