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16:25, 27th April 2024 (GMT+0)

Thar Daquinlahr (SpellJammer)

To Do: add the starseeker amulet, as listed in roll20 equipment and chat log.

Thar Daquinlahr, Lv11 High Elf Wizard (Scribe)
Spelljammer
Alignment: Neutral Good(?)

Initiative: +3   Speed: 30 Ft   Vision: Darkvision, standard (60ft).
HP:79  Hit Dice: 11/11 1d6+3(CON), 4+3(CON)=7 Lv up.
AC: 16 (At Will Mage armor)
Prof Bonus: +4
Save Perks: INT/WIS. CON. INT(5+4= 9), WIS(0+4= 4), CON(3+4= 7)
Melee Mod: -1+4= +3 To-Hit, -1 DMG.
  Finesse; +3+4= +7 Hit, +3 DMG.
Ranged Mod: DEX, 3+4= 7, +3 DMG.
  STR; -1+4 = +3, -1 DMG.
Spell DC: [8+Prof(4)+INT(5)+Item(1)]= 18
Spell Vs AC: 5+4+1= +10, (+1 DMG)

Armor Prof: None.
Weapon Prof: Dagger, Darts, Sling, Staff, Light Crossbow, Shortsword*R.
Tool Prof: Alchemy. Cartography. Cooking. Jeweler.
Trained Skills(5): Acrobatics(+7). Arcana(+9). History(+9), Investigation(+7), Perception(+4).
Languages: Common. Elf. Dwarf. Gith.

Base Stats. [Remember I started with 15 CON]
STR 08(-1)  DEX 16(+3)  WIS 10(+0)
CON 16(+3)  INT 20(+5)  CHA  8(-1)


High Elf Perks: +2 DEX/+1 INT. Darkvision 60ft. Perception prof. Elvish. +1 Any language(picked Dwarf). +1 Wizard Cantrip with INT (Presti). *Weapon Prof, Longsword, shortsword, shortbow, longbow.
*Tasha trade: Keep Shortsword. Trade rest for Alchemy, Cartography, Cooking.

ADV vs Charmed (all source), Immune to Sleep (Magic source).

Wizard (Scribe) Perks:

Wildly out of date compared to spellbook reference. So trimming.
Rituals: See Below. Any wizard spell in book.
Focus: Any arcane focus.
Free Gains: TWO wizard spells per level up, instantly for free.
Paid Gains: 2 Hours/(Minutes at lv2) and 50gp per slot level for first time copy. 1 hour/(min?), 10gp(Zero?) for previously known.
Spell book visuals: Flavor text allows for anything from traditional tome to 'a loose collection of notes'.

Cantrip scale: 3/4/5 Wizard Cantrips, at lv 1/4/10.
Slot scale: Traditional Caster Table.

Arcane Recovery: = 7
Once per day, when I finish a short rest I can recover expended spell slots.
Combined slot level Equal to or less than half my Wizard Level (rounded up), but none can be 6th or higher.
NOTE: I have an item that adds +2 value.
Current: 11/2= 5, 5+2= 6

Spell Mastery: Lv18
Unlock at will default casting of a 1st and 2nd lv wizard spell in my spellbook.
Can swap them freely, by "Spending 8 hours of study".
1st:
2nd:


Signature Spells: lv20.
Perma Pick two 3rd Lv spells in my spellbook for perks.
A: Always prepared, do not count against memorization.
B: one free default level cast (each) per short rest.
1:
2:


Order of Scribes Lv2/6/10/14.

Wizardly Quill: Lv2.
As a bonus action, I create a tiny magic quill that vanishes if I die or create a new one.
A: Produced Spell scribing grade ink (Ink itself probably not magic), in color of my choice.
B: 2 Minutes per slot level (Down from 2 HOURS) to copy spells into spellbook.
C: While holding Quill, Bonus action to erase anything I wrote with quill, as long as what I wrote is within 5 feet.

