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Fenjomistaraxis (Fenjo)

Class Wizard ( arcanist - evocation); Level 7 (XP 23,638/34,000)

Heritage Elf ; Culture  Eladrin ; Background  Cultist ; Destiny  Knowledge


Size Medium; Speed 30 ft. (jump 15 ft.; see air lift)

Languages Elvish, Sylvan, Common, Draconic

Maneuver DC 14; Spell DC 15



Strength

8 (-1) 

Dexterity

16 (+3)

Constitution

10 (+0)


Intelligence

18 (+4)*

Wisdom 

14 (+2)*

Charisma

8 (-1)
 

  * saving throw proficiency (+3)

 

DEFENCE

Hit Points 31 (Hit dice d6)

Fatigue 0; Strife 0

Armor Class 14 (17 with mage armor )

Armor Proficiencies -

 

  OFFENCE

  Fire bolt . Ranged Spell Attack. +7 to hit, range 120 ft., one target. Hit: 2d10+4 fire damage.

  Arcane Riposte . Melee Spell Attack. +7 to hit, reach 5 ft., one target. Hit: 3d6+4 choice of damage.

  Staff. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage; parrying, simple.

  Weapon Proficiencies Daggers, darts, slings, quarterstaffs, longswords,rapiers


Spellcasting

Spell Save DC 15; Spell Attack Bonus +7 (+8 with wand of the war mage)

Cantrips: Fire Bolt , Friends , Light , Mage Hand , Prestidigitation , Minor Illusion , Shield , Alarm ,
Unseen Servant , Grease

1st-level (4): Magic Missile Arcane Riposte , Detect Magic , Feather Fall , Mage Armor , Sleep , Searing Equation

2nd-level (3): Gust of Wind , Invisibility , Levitate Scorching Ray , Web , Knock

3rd-level (3): Lightning Bolt , Fly , Fireball

4th-level (1): Phantasmal Killer

Notes (see features for more details)

Arcane Recovery. On a short rest recover spell slots equal to half wizard level rounding up (4).

Bend Magic. Area damage spells can ignore creatures up to Intelligence modifier (4)

Rote Memorization. One non-damaging cantrip (can change each long rest) can be cast as a bonus action a number of times equal to proficiency bonus (3).

War Magic. Add Intelligence bonus (4) damage to evocation spells.

Signature spells. Magic missile is always prepared for free, and can be cast once per rest without using a spell slot.

Fauna & Flora. Plants and beasts have disadvantage when saving vs spells.


Proficiency Bonus (+3)

   

Skills

  • Arcana (forbidden knowledge*)
  • Culture
  • Deception
  • History
  • Investigation (trapfinding*)
  • Medicine

Tools

  • Cartographer’s tools

Saving Throws

  • Intelligence
  • Wisdom
* specialty (+1d4)    

Heritage Features

Fey Ancestry

You gain an expertise die on saving throws against being charmed, and magic can’t put you to sleep.

Darkvision

Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. 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

Elves don’t need to sleep. Instead, they meditate deeply, remaining conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest, you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. 

Arcane Sensitivity

You gain proficiency in Arcana. 

Arcane Empathy

Your sensitivity to the flow of magic lets you speak to the hearts of others. You have a limited ability to communicate telepathically with those within 30 feet of you. Though this grants the target no ability to respond telepathically, they can understand you as long as you share a language with them. 


Culture Features

Twilight Step

You have learned how to skip out of the Material Plane, fly through the Plane of Faerie, and land back in your native realm. You can forego your movement on your turn to teleport 30 feet to an unoccupied space you can see. Once you have used this trait, you cannot do so again until you finish a short or long rest. 

Fey Sublimation

Your time in the Faerie Realm has suffused your being with its very energy. In addition to being humanoid, you also have the fey creature type. 

Knowledge of the Faerie Courts

You are proficient in one of the following skills: Arcana, Culture, Deception, History, Insight, Persuasion, Survival. 

Languages

You can speak, read, write, and sign in Common, Elvish, and Sylvan. 

Invocation of the Eladrin Lords (Minor Illusion)

Hierarchies among the fey often deploy pact magic and a ripple of that power is available to all eladrin subjects. You know one cantrip from Table: Eladrin Invocations, based on the aspect of nature you wish to manifest or that of your liege.

Your selected aspect also imparts minor changes of your choice to your appearance, such as to your eye and hair color, skin tone, or even the color of your clothing. At the end of a long rest, you can change your selected aspect. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). 

 


Class Features

Bend Magic

When you cast a wizard spell with an instantaneous duration that deals damage to an area, you can choose a number of creatures equal to your Intelligence modifier (4) in the area that you can see. The chosen creatures take no damage from the spell.

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 that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th-level or higher.

Rote Memorization

Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest, and can switch the cantrip associated with this feature each time you gain a wizard level.

War Magic

When you deal damage with a wizard spell from your chosen school, you deal additional damage equal to your Intelligence modifier (4) on the first damage roll for that spell.

Signature Spells

Choose one 1st-level wizard spell that is in your spellbook. You always have this spell prepared, it doesn’t count toward your maximum prepared spells, and you can cast this spell at its lowest level without expending a spell slot. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again. 

Scholarly Specialty (Evocation)

When you choose this archetype at 2nd level, choose one classical school of magic as your Scholarly Specialty: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. The gold and time you must spend to copy spells from this school into your spellbook is halved. If a feature refers to your chosen school, it refers to the school selected in this feature.

Air Lift

You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.

Fauna & Flora

Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora. When a plant or beast makes a saving throw against a spell that you cast, it makes the saving throw with disadvantage.


Other Features

Forbidden LoreWhen you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek—finding the book or paying the being’s price is another matter.


Destiny (Knowledge)

Source of Inspiration

LearningYou draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery.

Inspiration Feature

Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice.

Fulfillment Feature

Converging Theories. Your understanding has bridged the gaps and you join what once was disparate into a unified scientific and spiritual theory. Your Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22.


Equipment

Supply 0 (max 8)

Quarterstaff, backpack, bedroll, clothes (traveler’s), component pouch, flask of oil, lantern (hooded), mess tin, spellbook

Ring of Protection +1, Pearl of Power (lvl 3), Wand of Magic Missile , Wand of the War Mage

  Wealth

   Gold 1,451