Medium Humanoid (Human), Neutral Good
Armor Class 12 (15 with Mage Armor)
Hit Points 26 (4d6 + 8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws INT +5, WIS +3
Skills Arcana +5, History +5, Investigation +5, Religion +5
Senses Passive Perception 1
Languages Common, Draconic, Elvish, Primordial
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

War Caster.

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

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 2.

Sculpt Spells. You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Wild Magic Surge. Your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell of 1st level or higher  you roll a d20. If you roll a 1, roll a d100 on the Wild Magic Surge table to create a random magical effect.

Spellcasting. Your spellcasting ability is Intelligence  (spell save DC 15, +5 to hit with spell attacks). You have the following spells prepared:
Cantrips (at will): Dancing LightsFire BoltMinor IllusionMage Hand
1st level (4 slots): Witch BoltMagic MissileDetect MagicJumpMage ArmorShield
2rd level (3 slots): Flaming Sphere

Actions

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

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 1 target. Hit: 1d4 +2 piercing damage.

Description

Equipment:

  • bottle of ink
  • quill
  • small knife
  • a letter from a dead colleague posing a question you have not yet been able to answer
  • set of common clothes
  • pouch containing 10gp
  • Spellbook
  • Dagger
  • backpack
  • book of lore
  • ink pen,
  • sheet of parchment (10x)
  • little bag of sand
  • component pouch
    • grasshopper's hind leg
    • bit of phosphorus 
    • bit of fleece
    • piece of cured leather
    • dusting of powdered iron
    • twig from a tree that has been struck by lightning
Tadron