Awakened Spellbook: Lv2.
Defaults to your primary spellbook. A short rest can change it to a ""Blank Book"" or Magic spellbook I am attuned to. Which copies over all the spells from prior book, and then erases all the spells from prior book if it still exists.

Main benefits while holding.
A: Functions as a Spellcasting focus for Wizard Spells.
B: Wizard spells with slot levels get damage swap. Exact words-
""When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.""
Summary: Can use any "Deals X damage" types of known spells, based on the final slot cost used.
Example, if I cast at 3rd lv (1st boosted to 3rd, 3rd by default) I can only swap for known 3rd lv wizard spells.
C: Once per Long rest, Can Ritual Cast A wizard spell at DEFAULT time, instead of +10 Minutes.

Manifest Mind: lv6.
Conjure a Tiny, Intangible, No Space Occupying Spectral mind. It hovers and has Dim Light 10ft radius.
60ft Darkvision. No Action Telepathic info sharing what it sees and hears.
(example forms include a ghostly tome, floating matrix text, tiny scholar).
Summon: Bonus action within 60ft of me. Free first use per long rest, costs ANY spell slot for more uses.
Move: Bonus action, hover 30ft to unoccupied space. It can pass through creatures but not objects.
Range/Destruction: Up to 300ft away from me. Otherwise it is basically invincible unless someone casts Dispel Magic (3rd lv spell), my Awakened Spell book is destroyed, or I die (persists through KO/Dying status).
Proxy: Prof bonus times per long rest, I can use it as a casting origin proxy.

Master Scrivener: lv10.
Whenever I finish a long rest, I can create 1 Magic Scroll by touching my quill to a blank material, causing one spell from my Awakened book to be copied.
Fine print: 1st or 2nd lv spells only. Standard action cast spells only. Only I can read or use it. Erases itself if unused at end of next long rest. Pros: "Cast the spell by reading it" (implied silent casting). +1 slot boosted. (1st lv spell cast as 2nd. 2nd lv spell cast as 3rd).

Real Spell Scrolls Discount: The Cost and Time to craft spell scrolls the old fashioned way, are halved.
Traditional scrolls CAN be used by anyone who can read any written language (unless stated otherwise).

One With The Word: lv14.
While I have Awakened Book on my person, I have ADV on all Arcana Checks.

Too Costly To Use: If I take damage while Manifest Mind is summoned, I can negate ALL damage as a reaction that also dismisses manifest mind. Technically, Once per long rest use.
COST: Roll 3d6, The spellbook Temporarily loses that total value in spell slots worth of spells (my choice).
If I can't cover that, I instead drop to ZERO HP even if I would have survived otherwise.
Recovery. 1d6 Long rests, before that I am incapable of casting those spells through ANY means.


Rituals: Full descriptions below.
1st, Comprehend language. (C lv1).

Campaign Inscribed Rituals.
1st, Find Familiar (S, Lv1).
?? 1st, identify (but no pearl).

Cantrips list: Not alphabetical, roughly sorted in order of Combat Use.

CONCENTRATION
Create Bonfire: Class Lv1.
Conjuration. V, S.
Action: Standard, C. Dex Save. Range 60ft(12t) "on ground", 5ft(1t) area. (Can ignite flammable objects "That are not being worn or carried" in area).
   DC Vs Dex; 2d8+0 Fire DMG. Creatures must also save vs bonfire when entering space for first time, or ending turn in space.

Ray Of Frost; FEAT
Evocation. V,S.
Action: Standard.  120ft (24t) Range.
On hit: Target has -10ft Speed, until Start of My Next Turn.
     Vs. AC; 2d8+0 Cold DMG.

Toll The Dead: Class Lv1.
Necromancy. V,S.
Action: Standard. Range 60ft (12t).
    DC Vs WIS; 2d8/*2d12+0 Necrotic DMG (*Missing any HP)

Shocking Grasp: Class, Lv10.
Evocation. V,S.
Action: Standard. Touch.
    Vs. AC; 2d8+0 Lightning DMG. ADV Vs wearing or made of Metal. Disables Reactions on Hit.


