Creen Low

Level 4 - Elf Wizard

HP

Temp

Concentration Check

Higher of 10 or half the damage

Shield Component
STR
-1
9
DEX
1
13
CON
2
14
INT
3
16
WIS
1
13
CHA
1
12

Skills

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

Spell Slots (prepared spells = 7)

1st Level
2nd Level
Faerie Fire
Hex
Misty Step

Staff of Defense

Name Cost Slots
Mage Armor 1
Shield 2

Rituals

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

Actions

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

Bonus Actions

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

Reactions

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

Dice Roller

d