Wilhelmnus Herdill

Holding himself in high regard, Wilhelmnus Herdill is prone to criticising those who he feels are naive or primitive compared to his intellect. However, he can display compassion, warmth, and wit that makes up for his egocentric nature, serving to act as a mentor and guardian figure to the other members of the Order.

Backstory
Herdill was born in Doranberg in midwinter, 60 years before as the only child of an unwed daughter of a farmer. He was fostered out by his mother while she worked, mostly apprenticing for clockmakers and tinkerers. Herdill never discovered the identity of his father. Herdill conceals his illegitimate background, making up various stories about his father. He spent many days on his grandparents' farm, where he learned to ride horses. Wilhelmnus was without prospects in Gnomheim. At an early age, he left his mother to join a caravan to Schloss Hochgarten, where there was a school of magic. He applied himself with grace there, using his extraordinary mind to further his knowledge of enchantments, destructive magics, and conjuration.

Class- Wizard
Saving Throws: Intelligence, Wisdom

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.

Lore Master
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

In addition, when you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Spell Secrets
At 2nd level, when you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell's formula as you cast it.

When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can't do so again until you finish a short or long rest.

Alchemical Casting
At 6th level, when you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile.

An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.

Prodigious Memory
At 10th level, as a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.

Traits and Proficiencies

 * Darkvision: 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.


 * Gnome Cunning: You have advantage on all saving throws against magic.
 * Additional Trait
 * Proficiencies: Arcana, Insight, Perception, History

Spellcasting

 * Spell Attack Modifier: 9
 * Spell Save DC: 19
 * Number of Prepared Spells: 15