Prestidigitation: Race.
Transmutation. V,S.
Duration: 1 Hour.
Action: Standard. Range 10 feet/2 tile. Up to three separate effects at once.
A; Instant harmless sensory effect. Sparks, puff of smoke, sound, odd odor.
B; Instant Light or snuff a candle, torch, or small campfire.
C; Instant Clean or soil an object no larger than 1 cubit foot.
D; Chill, Warm, or Flavor up to 1 cubic foot of nonliving material for 1 hour.
E; Make a color, small mark, or symbol appear on an object or surface for 1 hour.
F; Create a nonmagical trinket or illusory image that can fit in my hand, until end of my next turn.

Mage Hand: Class Lv1.
Conjuration. V,S.
Action: Standard. Range 30ft(6 tiles), duration 1 minute. Can move it another 30 ft per action, but it vanishes if it is farther than 60ft.
10 lb limit. Can't "Attack or activate magic items".
Full Fine Print: "" You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  ""

Mending: Class Lv4.
Transmutation. V,S,M (two lodestones).
Action: 1 minute casting time (Then "instant" duration). Touch.
Repairs a single break or tear in an object you touch. As long as the damage is no larger than 1 foot in any dimension. While it can physically repair magic items or constructs, it can't restore magic to them.


Wizard Spells: See below.

BG: Outlander (Edit):
Origin: Seeker of ancient texts.
Feature; Wanderer: Perfect Recall for Maps, Geography, terrain, etc.  Auto Forage for Myself and five other people once a day.
Tool/Language: Jeweler, Gith language.

Feats and Stats:
  Campaign Bonus: Spell Sniper. (Took Ray of Frost).
  Lv4 Stat: +2 INT, 16+2 = 18 INT.
  Lv4 Feat: Eldritch Adept. Picked, Armor of Shadows. Can Cast Mage armor, without spending slots or material components.
  LV8 Stat: +2 INT, 18+2 = 20 INT.
  LV8 Feat: Resilient, CON. Prof to CON save, +1 CON, 15+1= 16 CON.

Armor: At Will Mage Armor = 16 AC.

Weapons: Mundane Dex, +7 Vs AC, +3 DMG.
Light Crossbow: Vs AC; 1d8+3 Pierce DMG. 80/320ft (16/64t). Loading, two handed.
Shortsword: Vs. AC; 1d6+3 DMG, light, finesse.
Dagger x2: Vs. AC; 1d4+3 Pierce DMG. 20/60ft (4/12 tile). Finesse, light, thrown.

Ammo Busywork: x40 Crossbow Bolts. (x2 Crossbow Bolt Cases).

Magic Combat Gear:
Attune: 2/3?

Arcane Grimoire, Customized UPGRADE: Tasha's. +1 Focus for Wizard spells only. +2 value to Arcane recovery. Custom perk, Reroll 1s on spell damage once. Roll20 code, ro .
New Perk, lv11: Free single Magic missile (1d4+1 Force, 120ft/24t) option, when casting a slot level spell.

Necklace of Adaptation: It is the "Can breathe anywhere even in water or space" item, with advantage on CON saves vs gas etc based powers and breath weapons.

Xedalli's Champion Pin:
(Wonderous Item, Rare, no attunement required)
This golden pin set with various gemstones depicts a butterfly made of iridescent crystalline material.
*Butterfly’s Map. As an action while holding the brooch, you can press the large sapphire at its center to have the brooch create a detailed projection of the Imperial Citadel in the Astral Sea or whatever Wildspace it currently resides in.
*Starlight Step. While wearing this brooch, you can magically teleport up to 30 feet, along with anything you’re wearing or carrying, to an unoccupied space you can see. Once used, this property can’t be used again until the next dawn.
*Protection against Poison. While wearing this brooch, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.


??Periapt of Health: Uncommon. Disease immunity. NOT CONFIRMED YET.

NOTE: Frequently tasked with using a Spelljammer Helm, which uses attune.

