TEXT: High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability.
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 4 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 1
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
   Spell Save DC: 13
   Spell Attack Modifier: +5
   Spell Slots: 1st-level (2)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 1.
  Spells Known
  Cantrips (at-will): acid splash, fire bolt, 
  ray of frost, shocking grasp
  1st-level spells: burning hands, detect 
  magic, mage armor, magic missile, 
  shield, thunderwave
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, money (24 gp)
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 7 (Hit Dice 1d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  16 (+3) 
  13 (+1) 
  8 (-1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Int +5, Wis +3; 
  advantage on saves against 
  being charmed.
  Skills Arcana +5, History +5, 
  Investigation +5, Perception +3, 
  Persuasion +1
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 13
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +5 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +5 to hit, range 120 ft., one target. 
  Hit: 1d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Spellcasting. Wizard feature. 
  Spell Save DC: 13 
  Spell Attack Modifier: +5 
  Spell Slots: 1st-level (2)
  
  High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 5 spells. The spells must be of a 
  level for which you have spell slots..
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 2
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
   Spell Save DC: 13
   Spell Attack Modifier: +5
   Spell Slots: 1st-level (3)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 1.
  Arcane Tradition: School of 
  Evocation
  Evocation Savant. The gold and time you 
  must spend to copy an evocation spell 
  into your spellbook is halved.
  Sculpt Spells. You can create pockets 
  of relative safety within the effects of 
  your evocation spells. When you cast 
  an evocation spell that affects other 
  creatures that you can see, you can 
  choose a number of them equal to 1 + 
  the spell’s level. The chosen creatures 
  automatically succeed on their saving 
  throws against the spell, and they take no 
  damage if they would take half damage 
  on a successful save.
  Spells Known
  Cantrips (at-will): acid splash, fire bolt, 
  ray of frost, shocking grasp
  1st-level spells: burning hands, detect 
  magic, identify, mage armor, magic 
  missile, shield, sleep, thunderwave
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 12 (Hit Dice 2d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  16 (+3) 
  13 (+1) 
  8 (-1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Int +5, Wis +3; 
  advantage on saves against 
  being charmed.
  Skills Arcana +5, History +5, 
  Investigation +5, Perception +3, 
  Persuasion +1
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 13
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +5 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +5 to hit, range 120 ft., one target. 
  Hit: 1d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Sculpt Spells. Arcane Tradition feature.
  Spellcasting. Wizard feature. 
  Spell Save DC: 13 
  Spell Attack Modifier: +5 
  Spell Slots: 1st-level (3)
  
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, money (24 gp)
  
  High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability.
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 6 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 3
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
   Spell Save DC: 13
   Spell Attack Modifier: +5
   Spell Slots: 1st-level (4), 2nd-level (2)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 2.
  Arcane Tradition: School of 
  Evocation
  Evocation Savant. The gold and time you 
  must spend to copy an evocation spell 
  into your spellbook is halved.
  Sculpt Spells. You can create pockets 
  of relative safety within the effects of 
  your evocation spells. When you cast 
  an evocation spell that affects other 
  creatures that you can see, you can 
  choose a number of them equal to 1 + 
  the spell’s level. The chosen creatures 
  automatically succeed on their saving 
  throws against the spell, and they take no 
  damage if they would take half damage 
  on a successful save.
  Spells Known
  Cantrips (at-will): acid splash, fire bolt, 
  ray of frost, shocking grasp
  1st-level spells: burning hands, detect 
  magic, identify, mage armor, magic 
  missile, shield, sleep, thunderwave
  2nd-level spells: flaming sphere, web
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 17 (Hit Dice 3d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  16 (+3) 
  13 (+1) 
  8 (-1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Int +5, Wis +3; 
  advantage on saves against 
  being charmed.
  Skills Arcana +5, History +5, 
  Investigation +5, Perception +3, 
  Persuasion +1
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 13
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +5 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +5 to hit, range 120 ft., one target. 
  Hit: 1d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Sculpt Spells. Arcane Tradition feature.
  Spellcasting. Wizard feature. 
  Spell Save DC: 13 
  Spell Attack Modifier: +5 
  Spell Slots: 1st-level (4), 2nd-level (2)
  
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, money (24 gp)
  
