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Tandanil Xildan

(XP )

Proficiency Bonus
Armor Class
Mage Armor
30 feet
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Max Hit Points
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You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery.

Closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact.
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.

When evaluating a creature in this way, you may determine its resistances , immunities , vulnerabilities , what languages it speaks, or its Armor Class.

When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value.
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.

fey, the planes, dragons
etiquette, linguistics
architecture, mathematics
Passive Insight
Passive Perception
Passive Stealth
Weapon Proficiencies
longswords, rapiers, daggers, darts, slings, and quarterstaffs
Tool Proficiencies
Darkvision - 60 feet
Common, Elvish, Sylvan, Draconic, Infernal, Primordial, Celestial, Abyssal

Staff of Gravity Bending
Attack Bonus
Damage Type
Parrying, simple, two-handed

Combat Maneuvers

Staff of Gravity Bending
Wand of Lightning Bolts
Ring of Spell Storing
Carrying Capacity
Weight Carried
Maximum Bulky Items
Copper Pieces
Silver Pieces
Gold Pieces

High Elf Culture

Cunning Diplomat. You can always choose to use Intelligence when making a Deception, Insight, Intimidation, or Persuasion check.

High Elf Education. You are proficient in Culture and one additional skill of your choice.

High Elf Weapon Training. You have proficiency with rapiers and longswords.

Magical Versatility. You know a cantrip of your choice, which can be chosen from any spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).

Language. You can speak, read, write, and sign in Common, Elvish, and one other language.

Adventurer's Guide
Elf Heritage Traits

Age. Elves today can live to be 700 or older, and legends speak of elves who simply never die.

Speed. Your base Speed is 30 feet.

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.

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

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.

Adventurer's Guide
Elf Heritage Gifts

Preternatural Awareness: The conventional senses of elves are thought to be more finely tuned than those of other mortals. Some scholars debate whether it is merely a matter of sensitivity, or if the elvish trance meditation heightens their awareness in a way other mortals simply are unable to rival. Elves with the gift of Preternatural Awareness have the following traits:

Keen Senses. You gain proficiency in Perception.

Prophetic Instincts. Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier, and you can’t be surprised while conscious (including during your Trance).

Adventurer's Guide
Elf Heritage Paragon

Spiritual Awareness. You are able to cast detect thoughts a number of times equal to your proficiency bonus between each long rest . Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).

Adventurer's Guide
Sage Background

Ability Score Increases: +1 to Intelligence and one other ability score.

Skill Proficiencies:History, and either Arcana, Culture, Engineering, or Religion.

Languages: Two of your choice.

Feature: Library Privileges. As a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check). Adventures and Advancement: When you visit libraries and universities you tend to be asked for help in your role as a comparatively rough-and-tumble adventurer. After fetching a few bits of esoteric knowledge and settling a few academic disputes, you may be granted access to the restricted areas of the library (which contain darker secrets and deeper mysteries, such as those answerable with a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check).

Adventurer's Guide
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.

Adventurer's Guide
Ritual Efficiency

When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes).

Adventurer's Guide
Elective Studies

Your study of magic has uncovered unique ways to explore the world. At 4th level you gain one elective study of your choice. Elective studies are detailed at the end of the class description. The Studies Known column of the Wizard table shows when you learn more elective studies. Unless otherwise noted, you can gain each study only once.

PRESTO, PRESTIDIGITATION! Prerequisite: The ability to cast prestidigitation If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean. The following effects are added to the list of options you can choose from when you cast prestidigitation. You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope. Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends. A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 30 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses. On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends.

EIDETIC MEMORY Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.

Adventurer's Guide
Signature Spells

At 5th level, you have developed your spellcasting skill and honed it into spells that you consider to be your 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. At higher levels, you gain additional Signature Spells, each of which you can cast once between rests.

At 11th level, you can choose one 2nd-level Signature Spell.

At 17th level, you can choose one 3rd-level Signature Spell.

Each time you gain a level in this class, you can replace one of your Signature Spells with another of the same level.

Adventurer's Guide
Mage Armor
Arcane Objects

When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an action without spending a spell slot, even if you don’t have the spell prepared. In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed , and the Narrator will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).

Adventurer's Guide

Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Additionally, you know the prestidigitation cantrip.

Spellbook At 1st level, your spellbook contains six 1st-level wizard spells of your choice. Your spellbook contains all of the wizard spells you know, except your cantrips, which you maintain in your memory.

Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells. To cast one of these wizard spells, 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 prepare the list of wizard spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells written in your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. Casting spells doesn’t remove them from your list of prepared spells. You can change your list of prepared spells whenever you finish a long rest by studying your spellbook for at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.

Spellcasting Focus You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st-Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the wizard table.