Other Magic Gear:
Spellbook x1 (Freebie default).
Ever burning Lantern (Freebie)


Equipment: Non magical gear not often kept up to date. Because sometimes I'm lazy too
Update eventually:

  Kits; Adventurer's Kit; Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Rations(10), Waterskin, Rope(50ft).
  Healer's Kit; 10 Charges, stabilize Dying without a skill check.
  Mess kit: A kit, INSIDE a Kit. huh.

Containers; Bought x5 each of Bottles, Pouch, Flask, Vial, Sack, Map/scroll case. If GM asks "Do you have X" I am saying I do.

Lighting; Oil x5. Lantern, Hooded.

Implements; "Crystal" (Hematite) cuffed leather gloves.
Unique Spell Components; 50gp Diamond (Chromatic Sphere). Brass Brazier, misc 10gp value charcoal, incense, herbs (Find Familiar).
Tools; Cartographer's Tools. Cook's Utensils. Jeweler's Tools.
Crowbar. Merchant's Scale.
Grappling Hook. Spare Rope(50+150ft).
Spikes(10).
Ink Pen(2), Ink Bottle. Paper(20).

Food; Spare Waterskins (1+4=5).

Misc; Blanket. Clothing, Travel(x2). Clothing, Fine. Fishing Tackle. Soap. Tent(two person). Whetstone. Filter Mask (3rd party).

Money: Lv1 Start, 20 gp, 9 sp, 8 cp, 10 Electrum (half gold/5 silver value).
Update eventually:

Wizard Damage Types Known By Slot Level:
Scribe Mage can only swap damage types within same slot tier. NOT MEMORIZED, known of, period.
Example: 1st lv magic missile can turn 1st lv Burning hands to force. 1st Lv Magic missile CAN'T turn 3rd lv fireball to Force.

  1st: All Classic Elements ( Acid, Cold, Fire, Lightning, Thunder). Blunt. Force. Poison.
  2nd: All Classic Elements. Blunt.
  3rd: All Classic Elements. Blunt.
  4th: Blunt, Acid, cold, fire, Necro.
  5th: Blunt, Cold, Force, Radiant.
  6th: Force, Radiant.

Wizard Slot Spells:
Total Known.
(29? Total, 26 Class, 3 scribed).
1st; 10. Class 8. Scribe 2.
2nd: 5. Class 4. Scribe 1.
3rd: 4. Class 4. Scribe Zero.
4th: 4. Class 4. Scribe Zero.
5th: 4. Class 4. Scribe Zero.
6th: 2. Class 2. Scribe Zero.

NOTE: For space reasons, Only tracking Cantrip, 1st, 2nd, and Ritual spells on main sheet.
Spellbook link will have more comprehensive listings for 3rd and up.

1st Level:
Picks:
Lv1; Chromatic Orb, Comprehend Language, Mage Armor, Magic Missile, Sleep, Witch Bolt.
Lv2; Catapult, Grease.
Scribe;
Lv1 scribe; Absorb Elements, Find Familiar.


Absorb Elements: 1st. Scribe.
Abjuration. S.
Reaction. Self.
Trigger, Take classic element damage.
Scaling: 1d6 1st base, +1d6 Per lv after (revenge melee buff only).
  Gain resistance to the triggering element until start of my next turn. Also my first Melee hit during next turn, target takes +1d6 Element damage.


Catapult: 1st. Pick (lv2).
Transmutation. S.
Action: Standard. 60ft(12t) and 90ft(18t) Vs Dex.
Scaling: 3d8 Blunt, 1-5 lb 1st Base. +1d8 DMG, +5lb Per Lv.
     DC Vs DEX; 60ft(12t), 3d8 Blunt. Freely target 1 object of 1-5lb that is not being worn or carried.
Launch it 90ft(18t) from origin (stops early if it strikes a solid surface). Failed save, both target and object take 3d8 Blunt DMG.

Implied: You can treat it as a single target line attack that keeps going if it misses initial target.


