Statistic

HP

AC

SPD

HD

PRB

INI.

Score:

26

12/15

30 (6sq.)

1d6

+2

+2

Ability

STR

DEX

CON

INT

WIS

CHA

Scores

10

14

14

18

10

8

Skill Checks

+0

+2

+2

+4

+0

–1

Saving Throws

+0

+2

+2

+6

+2

–1

Skills

Athletics Str

+0

Acrobatics Dex

+2

Sleight of Hand Dex

+2

Stealth Dex

+2

Arcana Int

+6

History Int

+6

Investigation Int

+6

Nature Int

+4

Religion Int

+2


Skills

Animal Handling Wis

+0

Insight Wis

+0

Medicine Wis

+2

Perception Wis

+0

Survival Wis

+0

Deception Cha

–1

Intimidation Cha

–1

Performance Cha

–1

Persuasion Cha

+1

Passive Perception

10

Class Features

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.

School of Divination Features

Divination Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Portent
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Weapon Attacks (Attack Actions)

Dagger | Melee Weapon Attack
+4 to hit, reach 5 ft., one target.
Hit: 1d4 + 2 piercing damage.

Usable Equipment and Languages

Weapons

Daggers, darts, slings, quarterstaffs, light crossbows

Armor

None

Tools

Calligrapher's supplies

Languages

Common, Draconic

Race: Blue Dragonfolk Features

Natural Resistance
As a blue dragonfolk, his ancestry grants him resistance against Lightning damage

Breath Weapon: Lightning
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus).

On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage.

This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

SPELLCASTING FEATURES
Ablity: Intelligence | Spells DC: 13 | Attack Bonus: +5

Cantrips

Fire Bolt
Casting: Action | 120ft. | Instantaneous
Attack Roll
Damage: 1d10 fire damage

Ray of Frost
Attack Roll
Damage: 1d8 ice damage
Casting: Action | 60ft. | Instantaneous
Effect: Target's speed is lowered by 10ft. for 1 turn.

Mage Hand
Casting: Action | 30ft. | 1 minute
Summon a magical hand that can manipulate
objects, open doors, retrieve something from a container.
Note: The hand is visible and cannot attack.

Minor Illusion
Casting: Action | 30ft. | 1 minute
You create a sound or an image of an object within range that lasts for the duration. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.

Shocking Grasp (unmastered)
Casting: Action | Touch | Instantaneous
Hit: MSpell Attackelee
Damage: 1d8 lightning damage.
Target cannot take reactions.

Level-1: 4 slots

Magic Missile
<no roll required>
Casting: Action | 120ft. | Instantaneous
Damage: 3 darts of 1d4+1 force damage

Shield
Effect: AC +5 and no damage from Magic Missile
Casting: Reaction | Self | 1 round

Thunderwave
Casting: Action | 15ft cube. (from self) | 1 minute
Constitution Save
Effect: Creatures are pushed 10ft. away from you and take 2d8 damage on a failure. On a success, they take half damage but are not pushed.

Mage Armor
Casting: Action | Self | 8 hours.
Effect: Your Armor Class becomes 13 + Dexterity Mod. (15)

Detect Magic (ritual)
Effect: You can sense magic within 30ft of you.
This spell can be cast as a ritual, not requiring a spell-slot.
But it takes 10 minutes to do the ritual.

Chromatic Orb
Attack Roll
Casting: Action | 90ft. | Instantaneous
Damage: 3d8 acid, cold, fire, lighting or poison damage.

Comprehend Languages (ritual)
Casting: Action | Self | 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language. This ability does not allow the user to read "Ancient Text"

Frost Fingers
Casting: Action | Self 15ft. Cone | Instantaneous

Each creature in 15ft cone area makes a CON Save taking 2d8 cold damage on a failed save, or half as much damage on a successful one. Can freeze nonmagical liquids in 15ft cone.

Level-2: 3 slots

Identify
Casting: 1 minute| Touch | Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Levitate
Casting: Action | 60ft. | up to 10 minutes (concentration)

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

Vortex Warp
Casting: Action | 90ft. | Instantaneous
Target makes a CON Save, on a failure, the target is teleported to an unoccupied space within range. (Target can choose to fail)