Adventurer's Guide
Your Spellbook

As you research magic and spells, you will add new spells to your spellbook. You might find spells during your adventures, such as spells from other spellcasters’ spellbooks, or spells recorded on scrolls . Copying a Spell into the Book. When you find a wizard spell of 1st-level or higher, you can add it to your spellbook if it is of a spell level that you can prepare, and if you take the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the instructions of the spell, as well as deciphering any notation or cipher used by the wizard who wrote it. You must also practice the spell until you comprehend any words, sounds, gestures, or materials required to use the spell. Finally, you transcribe the spell into your own spellbook, with any notation or cipher you wish to write it with. For each level of the spell, the process takes 2 hours and costs 50 gold. The cost represents material components you utilize as you experiment with the spell to master it, as well as the fine inks you use to record it into your spellbook. Once you have spent this time and money, you can prepare the spell like any other spell in your spellbook. Replacing the Book. You can copy a spell from your own spellbook into another book, in the case that you want to create a backup copy of your spellbook. This is similar to copying a new spell into your spellbook, but simpler and quicker since you understand your own notation and already know how to cast the spell. You spend 1 hour and 10 gold per level of copying your own spells. If you lose your spellbook, you can use the same procedure to transcribe spells that you have prepared into a new spellbook. The Spellbook’s Appearance. Your spellbook is as unique as you want it to be, and can have its own decoration, including margin notes and addendums made by you. It could be a simple, leather-bound book, or it can be finely-bound, gilded, leaflets stored in a box, or made of unique materials as well.

Adventurer's Guide
Wizard’s Flair

At 9th level, you have created a flair that you use when casting spells. Choose a flair from the options below. When you finish a long rest , you may replace your flair with another. Whenever you cast a spell of 1st level or higher, you can choose to cast it with your flair. You can do so again when you finish a short or long rest.

Adventurer's Guide
Awe and Wonder

At 9th level, you have created a flair that you use when casting spells. Choose a flair from the options below. When you finish a long rest , you may replace your flair with another. Whenever you cast a spell of 1st level or higher, you can choose to cast it with your flair. You can do so again when you finish a short or long rest.

Awe and Wonder Choose one creature affected by the spell. It must succeed on a Wisdom saving throw or be charmed by you until the end of its next turn. While charmed in this way, it is incapacitated , has a Speed of 0, and does nothing but stare blankly at the dazzling effects of your magic. If it takes any damage or is forced to make another saving throw, the charm effect ends.

Terror Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn. While frightened in this way, it starts its turn by using its full movement to get away from you in the most direct manner possible, avoiding obvious hazards along the way.

Brilliance Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Warding After casting the spell, until the start of your next turn, a creature who attempts to attack you must make a Wisdom saving throw . On a failure, it must choose a new target or waste its attack.

Adventurer's Guide
Broad Knowledge

As a generalist, you have some basic competence in all schools of magic. At 2nd level when you choose this archetype, the cost of copying spells into your spellbook is reduced to 40 gold per level of the spell (instead of 50 gold).

Adventurer's Guide
Flexible Thinking

Also at 2nd level, you can use an action to replace one spell you have prepared with any other spell in your spellbook. You regain the ability to do so when you finish a short or long rest .

Adventurer's Guide

At 6th level, you gain the ability to bend your magic in flexible, constantly-changing ways. When you finish a short or long rest, you can choose a benefit from the following list. You can expend your Flux to use that benefit. When you cast a spell of 1st-level or higher, you can change your benefit to a different one, recharging your Flux. Otherwise your Flux recharges when you finish a short or long rest. Ad Hoc Defense. When you take damage, you can use your reaction to reduce the damage by an amount equal to your proficiency bonus. Elusive. You can use a bonus action to teleport 15 feet to a space you can see. Reactive Ward. When you make a saving throw , you can use your reaction to add your Intelligence modifier to the result. You may do so after the roll is made, but before any effects of it are resolved. Spell Intensity. When you deal damage with a spell, you can increase the first damage roll of that spell by an amount equal to your Intelligence modifier.

Adventurer's Guide
Fluent Control

At 10th level, you can use your Flexible Thinking feature as a bonus action (instead of an action). In addition, you add your Intelligence modifier to Constitution saving throws made to maintain concentration on spells.

Adventurer's Guide
Hardy Adventurer

You can endure punishment that would break lesser beings. Your maximum hitpoint total gains a bonus equal to twice your character level, increasing by 2 for each level you gain after taking this feat. During a short rest , you regain 1 additional hit point per hit die spent to heal.

Adventurer's Guide
Linguistics Expert

Your gift for languages borders on the supernatural. Raise your Intelligence attribute by 1, up to the attribute cap of 20. Select three languages and gain the ability to read, write, and speak them. By spending an hour, you can develop a cipher that you are able to teach to others. Anyone who knows the cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message. Other creatures can detect the presence of the cipher if they spend a minute examining it and succeed on an Investigation check against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the check succeeds by 5 or more, they can read the hidden message.

Adventurer's Guide

Details & Other Information
6' 3'' when standing upright
white (formerly black)
Followers & Strongholds