Chromatic Orb: 1st. Pick.
Evocation. V,S,M!
Action: Standard. 180ft (36 tiles) Range vs AC.
Scaling: 3d8 1st lv base. +1d8 per lv after.
MATERIAL: A diamond worth at least 50gp. (MIA, plot voucher for one later?).
     Vs AC; 3d8 Classic Element DMG. Choice of Acid, cold, fire, lightning, thunder, poison.


Comprehend Languages: 1st. Pick.
Divination. V,S,M (A pinch of soot and salt). RITUAL.
Action: Standard. Duration, 1 hour.
Effect: You understand "The literal meaning" of any spoken language you hear.
You also understand any written language you see, but must be touching the surface the words are written on. You can read 1 page of text per minute.
Spell does not decode secret messages in a text of glyph (such as arcane sigil), that isn't part of a written language. (...So it COULD, if it was non-magic writing? Like, Elvish?)


Find Familiar: 1st. Scribe.
See below.


Grease: 1st, Pick (Lv2).
Conjuration. V,S,M (bit of pork rind or butter).
Action: Standard, 60ft(12t) range, 10ft "Square". Duration, 1 Minute (10 rounds).
  DC Vs DEX; Creatures entering, or ending turn, in Zone. Fail falls prone.
Zone also counts as difficult terrain. (No more official rules to ignite. GM likes it igniting)

Implied problem: Can't cancel it early.


Mage Armor: 1st. Pick.
Abjuration. V,S,M (A piece of cured leather)
Action: Standard, touch. Duration, 8 hours.
Effect: You touch a willing creature (or self) who is not wearing armor. Target AC is 13+DEX mod.
Spell canceled if target dons armor, or you dismiss it as a standard action.


Magic Missile: 1st. Pick.
Evocation. V,S.
Action: Standard, 120ft range (24 tiles). Auto hit. "against creatures of your choice".
Scaling: x3 1d4+1 Force DMG missiles. +1 more missile per slot level.
     AUTO HIT. X3 Shots, 1d4+1 Force DMG (+1 by default).


Sleep: 1st. Pick.
Enchantment. V,S,M (a pinch of fine sand, rose petals, or a cricket).
Action: Standard, 90ft (18t) range, "creatures within 20ft of the point" (8 tiles).
Scaling: 5d8, +2d8 Per slot above 1st.
     Effect: Roll 'Damage'. Check targets in order of ascending remaining HP.
Unconscious targets are skipped. Undead and creatures immune to charm are not effected.   


CONCENTRATION
Witch Bolt: 1st, Pick.
Evocation. V,S,M (a twig from a tree that has been struck by lightning). Concentration.
Action: Standard, 60ft (12t) range. 1 Minute duration.
Scaling: 1d12+0 Base, +1d12 per slot above 1st.
     Vs AC; 1d12 Lightning DMG, 60ft(12t) range.
If I hit creature, I can sustain Standard for auto hits (or I use action for something else).
Effect ends early if target leaves max range, or has total cover from me.



2nd Level
Picks:
Lv3; Acid Arrow, Shatter.
Lv4; Dragon's Breath, Maximilian's Earthen Grasp.
Scribe: Air bubble (lv6).


Acid Arrow: 2nd, Pick (lv3).
Evocation. V,S,M (powered rhubarb leaf and an adder's stomach)
Action: Standard Vs AC. 180ft*(36t) range. DoT effect! Partial on Miss!
Scaling: 2nd Base 4d4 and 2d4. +1d4/+1d4 for both initial and DoT damage per slot.
     Vs AC; 4d4 Acid DMG, and 2d4 Acid at End Of their next turn.
On Miss, half of initial damage (4d4) only.

Average: 6-24 DMG. (+2-8 per lv).


Air Bubble: 2nd, Scribe, (Lv6).
Conjuration. S.
Action: Standard, 60ft(12t). 24 hour.
Scaling: When cast above 2nd level, +2 bubbles per slot. (yes, it starts with ONE. Then gets +2).
Fine Print: Create a magic bubble around the head of a willing creature you can see, filled with fresh air until spell ends.
Rules lawyer in description text, "only one head on a multi head creature, which probably is all they need to avoid suffocation, assuming all heads share respiratory system) uuugh.


