Level 4 - Elf Wizard
HP
Temp
Higher of 10 or half the damage
| DEX | Acrobatics | 1 | |
| WIS | Animal Handling | 1 | |
| * | INT | Arcana | 5 |
| STR | Athletics | -1 | |
| CHA | Deception | 1 | |
| INT | History | 3 | |
| WIS | Insight | 1 | |
| CHA | Intimidation | 1 | |
| * | INT | Investigation | 5 |
| ** | WIS | Medicine | 5 |
| * | INT | Nature | 5 |
| * | WIS | Perception | 3 |
| CHA | Performance | 1 | |
| CHA | Persuasion | 2 | |
| INT | Religion | 3 | |
| DEX | Sleight of Hand | 1 | |
| DEX | Stealth | 1 | |
| WIS | Survival | 1 |
| 1st Level | ||||
| 2nd Level | ||||
| Faerie Fire | ||||
| Hex | ||||
| Misty Step |
| Name | Cost | Slots |
| Mage Armor | 1 | |
| Shield | 2 |
| Time | Name | VSM | Components | Range | Duration | Effect |
| 10 Minutes | Illusory Script | SM | Lead-based ink worth 10gp | Touch | 10 Days | Writing has a potent illusion that lasts for the duration |
| 1 Hour | Skull Servant | VSM | 2 eyeball-sized emeralds worth 10 gp | 10 | Until it reachs 0HP | Skull Servant |
| Prep | Name | VSM | Range | Area | Hit / DC | Damage | Type | Effect | |
| C | Chill Touch | VS | 120 | +5 | 1d8 | Necrotic | Can't regain hit points until the start of your next turn | ||
| C | Dancing Lights CON | VSM | 120 | ||||||
| C | Minor Illusion | SM | 30 | 5ft Cube | |||||
| C | Toll the Dead | VS | 60 | WIS 13 | 1d8 | Necrotic | 1d12 if injured | ||
| C | Spare the Dying | VS | Touch | Stablise | |||||
| LR | Faerie Fire CON | V | 60 | 20ft Cube | DEX 13 | Each object is outlined in dim light (10ft), AD on attacks against | |||
| 1 | Cause Fear | V | 60 | WIS 13 | Frightened WIS save end of each turn |
||||
| 1 | False Life | VSM | Self | Self | 1d4+4 | Temp HP | |||
| 1 | Protection from Evil and Good CON | VSM | Touch | Willing | DIS attack against No charmed, frightened, possessed |
Proected against aberrations, celestials, elementals, fey, fiends, undead | |||
| 1 | Ray of Sickness | VS | 60 | +5 | 2d8 | Poison | CON 13, poisoned | ||
| 1 | Witch Bolt CON | VSM | 30 | +5 | 1d12 | Lightning | Automatically hit on next turn | ||
| 2 | Ray of Enfeeblement CON | VS | 60 | +5 | Only half damage with weapon attacks that use Strength. CON 13 save at end of each turn | ||||
| 2 | Wither and Bloom | VSM | 60 | 10ft radius sphere | CON 13 | 2d6 | Necrotic | Half on save. Roll one Hit Dice +5 Health | |
| 2 | Throat Rend CON | VS | Touch | CON 13 | 2d8 | Necrotic | Half on save. Can't speak. CON 13 save at end of each turn or 1d8 necrotic damage |
| Prep | Name | VSM | Range | Area | Damage | Type | Effect | |
| LR | Hex CON | VSM | 90 | EXTRA 1d6 | Necrotic | DIS one ability | ||
| LR | Misty Step | V | Self | 30ft | Teleport |
| Prep | Name | Range | Detail | |
| W | Opportunity Attack | Melee | 1 Weapon Action | |
| 1 | Absorb Elements | Self | Resistance to triggering damage type until the start of your next turn. EXTRA 1d6 of that type on next Melee attack | |
| 1 | Feather Fall | 60 | 5 creatures |