  High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability.
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 8 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 4
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
   Spell Save DC: 14
   Spell Attack Modifier: +6
   Spell Slots: 1st-level (4), 2nd-level (3)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 2.
  Arcane Tradition: School of 
  Evocation
  Evocation Savant. The gold and time you 
  must spend to copy an evocation spell 
  into your spellbook is halved.
  Sculpt Spells. You can create pockets 
  of relative safety within the effects of 
  your evocation spells. When you cast 
  an evocation spell that affects other 
  creatures that you can see, you can 
  choose a number of them equal to 1 + 
  the spell’s level. The chosen creatures 
  automatically succeed on their saving 
  throws against the spell, and they take no 
  damage if they would take half damage 
  on a successful save.
  Spells Known
  Cantrips (at-will): acid splash, fire 
  bolt, poison spray, ray of frost, 
  shocking grasp
  1st-level spells: burning hands, detect 
  magic, identify, mage armor, magic 
  missile, shield, sleep, thunderwave
  2nd-level spells: flaming sphere, misty 
  step, shatter, web
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 22 (Hit Dice 4d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  18 (+4) 
  13 (+1) 
  8 (-1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Int +6, Wis +3; 
  advantage on saves against 
  being charmed.
  Skills Arcana +6, History +6, 
  Investigation +6, Perception +3, 
  Persuasion +1
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 13
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +5 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +6 to hit, range 120 ft., one target. 
  Hit: 1d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Sculpt Spells. Arcane Tradition feature.
  Spellcasting. Wizard feature. 
  Spell Save DC: 14 
  Spell Attack Modifier: +6 
  Spell Slots: 1st-level (4), 2nd-level (3)
  
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, money (24 gp)
  
  High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability.
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 9 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 5
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
   Spell Save DC: 15
   Spell Attack Modifier: +7
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (2)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 3.
  Arcane Tradition: School of 
  Evocation
  Evocation Savant. The gold and time you 
  must spend to copy an evocation spell 
  into your spellbook is halved.
  Sculpt Spells. You can create pockets 
  of relative safety within the effects of 
  your evocation spells. When you cast 
  an evocation spell that affects other 
  creatures that you can see, you can 
  choose a number of them equal to 1 + 
  the spell’s level. The chosen creatures 
  automatically succeed on their saving 
  throws against the spell, and they take no 
  damage if they would take half damage 
  on a successful save.
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 27 (Hit Dice 5d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  18 (+4) 
  13 (+1) 
  8 (-1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Int +7, Wis +4; 
  advantage on saves against 
  being charmed.
  Skills Arcana +7, History +7, 
  Investigation +7, Perception +4, 
  Persuasion +2
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 14
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +6 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +7 to hit, range 120 ft., one target. 
  Hit: 2d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Sculpt Spells. Arcane Tradition feature.
  Spellcasting. Wizard feature. 
  Spell Save DC: 15 
  Spell Attack Modifier: +7 
  Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (2)
  
  Spells Known
  Cantrips (at-will): acid splash, fire 
  bolt, poison spray, ray of frost, 
  shocking grasp
  1st-level spells: burning hands, detect 
  magic, identify, mage armor, magic 
  missile, shield, thunderwave
  2nd-level spells: arcane lock, flaming 
  sphere, misty step, shatter, web
  3rd-level spells: fireball, lightning bolt
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, potion of healing (2), 
  100 gp worth of gold dust, pearl worth 
  100 gp (3), money (114 gp)
  
  High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability.
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 10 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 6
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
   Spell Save DC: 15
   Spell Attack Modifier: +7
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 3.
  Arcane Tradition: School of 
  Evocation
  Evocation Savant. The gold and time you 
  must spend to copy an evocation spell 
  into your spellbook is halved.
  Sculpt Spells. You can create pockets 
  of relative safety within the effects of 
  your evocation spells. When you cast 
  an evocation spell that affects other 
  creatures that you can see, you can 
  choose a number of them equal to 1 + 
  the spell’s level. The chosen creatures 
  automatically succeed on their saving 
  throws against the spell, and they take no 
  damage if they would take half damage 
  on a successful save.
  Potent Cantrip. Your damaging cantrips 
  affect even creatures that avoid the brunt 
  of the effect. When a creature succeeds 
  on a saving throw against your cantrip, 
  the creature takes half the cantrip’s 
  damage (if any) but suffers no additional 
  effect from the cantrip.
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 32 (Hit Dice 6d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  18 (+4) 
  13 (+1) 
  8 (-1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Int +7, Wis +4; 
  advantage on saves against 
  being charmed.
  Skills Arcana +7, History +7, 
  Investigation +7, Perception +4, 
  Persuasion +2
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 14
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +6 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +7 to hit, range 120 ft., one target. 
  Hit: 2d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Sculpt Spells. Arcane Tradition feature.
  Spellcasting. Wizard feature. 
  Spell Save DC: 15 
  Spell Attack Modifier: +7 
  Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3)
  
