All Characters
Samir

Samir

Level 5 โ€ข Wizard โ€ข Sage โ€ข Human
Setting SRD / Fantasy
Armor Class 12
Hit Points 30
Speed 30 ft.
Initiative +2
Arcane Recovery 1/1

Ability Scores

STR 8 -1
DEX 14 +2
CON 14 +2
INT 20 +5
WIS 12 +1
CHA 10 +0

Skills & Saving Throws

Pass. Perception
11
Pass. Investigation
18
Pass. Insight
11
โ—‹ STR Save -1
โ—‹ DEX Save +2
โ—‹ CON Save +2
โ— INT Save +8
โ— WIS Save +4
โ—‹ CHA Save +0
โ—‹ Athletics -1
โ—‹ Acrobatics +2
โ—‹ Sleight of Hand +2
โ—‹ Stealth +2
โ— Arcana +8
โ— History +8
โ— Investigation +8
โ—‹ Nature +5
โ—‹ Religion +5
โ—‹ Animal Handling +1
โ—‹ Insight +1
โ—‹ Medicine +1
โ—‹ Perception +1
โ—‹ Survival +1
โ—‹ Deception +0
โ—‹ Intimidation +0
โ—‹ Performance +0
โ—‹ Persuasion +0

Features & Traits

Spellcasting

You can cast Wizard spells using Intelligence as your spellcasting ability. You have a spellbook.

Ritual Adept

You can cast any spell with the Ritual tag as a Ritual if it's in your spellbook.

Arcane Recovery

Once per day when you finish a Short Rest, recover spell slots with combined level up to half your Wizard level.

Scholar

Choose Expertise in Arcana, History, Investigation, Medicine, Nature, or Religion.

Wizard Subclass

You gain a Wizard subclass of your choice.

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat.

Memorize Spell

When you finish a Short Rest, you can change one prepared spell for another in your spellbook.

Resourceful

You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful

You gain proficiency in one skill of your choice.

Versatile

You gain an Origin feat of your choice.

Spellcasting & Arcana

Save DC: 16 | Attack: +8
1st Level 4/4 2nd Level 3/3 3rd Level 2/2
Fire Bolt
Cantrip

1 action ยท Self ยท Instantaneous

A Symbaroum mystic spell.

Mage Hand
Cantrip

1 action ยท Self ยท Instantaneous

A Symbaroum mystic spell.

Prestidigitation
Cantrip

Action ยท 10 feet ยท 1 hour

A minor magical trick. Create sensory effects, light/snuff flames, clean/soil objects, chill/warm/flavor materials, make marks or symbols, or create trinkets.

Detect Magic
1st Lvl (4 Slots)

Action ยท Self (30-foot radius) ยท Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. You can take the Magic action to see a faint aura around any visible creature or object that bears magic.

Magic Missile
1st Lvl (4 Slots)

Action ยท 120 feet ยท Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see. A dart deals 1d4 + 1 Force damage.

Shield
1st Lvl (4 Slots)

Reaction ยท Self ยท 1 round

An invisible barrier of magical force appears. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.

Misty Step
2nd Lvl (3 Slots)

1 action ยท Self ยท Instantaneous

A Symbaroum mystic spell.

Web
2nd Lvl (3 Slots)

Action ยท 60 feet ยท Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point within range. The webs fill a 20-foot Cube. The webs are Difficult Terrain and lightly obscure the area. A creature that starts its turn in the w...

Counterspell
3rd Lvl (2 Slots)

Reaction ยท 60 feet ยท Instantaneous

You interrupt a creature casting a spell. If 3rd level or lower, it fails. Higher levels require an ability check (DC 10 + spell level).

Fireball
3rd Lvl (2 Slots)

Action ยท 150 feet ยท Instantaneous

A bright streak flashes from your finger to a point within range and then blossoms into an explosion of flame. Each creature in a 20-foot-radius Sphere must make a Dexterity save, taking 8d6 Fire dama...

Inventory & Equipment

Customs

x1
x1

Weapons

Quarterstaff x1