Dr. Andrew Doppler
Elven Expertise: At first level the player chooses either Strength, Dexterity or Intelligence. The player gains a +2 to attack and damage rolls for attacks that apply a bonus from the chosen stat.
Scorching Ray: You create three rays o f fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Poison Spary: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Dex saving throw or take 1d12 poison damage.
Fearie Fire: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area w hen the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Dispel Magic: Choose one creature, object, or magical effect within range.For any spell make an ability check using your spellcasting ability. The creature fail a DC equals 16 the spell ends.
Thunder Wave: A wave of thunderous force sw eeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes (2d8) thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
How to attack:
Attack roll (1d20 +8)/ Damage roll: (?d? + 3)