Of course! Playing a Half-Orc Wizard is an unusual but exciting choice that offers unique role-playing opportunities and contrasts to the typical choices for that race. Let’s build a level 1 Half-Orc Wizard:

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**Name:** Gruul the Enlightened (or pick any name you like!)

**Race:** Half-Orc

**Class:** Wizard

**Background:** Sage

**Level:** 1

**Alignment:** Neutral Good (or any of your choice)

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**Ability Scores** (using standard array):

**Strength:** 13 (the Half-Orc racial bonus makes this 15)  
**Dexterity:** 12  
**Constitution:** 14  
**Intelligence:** 15  
**Wisdom:** 10  
**Charisma:** 8  

*The Half-Orc racial traits will adjust some of these values.*

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**Racial Traits** (Half-Orc):

- **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  
- **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  
- **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

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**Class Features** (Wizard):

- **Hit Points:** 6 + Constitution modifier (which is 2) = 8 HP
  
- **Spellcasting:** As a Wizard, you have a Spellbook. At level 1, you know 3 cantrips and have a spellbook containing 6 level-1 spells of your choice from the Wizard spell list.

  *Suggested Cantrips:* Mage Hand, Fire Bolt, Light  
  *Suggested 1st Level Spells:* Shield, Magic Missile, Mage Armor, Detect Magic, Identify, Sleep
  
- **Arcane Recovery:** Once per day during a short rest, you can recover a number of spell slots up to half your wizard level (rounded up). 

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**Background: Sage**

- **Skill Proficiencies:** Arcana, History
  
- **Languages:** Two of your choice
  
- **Equipment:** A bottle of black ink, a quill, a small knife, a letter from a dead colleague with a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10gp.
  
- **Specialty:** Researcher (Useful for gaining information)

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**Equipment** (starting equipment for Wizard):

- A quarterstaff or a dagger (your choice)
  
- A component pouch or an arcane focus
  
- A scholar's pack or an explorer's pack
  
- A spellbook

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**Backstory Ideas:** 

Gruul, unlike many of his kin, always felt a pull towards the arcane arts. Born in a rough tribe, he was ridiculed for his interest in books and magic. One day, he found an old, abandoned wizard tower where he discovered a tome that would set him on his path as a wizard. Having faced prejudice from both humans for his orcish heritage and orcs for his scholarly pursuits, Gruul now seeks to prove that strength can also be found in knowledge and magic, not just in brute force.

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This is just a basic outline to get you started. Feel free to adjust anything to fit your desired playstyle and backstory. Make sure to discuss with your DM about your character to make it fit into their campaign setting. Enjoy your adventures as Gruul the Enlightened!
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