Elizabeth    (Human F Wizard)
Character Information   
Name: Elizabeth XP/Next lvl: 6 / 10
Class: Wizard HP:curr/max 6 / 6
Alignment: Lawful, worships Madeera AC:reg/rear/no shield 12 / 12 / 12
Race: Human Level: 1
Age: 21 Height: 5' 6
Weight: 120 Gender: F
Encumbrance: 10/10 Movement:
Languages: Celestial, Common, Elvish, Merran, Primordial, Sylvan
Ability Scores   
STR: 9 (-1)
INT: 19 (+4)
WIS: 7 (-2)
DEX: 15 (+2)
CON: 14 (+2)
CHR: 7 (-2)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:
A slender woman of slightly above average height with short black hair, and blue eyes. Her torso and arms are covered in elaborate arcane tattoos that seem to shift when no one is looking at them. One tattoo in particular remains constant: a tattoo of Madeera's Holy Symbol on her neck, marking her as one of Madeera's Grandchildren, an order of Wizards dedicated to learning and serving the Covenant.

Background:
Elizabeth's village had a guardian. An old woman covered head to toe in elaborate tattoos who lived in the forest beyond the village. It was whispered that she possessed great and mysterious powers. That she consorted with angels and made demons bow to her. Her Pact with the village was simple. "I will safeguard your village against the dark and chaos. In exchange, I will choose one of your own to take as mine, at a time of my choosing." For decades, the woman protected the village, and did not demand her payment, until one day a young child named Elizabeth wandered a bit too far into the forest, and found herself surrounded by wolves. The Guardian sent the wolves fleeing with a flick of her wrist, and claimed Elizabeth as payment. "You have died to wolves, and been reborn in the Covenant." She raised Elizabeth, teaching her much in the ways magic and herblore. She decorated the girl's body with tattoos, each one representing a spell. "So as our Grandmother adorns her body with the Covenant, so too do we." Finally, she inducted Elizabeth into the Grandchildren of Madeera, a dispersed order of wizards dedicated to learning the Covenant that covers their goddess' body, and has sent Elizabeth to the West. "Terrible, twisted forces of darkness and chaos swarm there, and so there do the Grandchildren of Madeera belong." The tattoos give her an unsettling appearance, but she is in fact rather shy and sweet. She is incredibly intelligent, and took to the arcane arts like a duck to water.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger 1 C/N 1d4/ n n +2
Dagger 1 C/N 1d4/ n n +2
Magic! Dagger 1 C/N 1d4/ n n +2
Equipment
Qty Item Location
1 Backpack Back
1 Flask Hip
1 Flint & Steel Backpack
1 Grappling Hook backpack
10 Iron Spikes Backpack
1 Oil Flask Backpack
3 Rations Backpack
1 60' Rope Coiled on backpack
1 Lantern Backpack
1 Luck Token
1 Magic Dagger Hip


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 6 0 2 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Feather Fall
Magic Missile
Sleep


Spell Book



Notes
Herbalist
Background: Herbalist
You know plants, medicines, and poisons.

Herbalism details: https://www.unseenservant.us/forum/viewtopic.php?p=760028#p760028
Spells
FEATHER FALL (Tier 1): DC 11 to cast; Duration: Instant; Range: Self; You may make an attempt to cast this spell when you fall. Your rate of descent slows so that you land safely on your feet.

MAGIC MISSILE (Tier 1): DC 11 to cast (always cast with advantage); Duration: Instant; Range: Far; You have advantage on your check to cast this spell. A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.

SLEEP (Tier 1): DC 11 to cast; Duration: Instant; Range: Near; You weave a lulling spell that fills a near-sized cube extending from you. Creatures in the area of effect fall into a deep sleep if they are LV 2 or less. Vigorous shaking or being injured wakes them.
Wizard
Learning Spells: You can permanently learn a wizard spell from a spell scroll by studying it for a day and succeeding on a DC 15 Intelligence check. Whether you succeed or fail, you expend the spell scroll. Spells you learn in this way don't count toward your known spells.

Spellcasting: You can cast wizard spells you know. You know three tier 1 spells of your choice from the wizard spell list (see pg. 52). Each time you gain a level, you choose new wizard spells to learn according to the Wizard Spells Known table. For casting wizard spells, see Spellcasting on pg. 44.