Ad WEAPONS: Dagger, staff; ARMOR: None
[Link] LANGUAGES: Common, Diabolic, Draconic, Reptilian, Sylvan
Halfling: STEALTHY: Once per day become invisible for 3 rounds.
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with
DC 15 INT check
11 +0 16 +3 Halfling Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+3 vs a DC
equal to 10 + the spell's tier.
Wizard-1: STAT BONUS: +2 to Intelligence
SPELLS: Light, Mage Armor, Magic Missile (ADV)
12 +1 10 +0 Wizard
5 -3 9 -1 1 0 10
29 6 9
Apprentice
1 11 Dagger
Staff Backpack
Bag of coins (44)
Flask or bottle
Lawful Flint and steel
Pole
STAFF: +0, 1d4 (2H) Torch
DAGGER: +0/+1 (N), 1d4 (FIN)
Crafter
Odin
LIGHT (Tier 1, Wizard), DC 11 to cast
Duration: 1 hour real time
Range: Close
One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time.
MAGE ARMOR (Tier 1, Wizard), DC 11 to cast
Duration: 10 rounds
Range: Self
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell's
duration.
MAGIC MISSILE (Tier 1, Wizard), DC 11 to cast (always cast with advantage)
Duration: Instant
Range: Far
You have advantage on your check to cast this spell.
A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.