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Nirrain

1 Level (0/300 XP for level-up) Anthropologist Background Background Aasimar (Scourge Race / Species / Heritage Lawful Good Alignment
Sorcerer (Wild Magic)
Level 1
Hit Dice: 1/1
1d6+3 Class 1

STR
15
+2
DEX
13
+1
CON
17
+3
INT
10
+0
WIS
14
+2
CHA
18
+4
9
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+12 Attack mod
CHA Ability
+4 Abi Mod
31 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+1 Dexterity
+7 Constitution
+0 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+6 Deception CHA
+0 History INT
+4 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light +12 1 action Touch 1 hour V
 Notes:You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Fire Bolt +12 1 action 120 feet Instantaneous 1d10 V, S
 Notes:ou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Friends +12 1 action Self Concentration, up to 1 minute S
 Notes:For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Prestidigitation +12 1 action 10 feet Up to 1 hour V, S
 Notes:This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Mage Hand +12 1 action 30 feet 1 minute V, S
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
Healing Hands (Aasimar, not a real cantrip +12 1 Action Touch Instantaneous S
 Notes:As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

5e SRD

Leather-Bound Diary

Adventuring Gear

Common

A leather-bound diary might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures.


Weight: 5lb

SRD

Bottle of Ink

Adventuring Gear

Varies

Black,

... its a bottle of ink ...

Cost: 10gp
Weight: 0.0625lb

SRD

Traveler's Clothes

Adventuring Gear

Varies

This set of clothes could consist of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

Cost: 2 gp
Weight: 4 lbs

Quarterstaff

Weapon

Common

Mods
  • Grip
  • Haft
  • Head
  •   Special Maneuvers
  • Forward Thrust - Step forward temporarily to strike a target within 10 feet of you for 1d6 AP II Bludgeoning damage as an attack.
  • Leaping Kick - Use the quarterstaff with both hands to propel yourself forwards up to 10 feet in a straight line to strike for 2d4 AP I Bludgeoning damage with your feet at a target you can see or sense as an attack. You will be moved to the new position within 5 feet of your target. Once you have used this maneuver, you must make a normal attack before you can use it again.
  • Low Strike - Swing the quarterstaff at your opponent's legs as an attack to sweep them off their feet and knock them prone. The target must make a Constitution saving throw against a DC Equal to 8 + Your Proficiency Bonus + Strength or Dexterity modifier or be knocked prone. Once you have used this maneuver you must make a normal attack before you can use it again.
  • Sweeping Attack - Strike all targets in your sphere of influence for 1d4 AP I Bludgeoning damage. Once you have used this maneuver you must make a normal attack before you can use it again.
  • Upwards Strike - Swing one end of the quarterstaff upwards to strike your target as an attack from below the chin, like an uppercut, reducing the target's attack modifier by a number equal to your Proficiency Bonus until the start of your next turn. Once you have used this maneuver, you must make a normal attack before you can use it again.
  •   Special Properties
  • Armor Piercing II
  • Finesse - Allows use of your Dexterity Modifier in place of your Strength modifier
  • Blunt Instrument - Deals Double Poise Damage
  • Staggering - Prevents targets from taking Reactions upon successful attacks
  • Walking Stick - Can be used to cross difficult terrain without penalty during travel on foot
  •   Weight: 5   Handling: Versatile (2-handed or 1-handed)

    A classic two-handed weapon made of treated wood that can be used to defeat multiple opponents in close proximity. Often a Martial Artist's first choice.

    Type Damage Damage Range
    Simple Melee 2d4 (2-handed), 1d6 (1-handed) Bludgeoning Melee


    Weight: 4lbs

    DMG

    Explorer's Pack

    Adventuring Gear

    Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp
    Weight: 59 lbs

    Homebrew

    Dagger

    Weapon

    Common

    Melee, Weapon, Simple, Light, Finesse, One-Handed   Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.

    Type Damage Damage Range
    Simple Melee 1d4 Piercing 1 m | thrown 4/12 m

    Cost: 25.000 Eurodollars
    Weight: 0,3 kg

    Homebrew

    Dagger

    Weapon

    Common

    Melee, Weapon, Simple, Light, Finesse, One-Handed   Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.