  Spells Known
  Cantrips (at-will): acid splash, fire 
  bolt, poison spray, ray of frost, 
  shocking grasp
  1st-level spells: burning hands, detect 
  magic, identify, mage armor, magic 
  missile, shield, thunderwave
  2nd-level spells: arcane lock, flaming 
  sphere, misty step, shatter, web
  3rd-level spells: dispel magic, fireball, fly, 
  lightning bolt
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, potion of healing (2), 
  100 gp worth of gold dust, pearl worth 
  100 gp (3), money (114 gp)
  
  High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability.
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 11 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 7
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
   Spell Save DC: 15
   Spell Attack Modifier: +7
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (1)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 4.
  Arcane Tradition: School of 
  Evocation
  Evocation Savant. The gold and time you 
  must spend to copy an evocation spell 
  into your spellbook is halved.
  Sculpt Spells. You can create pockets 
  of relative safety within the effects of 
  your evocation spells. When you cast 
  an evocation spell that affects other 
  creatures that you can see, you can 
  choose a number of them equal to 1 + 
  the spell’s level. The chosen creatures 
  automatically succeed on their saving 
  throws against the spell, and they take no 
  damage if they would take half damage 
  on a successful save.
  Potent Cantrip. Your damaging cantrips 
  affect even creatures that avoid the brunt 
  of the effect. When a creature succeeds 
  on a saving throw against your cantrip, 
  the creature takes half the cantrip’s 
  damage (if any) but suffers no additional 
  effect from the cantrip.
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 37 (Hit Dice 7d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  18 (+4) 
  13 (+1) 
  8 (-1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Int +7, Wis +4; 
  advantage on saves against 
  being charmed.
  Skills Arcana +7, History +7, 
  Investigation +7, Perception +4, 
  Persuasion +2
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 14
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +6 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +7 to hit, range 120 ft., one target. 
  Hit: 2d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Sculpt Spells. Arcane Tradition feature.
  Spellcasting. Wizard feature. 
  Spell Save DC: 15 
  Spell Attack Modifier: +7 
  Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (1)
  
  Spells Known
  Cantrips (at-will): acid splash, fire 
  bolt, poison spray, ray of frost, 
  shocking grasp
  1st-level spells: burning hands, detect 
  magic, identify, mage armor, magic 
  missile, shield, thunderwave
  2nd-level spells: arcane lock, flaming 
  sphere, misty step, shatter, web
  3rd-level spells: dispel magic, fireball, fly, 
  lightning bolt
  4th-level spells: ice storm, wall of fire
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, potion of healing (2), 
  100 gp worth of gold dust, pearl worth 
  100 gp (3), money (114 gp)
  
  High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability.
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 13 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 8
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
   Spell Save DC: 16
   Spell Attack Modifier: +8
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (2)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 4.
  Arcane Tradition: School of 
  Evocation
  Evocation Savant. The gold and time you 
  must spend to copy an evocation spell 
  into your spellbook is halved.
  Sculpt Spells. You can create pockets 
  of relative safety within the effects of 
  your evocation spells. When you cast 
  an evocation spell that affects other 
  creatures that you can see, you can 
  choose a number of them equal to 1 + 
  the spell’s level. The chosen creatures 
  automatically succeed on their saving 
  throws against the spell, and they take no 
  damage if they would take half damage 
  on a successful save.
  Potent Cantrip. Your damaging cantrips 
  affect even creatures that avoid the brunt 
  of the effect. When a creature succeeds 
  on a saving throw against your cantrip, 
  the creature takes half the cantrip’s 
  damage (if any) but suffers no additional 
  effect from the cantrip.
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 42 (Hit Dice 8d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  20 (+5) 
  13 (+1) 
  8 (-1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Int +8, Wis +4; 
  advantage on saves against 
  being charmed.
  Skills Arcana +8, History +8, 
  Investigation +8, Perception +4, 
  Persuasion +2
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 14
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +6 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +8 to hit, range 120 ft., one target. 
  Hit: 2d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Sculpt Spells. Arcane Tradition feature.
  Spellcasting. Wizard feature. 
  Spell Save DC: 16 
  Spell Attack Modifier: +8 
  Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (2)
  
  Spells Known
  Cantrips (at-will): acid splash, fire 
  bolt, poison spray, ray of frost, 
  shocking grasp
  1st-level spells: burning hands, detect 
  magic, identify, mage armor, magic 
  missile, shield, thunderwave
  2nd-level spells: arcane lock, flaming 
  sphere, misty step, shatter, web
  3rd-level spells: dispel magic, fireball, fly, 
  lightning bolt
  4th-level spells: dimension door, ice 
  storm, stoneskin, wall of fire
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, potion of healing (1), 
  gold dust worth 50 gp, pearl worth 100 
  gp (2), diamond dust worth 300 gp, 
  money (14 gp)
  
