Merla Tinkerlow Level 1 F Stout Halfling F Wizard F Lawful Neutral Strength 8 -1 Dexterit y 14 +2 Constitution 14 +2 Intelligence 1 5 +2 Wisdom 12 +1 Cha ri sma 1 3 +1 Languages: Common, Dwarvish, Elvish, Halfling Passive Insight: 13 Passive Percept ion: 11 Proficiencies (proficienc y b onus +2) Armor: None. Weapons: Daggers, darts, slings, quarterstaffs, l ight crossbows. ools: None. Saving Trows: Intelligence, Wisdom Skills: Arcana, History, Insight, Investigation Racial Traits Lucky: When you roll a 1 on an attack roll, ability check, or sa- ving throw , you can reroll the die and mus t use the new roll. Brave: You have advantage on saving throws against being rightened. Halfling Nimbleness: You can move through the space o any creature that is o a size larger than yours. Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. Class Features Spellcasting Ability: Intelligence is your spellcasting ability or your spells. Te saving throw DC to resist a spell you cast is 12. Y our attack bonus when you make an attack with a spell is +4. Arcane Recovery: Once per day during a short rest, you can choose to recover expended spell slots with a combined level equal to or less than hal your wizard level (rounded up). Cantrips: You know the fire bolt, light and minor illusion can- trips, and can cast them at will. Spell Slots: Y ou have two 1st-level spell slots you can use to cast your prepared spells. Prepared Spells: You prepare our 1st-level spells rom your spellbook and make them available to cast. Spellbook: Your spellbook contains the 1st-level spells charm person, comprehend languages, detect magic, mage armor, magic missile and thunderwave. Combat Statistics Initiative: +2 Armor Class: 12 Size: Small Speed: 25 eet (5 squares on a tactical grid) Hit Points Maximum: 8 hp; Hit Dice: 1d6 art by Wayne Reynolds Background: Sage (Researcher) Researcher: When you attempt to learn or recall a piece o lore, i you do not know that inormation, you ofen know where and rom whom you can obtain it (usually rom a library, scriptorium or another learned person or creature). Te DM might rule that some inormations deserve major quests o t heir own! Personality trait: Tere’s nothing I like more than a good myste- ry; I enjoy solving puzzles and riddles. Ideal: Emotions must not cloud our logical thinking. Bond: I want to prove my skill as a spellcaster, since my amily went through hard sacrifices to allow me to study magic. Flaw: I overlook obvious solutions in avor o complicated ones. Weapons and Equipment F Dagger: Melee attack; +4 to hit; t argets one creature. On a hit, you deal 1d4+2 piercing damage to the target. F Dagger (thrown): Ranged thrown attack; range 20/60 f. (4/12 squares on a tactical grid); +4 to hit; targets one creature. On a hit, you deal 1d4+2 piercing damage to the target. Other equipment: Arcane ocus (wooden wand), backpack, be- droll, belt pouch, black ink (1 bottle), mess kit, quill, 10 sheets o parchment, small knie, spellbook, tinderbox, waterskin. rinket: Y ou own a gl ass orb filled with water, in which swims a clockwork goldfish. Money: You have 9 gold pieces (gp) with you. rail rations: You carry 10 days o rations with you. Cantrips and 1st-level Spells (simplified) Fire Bolt: 1 action; Range 120 f. (24 squares on a tactical grid); ranged spell attack (one target). Hit: 1d10 fire damage. Light: 1 action; ouch an object no larger than 10 f. in any di- mension. It sheds bright light in a 20-oot radius or 1 hour. Minor Illusion: 1 action; Range 30 f. (6 squares); you create the illusion o a sound or object. It lasts 1 minute. Discerning the illusion requires a DC 12 Intelligence (Investiga tion) check. Charm Person: 1 action; Range 30 f. (6 squares); the target (a humanoid) must make a DC 12 Wis saving throw (with advanta- ge i you’re fighting it) or become riendly or 1 hour. Comprehend Languages: 1 action; or 1 hour, you understand any written or spoken language. Detect Magic: 1 action; concentration spell (up to 10 minutes); you detect magic sources within 30 f. (6 squares) o you. Mage Armor: 1 action; you or an ally you touch without armor has its AC become 13 + Dex modifier or 8 hours. Magic Missile: 1 action; you create three magic darts; each dart hits a creature o your choice within 120 f. (24 squares) and de- als 1d4+1 orce damage. Tunderwave: 1 action; each creature in a 15-f. cube origina- ting rom you must make a DC 12 Con saving throw. Failed: 2d8 thunder damage and the creature is pushed 10 f. away rom you. Success: Hal damage, and no push. Una ttended objects in t he area o effect are pushed, too.