| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| -3 | Strength | |
| +4 | Dexterity | |
| +4 | Constitution | |
| +7 | Intelligence | |
| +2 | Wisdom | |
| -1 | Charisma |
| +4 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +9 | Arcana | INT | |
| -3 | Athletics | STR | |
| -1 | Deception | CHA | |
| +7 | History | INT | |
| +0 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +5 | Investigation | INT |
| +0 | Medicine | WIS | |
| +5 | Nature | INT | |
| +0 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Quarterstaff | -1 | STR | 1d6-3 | Bludgeoning | |
| Versatile, Topple | |||||
Quarterstaff, A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp
Primordial, Common, Elvish
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
| Level | Proficiency Bonus | Features | Cantrips Known |
|---|---|---|---|
| 1 | +2 | Spellcasting, Arcane Recovery | 3 |
| 2 | +2 | Arcane Tradition : Order of Scribes, Tradition Feature : Wizardly Quill, Tradition Feature : Awakened Spellbook | 3 |
| 3 | +2 | 3 | |
| 4 | +2 | Ability Score Improvement | 4 |
| 5 | +3 | 4 | |
| 6 | +3 | Tradition Feature : Manifest Mind | 4 |
| 7 | +3 | 4 | |
| 8 | +3 | Ability Score Improvement | 4 |
| 9 | +4 | 4 | |
| 10 | +4 | Tradition Feature : Master Scriviner | 4 |
| 11 | +4 | 5 | |
| 12 | +4 | Ability Score Improvement | 5 |
| 13 | +5 | 5 | |
| 14 | +5 | Tradition Feature : One with the Word | 5 |
| 15 | +5 | 5 | |
| 16 | +5 | Ability Score Improvement | 5 |
| 17 | +6 | 5 | |
| 18 | +6 | Spell Mastery | 5 |
| 19 | +6 | Ability Score Improvement | 5 |
| 20 | +6 | Signature Spells | 5 |
You start with the following equipment, in addition to the equipment granted by your background:
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | - | - | - | - | - | - | - | - |
| 2 | 3 | - | - | - | - | - | - | - | - |
| 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge. Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs! Sources: Tasha's Cauldron of Everything
Prerequisites: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
You have studied some magical theory and have learned a few spells associated with Strixhaven University.
Choose one of Strixhaven’s colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
| College | Cantrips | 1st-Level Spell |
|---|---|---|
| Lorehold | Choose two from: Light, Sacred Flame, and Thaumaturgy. | Choose one 1st-level cleric or wizard spell |
| Prismari | Choose two from Fire Bolt, Prestidigitation, and Ray of Frost. | Choose one 1st-level bard or sorcerer spell. |
| Quandrix | Choose two from Druidcraft, Guidance, and Mage Hand. | Choose one 1st-level druid or wizard spell. |
| Silverquill | Choose two from Sacred Flame, Thaumaturgy, and Vicious Mockery. | Choose one 1st-level bard or cleric spell. |
| Witherbloom | Choose two from Chill Touch, Druidcraft, and Spare the Dying. | Choose one 1st-level druid or wizard spell. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Valda's Spire of Secrets
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
SRD
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Players Handbook Page 269
0-level (Cantrip) Conjuration
A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
PHB
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
| Ranged Spell Attack | 1d8 | Cold Damage |
|---|
Basic Rules
1-level Evocation
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Player's Handbook
1-level Conjuration (ritual)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, 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.
Xanathar's Guide to Everything
1-level Evocation
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Player's Handbook
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
PHB
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
| Base AC | 13 + Dexterity Modifier |
|---|
Basic Rules , pg. 257
1-level Evocation
Player's Handbook
1-level Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Elemental Evil Player's Companion , pg. 150
2-level Evocation
Basic Rules , pg. 275
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
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