  High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability.
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 14 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 9
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 47 (Hit Dice 9d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  20 (+5) 
  13 (+1) 
  8 (-1)
  Proficiencies (+4 proficiency bonus)
  Saving Throws Int +9, Wis +5; 
  advantage on saves against 
  being charmed.
  Skills Arcana +9, History +9, 
  Investigation +9, Perception +5, 
  Persuasion +3
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 15
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +7 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +9 to hit, range 120 ft., one target. 
  Hit: 2d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Sculpt Spells. Arcane Tradition feature.
  Spellcasting. Wizard feature. 
  Spell Save DC: 17 
  Spell Attack Modifier: +9 
  Spell Slots: 1st-level (4), 2nd-level 
  (3), 3rd-level (3), 4th-level (3), 
  5th-level (1)
  
  Spells Known
  Cantrips (at-will): acid splash, fire 
  bolt, poison spray, ray of frost, 
  shocking grasp
  1st-level spells: burning hands, detect 
  magic, identify, mage armor, magic 
  missile, shield, thunderwave
  2nd-level spells: arcane lock, flaming 
  sphere, misty step, shatter, web
  3rd-level spells: dispel magic, fireball, fly, 
  lightning bolt
  4th-level spells: dimension door, ice 
  storm, stoneskin, wall of fire
  5th-level spells: cone of cold, 
  wall of stone
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, potion of healing (1), 
  gold dust worth 50 gp, pearl worth 100 
  gp (2), diamond dust worth 300 gp, 
  money (14 gp)
   Spell Save DC: 17
   Spell Attack Modifier: +9
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (3), 5th-level (1)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 5.
  Arcane Tradition: School of 
  Evocation
  Evocation Savant. The gold and time you 
  must spend to copy an evocation spell 
  into your spellbook is halved.
  Sculpt Spells. You can create pockets 
  of relative safety within the effects of 
  your evocation spells. When you cast 
  an evocation spell that affects other 
  creatures that you can see, you can 
  choose a number of them equal to 1 + 
  the spell’s level. The chosen creatures 
  automatically succeed on their saving 
  throws against the spell, and they take no 
  damage if they would take half damage 
  on a successful save.
  Potent Cantrip. Your damaging cantrips 
  affect even creatures that avoid the brunt 
  of the effect. When a creature succeeds 
  on a saving throw against your cantrip, 
  the creature takes half the cantrip’s 
  damage (if any) but suffers no additional 
  effect from the cantrip.
  