    Type Damage Damage Range
    Simple Melee 1d4 Piercing 1 m | thrown 4/12 m

    Cost: 25.000 Eurodollars
    Weight: 0,3 kg

    The statblocks of your class features

    Wild Magic Sorcerer


    Hit Points

    Hit Dice: d6 per Wild Magic Sorcerer level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    Homebrew происхождение чародея ДИКАЯ МАГИЯ. Все классовые способности и умения чародея аналогичны указанным в книге игрока.   Ваша магия исходит от диких сил хаоса, лежащих в основе мироздания. Вы, возможно, подверглись воздействию грубой магии в той или иной форме. Возможно, она просочилась через портал, ведущий в Лимбо, проникла из других Планов существования или пришла из таинственной Бездны. Может быть, вы были благословлены могущественной феей или отмечены демоном. Или ваша магия может быть случайностью вашего рождения, без очевидной причины. Вне зависимости от её происхождения, хаотическая магия бурлит внутри вас, готовая вырваться наружу


    Subclass Options

    ДИКАЯ МАГИЯ   ВОЛНА ДИКОЙ МАГИИ Когда вы выбираете Дикую магию в качестве источника, ваше колдовство может вызвать волны дикой магии. Сразу после накладывания вами заклинания как минимум 1 уровня вы бросаете к20. Если выпадает "1" или "20", вы бросаете кость по таблице https://www.dandwiki.com/wiki/Wild_Magic_Surge_Table,_Variant_(5e_Variant_Rule) для создания случайного магического эффекта. Волна может возникать только один раз за ход. Если эффект волны является заклинанием, он слишком непредсказуем, чтобы его можно было модифицировать метамагией. Если заклинание-эффект в обычных обстоятельствах требует концентрацию, то в данном случае оно не требует концентрацию и длится свою максимальную длительность.   ХАОТИЧЕСКАЯ ЭНЕРГИЯ Когда вы выбираете Дикую магию в качестве источника, вы узнаёте заклинание Снаряд Хаоса (Chaos bolt). Это заклинание не учитывается при подсчете известных вам заклинаний чародея, однако вы никогда не сможете заменить это заклинание на другое из доступного вам списка заклинаний. Начиная с 3 уровня вы можете воспользоваться одним из вариантов метамагии, как если бы вы его выбрали. Вы должны оплатить полную его стоимость в очках чародейства и не можете воспользоваться этой способностью повторно, пока не окончите продолжительный отдых.   ПОТОК ХАОСА Начиная с 1 уровня вы можете манипулировать силами случая и хаоса, чтобы получить преимущество для одного броска атаки, проверки характеристики или спасброска. Сделав это, вы должны совершить продолжительный отдых, прежде чем вы сможете использовать это умение ещё раз. В любой момент до того как вы восстановите это умение, при выпадении значений "10" на к20 от умения ВОЛНА ДИКОЙ МАГИИ, вы восстанавливаете использование этого умения.   ПОДЧИНЕНИЕ УДАЧИ Начиная с 6 уровня вы получаете возможность менять судьбу с помощью дикой магии. Когда другое существо, видимое вами, совершает бросок атаки, проверку характеристики или спасбросок, вы можете реакцией потратить 1 единицу чародейства и своё умение ПОТОК ХАОСА, чтобы даровать этому существу преимущество или помеху на свой выбор. Вы можете сделать это после броска существа, но до того, как начнут действовать эффекты от броска. Дополнительно вы восстанавливаете умение ПОТОК ХАОСА при выпадении значений "5" и "15" на к20 от умения ВОЛНА ДИКОЙ МАГИИ.   КОНТРОЛИРУЕМЫЙ ХАОС На 14 уровне вы получаете толику контроля над Волнами дикой магии. Каждый раз, когда вы совершаете бросок по таблице https://www.dandwiki.com/wiki/Wild_Magic_Surge_Table,_Variant_(5e_Variant_Rule), вы можете совершить два броска и использовать любой из двух.   РАЗРУШИТЕЛЬНЫЕ ЗАКЛИНАНИЯ С 18 уровня разрушительная энергия ваших заклинаний увеличивается. Когда вы совершаете бросок урона от заклинания, и хотя бы на одной из костей выпадает максимально возможное значение, выберите все кости с выпавшим максимальным значением и бросьте их ещё раз. Добавьте выпавшее значение к урону. Сделав это, вы должны совершить короткий или продолжительный отдых, прежде чем вы сможете использовать это умение ещё раз или пока не сработает умение ВОЛНА ДИКОЙ МАГИИ.
     

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Aasimar (Scourge)

    Ability Score Increase Cha +2, Con +1
    Size Medium
    Speed 30 ft.

    Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.   Celestial Resistance. You have resistance to necrotic damage and radiant damage.   Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.   Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.   Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.

    Languages. Common, and Celestial.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    Strixhaven: A Curriculum of Chaos, pg. 38

    Silvery Barbs

    1-level Enchantment

    Casting Time 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range 60 ft.
    Duration Instantaneous
    Components Verbal

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.   You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

    Class(es): Bard, Sorcerer, Wizard

    PHB

    Disguise Self

    1-level Illusion

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S

    You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

    Statblocks for your Trinkets, businesses, building, castles, empires.


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    MagnarTheTerrible.

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