Hinkle - Level 5 Human Wizard

Medium human, Lawful Evil, Necromancy Arcane Tradition

STR 10 (+0)
DEX 15 (+2)
AC 15
INT 17 (+3)
CON 14 (+2)
SPD 30
WIS 11 (+0)
CHR 14 (+2)
HP 36
Spell Casting
Saving Throws
+6 INT, +3 WIS
Skills
Special Notes
Grim Harvest
After killing one or more creatures with a spell of 1st level or higher, regain HP equal to twice the spell level (or three for necromantic spells)
Spells
Cantrips
Fire Bolt
Range 120 feet, 1 action, Instantaneous, +6 to hit, 2d10 fire damage
Message
Range 120, 1 action, 1 round duration
Chill Touch (necromantic spell)
Range 120 feet, 1 action, 1 round duration, +6 to hit, 2d8 necrotic damage and target cannot regain HP until start of Hinkle's next turn
Level 1
Mage Armor
Touch, 1 action, 8 hour duration, base AC becomes 13 + dexterity, ending if target puts on armor or if spell is dismissed by caster
Magic Missle
Range 120 feet, 1 action, Instantaneous, automatic hit, 1d4 + 1 force damage per missile, 3 missiles at level 1, 4 missiles at level 2, 5 missiles at level 3
Level 2
Melf's Acid Arrow
Range 90 feet, 1 action, Instantaneous, +6 to hit, on hit target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn, on miss target takes 2d4 acid damage from splash
Shatter
Range 60 feet, 1 action, Instantaneous, creatures within 10 feet of target point must make CON save, 3d8 thunder damage (half if saved). Creatures of stone, crystal, metal, etc. has disadvantage
Suggestion
Range 30 feet, 1 action, Instantaneous, up to 8 hours duration (concentration), no effect if creature cannot be charmed
Hinkle's favorite use is to target the "tankiest" opponent and suggest "Your armor is filthy. You should take it off and clean it."
Level 3
Fireball
Range 150 feet, 1 action, Instantaneous, +6 to hit, area of effect 20 feet sphere, 8d6 fire damage, DEX save for half damage
Fly
Touch, 1 action, Instantaneous, 10 minutes (concentration), gain flying speed 60 feet