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Amelia - Human Evocation Wizard


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Amelia Casseire

Human Evocation Specialist

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"....."

 

Wizard 3

Medium humanoid female human, Neutral Good


Armor Class 13
Hit Points 17 (3d6)
Speed 30' ft.


Senses: Passive perception (10)
Languages common, Elven
Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 10 (+0)
Save +0
Athletics +2


Dexterity 16
Save +3
Acrobatics +3 | Sleight of Hand +3 | Stealth +3


Constitution 12
Save +1
No skills associated.


Intelligence 16
Save +3
Arcana +5 | History +3 | Investigation +3 | Nature +3 | Religion +3


Wisdom 08
Save +2
Animal Handling -1 | Insight +1 | Medicine -1 | Perception +1 | Survival +1


Charisma 11
Save +0
Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0

Bold denotes proficiency.

PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools: None
  • Instruments: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Armors: None

WIZARD CLASS ABILITIES
Arcane RecoveryYou 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. For 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. | Ritual CastingYou 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. | Arcane Tradition (Evocation)Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved.

Sculpt Spell: Beginning at 2nd level, you create pockets of safety.
Choose a number of allies equal to 1+spell level. The chosen creatures automatically succeed on their saving throws against the spell and they take no damage if they would normally take half.


RACIAL TRAITS
Feat (Magic Initiate: Wizard)• (Mage Hand, Mending) You learn two cantrips of your choice from that class's spell list.

• (Mage Armour) In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Skill Proficiency (Perception)Perception


FEATS
 

 

WEAPONS

WEAPONS

  • Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Quarterstaff +2 to hit for (1d6) bludgeoning damage. | Versatile (1d8)

 

SPELLS

 

SPELL SLOTS 
Wizard 3
First Second Third Fourth Fifth Sixth Seventh Eighth Ninth
4 2 0 0 0 0 0 0 0

Wizard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6 (lvl+Int)


CANTRIPS (Wizard)
Prestidigitation, Fire Bolt, Minor Illusion, Mage Hand, Mending


FIRST LEVEL (Wizard)
Burning Hands, Magic Missile, Shield(R), Thunderwave


SECOND LEVEL (Wizard)
Misty Step(B), Dragon's Breath(C)


 

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell / (Mi) Denotes Magic Initiate spell

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL
Mage Armour(Mi), Burning Hands, Find Familiar(Ri), Magic Missile, Shield(R), Thunderwave, Ice Knife

SECOND LEVEL
Misty Step(B), Dragon's Breath(C)

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (Ri) Denotes Ritual Spell / (Mi) Denotes Magic Initiate spell

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight:  lbs. / lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.00 lbs.)

Copper: 0 | Silver: 1 | Gold: | Platinum: 0

(Coins x .02 lbs. = lbs. Total Weight)


EQUIPEMENT READIED ( lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (0 lbs.)
  • Weapons (0 lbs.)
  • Readied Items ( lbs.)

EQUIPMENT STORED ( lbs.)

Stored items can be retrieved with an action.

  • In Backpack ( lbs.) two 1st level spell scrolls, two healing potions
  • Strapped to Backpack ( lbs.)

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED
 


ATTUNED (0/3)
 

APPEARANCE

Age 21 | Height 5'7" | Weight  145lbs. | Hair Brown | Eyes Grey | Complexion Tanned


Amelia has the look of a consummate outdoorsman. She prefers utilitarian clothing of earth tones and all her adornments follow much the same feeling. She gives off the vibe of a casual, devil-may-care attitude. This comes across in her casual dress and demeanor. It is uncommon to see her without pack and equipment, always ready and always prepared. Despite eschew more conventional styles of the time, she often uses her magic to mend and clean her clothing, always putting forth a very put-together and well impression.

 

BACKGROUND

Outlander
Source PHB


  • Personality Traits: I'm driven by a wanderlust that led me away from home.
  • Ideals: Change. Life is like the seasons, in constant change, and we must change with it
  • Bonds: I will bring terrible wrath down on the evildoers who destroyed my homeland.
  • Flaws: Violence is my answer to almost any challenge.

Background Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can


BACKSTORY
While there was no question of her admittance to Vance's Academy of Adventure - at least not in her mind - from a very young age actually gaining admittance proved to be more problematic than she had expected. Having come from a small farming village in the middle of nowhere - at least nowhere important or worth remembering - Ameila has almost nothing to her name when she left.

Amelia left without any concrete idea of how she would find a spot in the academy and spent the months-long trek not only doing everything she could to save - and earn - coin but also come up with some plausible reason for admittance. Though she managed to grow the little nest egg granted to her by her parents - their life savings and then some - she was still concerned it would be not nearly enough.

Her arrival - long and arduous as it was - was an moment of triumph for her. Managing to arrive at all was not a sure thing, a feather in her cap for sure.

The next few months after that were less exciting. Long days and weeks raising additional funds and honing her arguments for entry. It was in these weeks when she stayed in a small room in a small building, rented with meager funds in the large city of Mirabar. It was there that she met the enigmatic figure who introduced himself as Vindelar Amaroth. She knew little about the man, only that he was an elf, and that he had seemingly unlimited funds, or at least it seemed that way to her.

He proposed to her that he sponsor her admission to the Academy - and since it was becoming obvious she would have little chance to do it on her own, she was sorely tempted - but still managed to press him on why he would be so generous. The elf was cagey, but told her that he simply desired to help those that could not help themselves. And thought she felt suspicious of his motives, he asked for nothing else and would have little influence on her once she joined, so she pushed aside her misgivings and took the sponsorship.

Once a part of the Academy she went about hiding at least part of her origins, crafting a somewhat more refined identity and hiding her poor and common upbringing. This worked for the most part, though she knew it would not hold up under scrutiny.

 

Edited by Neopopulas (see edit history)
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