CONCENTRATION
Dragon's Breath: 2nd, Pick (lv4).
Transmutation. V,S,M (A hot pepper).
Action: Bonus apply, Standard Use. Touch apply (one willing creature with a mouth), 15ft(3t) cone use. Concentration. 1 Minute duration.
Scaling: 3d6 Base 2nd lv, +1d6 per slot.
     DC Vs DEX. 3d6 Type Damage, half on save, to each creatyre in Cone. Pick Acid, Cold, Fire, Lightning, Or Poison on apply.


CONCENTRATION
Maximillian's Earthen Grasp: 2nd. Pick (lv4).
Transmutation. V,S,M (miniature hand sculpted from clay, no value). Concentration, 1 minute.
Action: Standard cast, Standard use. No sustain. 30ft range(5ft tile medium sized hand).
Scaling: NONE.
Hand appears in an unoccupied 5 foot area (1 tile) of ground I can see in range. Hand is medium size, and gets one grasp attempt on summon (DC vs STR) to one creature in reach. As an action, I can deal damage to grasped (save vs STR, half on save). Or make it reach for a creature, or Move to another unoccupied tile in range (releases grasped to do either).
     DC Vs STR to catch, Raw STR Check to escape. 2d6 Blunt DMG on failed save and restrained, or Action to crush restrained target (Half damage on save).
Restrained: Speed becomes zero, and can't benefit from any bonus to it's speed. Attack Vs has ADV, Attacks from have Disad. Disad on Dex saves.


Shatter: 2nd, Pick (lv3).
Evocation. V,S,M (A chip of mica).
Action: Standard. Vs CON. 60ft(12t) range, 10ft Radius.
Scaling: 2nd Base, 3d8 Thunder. +1d8 Per level.
     DC Vs CON (ADV vs inorganic material creatures such as stone, crystal, etc).
3d8+0 Thunder DMG, half on save. Nonmagical object not being worn or carried also takes damage.



3rd Level
Picks:
LV5: Glyph of Warding, Lightning Bolt.
Lv6: Tidal wave, Remove curse.
Scribe: None.

4th Level
Picks:
Lv7: Vitriolic Sphere. Wall of Fire.
Lv8: Blight. Ice Storm.
Scribe: None.

5th Level
Picks:
Lv9: Bigby's Hand, Dawn.
Lv10: Cone of Cold, Telekinesis.

6th Level
Picks:
Lv11: Disintegrate. Sunbeam.

See Spellbook reference for 3rd level and up spells.


Ritual Reference:
Pros Cons of Ritual casting.
Pros: Does not use up spell slots. Can be cast without memorization via features (Wizard spellbook, Warlock Pact Tome, ect).
Cons: +10 Minute casting time. Can only be cast at it's default level (But that's only a variance for Animal Messenger, by Vanilla).

FILL IN

1st Lv Rituals

Comprehend language: See above.

Find Familiar:
Conjuration (ritual).  V,S,M. (10 gold worth of fancy chalk, herbs, incense that must be burnt in a brass brazier).
Time: 1 hour to cast. Range 10 feet placement.
Flying Snake. chosen with GM permission.
Familiar is independent (Has own initiative), but always obeys me. However, can't attack.
Can dismiss as an action, but summoning is 30 foot range.
No inherent range limit. But extra features have 100 foot limit, such as-
As an action, can replace my senses with the familiars.
"" when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.""


Preston the Flying Snake:
Tiny beast, Unaligned. CR 1/8
HP: 5 (2d4) AC: 14.
Speed: 30ft walk, 60 fly, 30 swim.
Senses: Blindsight 10ft(2 tile). Passive Perc 11.
STR: 4(-3). DEX: 18(+4). CON: 11(+0). INT: 2(-4). WIS: 12(+1). CHA: 5(-3).
Flyby: Does not provoke AoO with flight.
FAMILIAR CAN'T USE THIS: Bite. +6 Hit, 1 DMG plus 7(3d6) Poison.

"" Tribespeople and Cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils."" High fantasy messenger Pigeons.