  High Elf Traits
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, 
  and magic can’t put you to sleep.
  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. You can’t discern color in darkness, 
  only shades of gray.
  Trance. You don’t require sleep. Instead, 
  you meditate deeply, semiconscious, for 4 
  hours a day. After resting in this way, you 
  gain the same benefit that a human does 
  from 8 hours of sleep.
  Wizard Features
  Spellcasting Abiiity. You have the 
  ability to cast spells. Intelligence is your 
  spellcasting ability for your wizard spells. 
  You use your Intelligence whenever a 
  spell refers to your spellcasting ability.
   You prepare the list of wizard spells 
  that are available for you to cast. To do so, 
  choose 15 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   You can use an arcane focus as a 
  spellcasting focus for your wizard spells.
   You can cast any wizard spell in your 
  spellbook as a ritual if that spell has 
  the ritual tag.
  Elf Wizard 10
  “So you clothe yourself in steel 
  and cured leather, jab pointy 
  sticks at your enemies, and 
  think yourself mighty? Fool. My 
  weapons are the building blocks 
  of creation, the forces of the universe. 
  Seek not to impress me with muscle and 
  bone.”
  Little about your demeanor or 
  appearance would suggest that you are 
  a professional adventurer. Your fine 
  clothes are evidence of your privileged 
  upbringing, your speech hints at your 
  impressive education. Yet adventure 
  is the surest, if cruelest, method of 
  refining your arcane skills, as adversity 
  traditionally allows one to reap the 
  greatest benefits. Let those of limited 
  scope spend their time poring over worn 
  tomes from the safety of a library. You 
  crave the arcane knowledge of past eons 
  long forgotten, and the means to acheive 
  the heights of untold glory of which you 
  have always dreamed.
  Background (Noble)
  You were raised wanting for nothing, 
  giving you a clarity of purpose that 
  outweighs pedestrian survival. You 
  know that your potential is limitless, 
  and you aim to make use of your gods-
  given talents.
   Position of Privilege. You are welcome 
  in high society, and people assume you 
  have the right to be wherever you are. 
  The common folk make every effort 
  to accommodate you and avoid your 
  displeasure, and other people of high 
  birth treat you as a member of the 
  same social sphere. You can secure an 
  audience with a local noble if you need to.
   Faction. You are a member of the 
  Lord’s Alliance, a group of allied political 
  powers concerned with mutual security 
  and prosperity.
   Personality Trait. No one could doubt 
  by looking at your regal bearing that you 
  are a cut above the unwashed masses.
   Ideal. It is your duty to protect and care 
  for the people beneath you.
   Bond. The common folk must see you 
  as a hero of the people.
   Flaw. You too often hear veiled insults 
  and threats in every word addressed to 
  you, and you are quick to anger.
   Spell Save DC: 17
   Spell Attack Modifier: +9
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (3), 5th-level (2)
  Arcane Recovery. Once per day when 
  you finish a short rest, you can choose 
  expended spell slots to recover. The spell 
  slots can have a combined level equal to 
  or less than 5.
  Arcane Tradition: School of 
  Evocation
  Evocation Savant. The gold and time you 
  must spend to copy an evocation spell 
  into your spellbook is halved.
  Sculpt Spells. You can create pockets 
  of relative safety within the effects of 
  your evocation spells. When you cast 
  an evocation spell that affects other 
  creatures that you can see, you can 
  choose a number of them equal to 1 + 
  the spell’s level. The chosen creatures 
  automatically succeed on their saving 
  throws against the spell, and they take no 
  damage if they would take half damage 
  on a successful save.
  Potent Cantrip. Your damaging cantrips 
  affect even creatures that avoid the brunt 
  of the effect. When a creature succeeds 
  on a saving throw against your cantrip, 
  the creature takes half the cantrip’s 
  damage (if any) but suffers no additional 
  effect from the cantrip.
  Empowered Evocation. You can 
  add your Intelligence modifier to the 
  Character Name
  Medium humanoid (high elf), lawful good
  Armor Class 13 or 16 (mage armor)
  Hit Points 52 (Hit Dice 10d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  10 (0) 
  16 (+3) 
  12 (+1)
   
  INT 
  WIS 
  CHA
   
  20 (+5) 
  13 (+1) 
  8 (-1)
  Proficiencies (+4 proficiency bonus)
  Saving Throws Int +9, Wis +5; 
  advantage on saves against 
  being charmed.
  Skills Arcana +9, History +9, 
  Investigation +9, Perception +5, 
  Persuasion +3
  Armor None.
  Weapons Daggers, darts, slings, 
  quarterstaffs, longswords, 
  shortswords, shortbows, longbows.
  Tools Playing cards.
  Senses Darkvision, Passive 
  Perception 15
  Languages Common, Elvish, Draconic.
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Shortsword. Melee Weapon Attack:  
  +7 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
   Fire bolt. Ranged Spell Attack:  
  +9 to hit, range 120 ft., one target. 
  Hit: 2d10 fire damage.
  Options
  Fey Ancestry. High elf trait
  Sculpt Spells. Arcane Tradition feature.
  Spellcasting. Wizard feature. 
  Spell Save DC: 17 
  Spell Attack Modifier: +9 
  Spell Slots: 1st-level (4), 2nd-level 
  (3), 3rd-level (3), 4th-level (3), 
  5th-level (2)
  
  damage roll of any wizard evocation 
  spell you cast.
  Spells Known
  Cantrips (at-will): acid splash, fire bolt, 
  mage hand, poison spray, ray of frost, 
  shocking grasp
  1st-level spells: burning hands, detect 
  magic, identify, mage armor, magic 
  missile, shield, thunderwave
  2nd-level spells: arcane lock, flaming 
  sphere, misty step, shatter, web
  3rd-level spells: dispel magic, fireball, fly, 
  lightning bolt
  4th-level spells: dimension door, greater 
  invisibility,  ice storm, stoneskin, 
  wall of fire
  5th-level spells: cone of cold, passwall, 
  wall of stone
  Equipment
  Spellbook, shortsword, component 
  pouch, wand, scholar’s pack, Three-
  Dragon Ante set, potion of healing (1), 
  gold dust worth 50 gp, pearl worth 100 
  gp (2), diamond dust worth 300 gp, 
  money (14 gp)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/EXTRA/Pre-Gens/High Elf Wizard.pdf