Venya                                          WEAPONS: Dagger, staff; ARMOR: None
www.shadowdarklings.net                                                                                      LANGUAGES: Celestial, Common, Draconic, Dwarvish, Elvish, Goblin, Sylvan
                                                                                                                 Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
                                                                                                                 check
                                                                                                                 Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+2 vs a DC equal to 10
    13         +1             13         +1             Elf
                                                                                                                 + the spell's tier.
                                                                                                                 Elf-1: FAR SIGHT: +1 to spellcasting rolls (inc. above)
                                                                                                                 Wizard-1: LEARN EXTRA SPELL: Learn Mage Armor
                                                                                                                 SPELLS: Light, Mage Armor, Magic Missile (ADV), Protection from Evil
    9          -1             9          -1             Wizard
    7          -2             8          -1                 1                   0              10
                                                                                                                                                           41
                                                        Apprentice
          1                       9                                                                                  Dagger
                                                                                                                     Staff                                                         Backpack
                                                                                                                                                                                   Bag of coins (41)
                                                                                                                     Flint and steel
                                                        Lawful                                                       Grappling hook
                                                                                                                     Iron spikes
  DAGGER: +1 (N), 1d4 (FIN)                                                                                          Rations (3)
                                                                                                                     Rations (3)
  STAFF: +1, 1d4 (2H)
                                                        Wizard's Apprentice
                                                                                                                     Rope, 60'
                                                                                                                     Torch
                                                                                                                     Torch
                                                        Madeera the Covenant
Edits: Background set to Wizard's Apprentice; Wizard Talent for level 1 set to 'Learn one additional wizard spell of any tier you know'; Hit Points rolled at level 1 set to 3;
Gold rolled set to 50 gp
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.
PROTECTION FROM EVIL (Tier 1, Wizard), DC 11 to cast
Duration: Focus
Range: Close
For the spell's duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings also can't possess,
compel, or beguile it.
When cast on an already possessed target, the possessing entity makes a CHA check vs. the last spellcasting check. On a failure, the entity is expelled.