Token Reference. Remember to not bother with Bboard codes.

link to another game

link to another game


Arcane Recovery:
Value: 7 (lv11 = 5+2 = 7)
Used: n

Spell Slots:
1st: 4/4
2nd: 3/3
3rd: 3/3
4th: 3/3
5th: 2/2
6th: 1/1

Wacky Scroll: Unused.
Used: none.

Thar Daquinlahr, Lv11 High Elf Wizard (Scribe)
Spelljammer
Alignment: Neutral Good(?)

Initiative: +3   Speed: 30 Ft   Vision: Darkvision, standard (60ft).
HP:81  Hit Dice:11/11 1d6+3(CON), 4+3(CON)=7 Lv up.
AC: 16 (Mage armor)
Prof Bonus: +4
  Save Perks: INT/WIS. CON. INT(5+4= 9), WIS(0+4= 4), CON(3+4 = 7).
Melee Mod: -1+3= +2 To-Hit, -1 DMG.
  Finesse; +3+3= +6 Hit, +3 DMG.
Ranged Mod: DEX, 3+3= 6, +3 DMG.
  STR; -1+2 = +1, -1 DMG.
Spell DC: [8+Prof(8)+INT(5)+Item(1)]= 18
Spell Vs AC: 5+4+1= +10, (+1 DMG)

Armor Prof: None.
Weapon Prof: Dagger, Darts, Sling, Staff, Light Crossbow, Shortsword*R.
Tool Prof: Alchemy. Cartography. Cooking. Jeweler.
Trained Skills(5): Acrobatics(+7). Arcana(+9). History(+9), Investigation(+9), Perception(+4).
Languages: Common. Elf. Dwarf. Gith.

Base Stats. [Remember I started with 15 CON]
STR 08(-1)  DEX 16(+3)  WIS 10(+0)
CON 16(+3)  INT 20(+5)  CHA  8(-1)

CONCENTRATION.
Create Bonfire;
Conjuration. V, S.
Action: Standard, C. Dex Save. Range 60ft(12t) "on ground", 5ft(1t) area. (Can ignite flammable objects "That are not being worn or carried" in area).
   DC Vs Dex; 2d8+0 Fire DMG. Creatures must also save vs bonfire when entering space for first time, or ending turn in space.

Ray Of Frost;
Evocation. V,S.
Action: Standard.  120ft (24t) Range.
On hit: Target has -10ft Speed, until Start of My Next Turn.
     Vs. AC; 2d8+0 Cold DMG.

Toll The Dead:
Necromancy. V,S.
Action: Standard. Range 60ft (12t).
    DC Vs WIS; 2d8/*2d12+0 Necrotic DMG (*Missing any HP).

Shocking Grasp:
Evocation. V, S.
Action: Standard. Touch.
    Vs. AC; 2d8+0 Lightning DMG (No reactions for enemy if hit, ADV vs metal armor or body).

Mundane: +7 Vs AC, +3 DMG.
Light Crossbow: Vs. AC; 1d8+3 DMG. 80/320ft (16/64t). Loading, two handed.
Shortsword: Vs. AC; 1d6+3 DMG, light, finesse.
Dagger x2: Vs. AC; 1d4+3 DMG. 20/60ft (4/12 tile).

Arcane Grimoire, Customized: Tasha's. +1 Focus for Wizard spells only. +1 value to Arcane recovery. Custom perk, Reroll 1s on spell damage once. Roll20 code, ro .

Preston the Flying Snake:
Tiny beast, Unaligned. CR 1/8
HP: 5 (2d4) AC: 14.
Speed: 30ft walk, 60 fly, 30 swim.
Senses: Blindsight 10ft(2 tile). Passive Perc 11.
STR: 4(-3). DEX: 18(+4). CON: 11(+0). INT: 2(-4). WIS: 12(+1). CHA: 5(-3).
Flyby: Does not provoke AoO with flight.
FAMILIAR CAN'T USE THIS: Bite. +6 Hit, 1 DMG plus 7(3d6) Poison.