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Alex Green

Wizard Master Of Blades 15 Class & Level
Background
Aasimar Race
Alignment

Strength 20
+5
Dexterity 14
+2
constitution 16
+3
intelligence 16
+3
wisdom 12
+1
charisma 20
+5
Total Hit Dice 15
Hit Die
1d8+3
+5 proficiency bonus
+5 Strength
+7 Dexterity
+3 Constitution
+3 Intelligence
+1 Wisdom
+10 Charisma
saving throws
+7 Acrobatics
+1 Animal Handling
+3 Arcana
+5 Athletics
+10 Deception
+3 History
+1 Insight
+10 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+1 Perception
+10 Performance
+10 Persuasion
+3 Religion
+7 Sleight of Hands
+7 Stealth
+1 Survival
skills Armor: Light armor, medium armor, shields Weapons: simple and martial weapons Tools: None Saving Throws: Dexterity, Charisma Skills: Intimidation, Athletics proficiencies

 
17
Armor Class
123
Hit Points
+0
Initiative
30
Speed
Greatsword1d20+72d6+5
Rapier1d20+71d8+5
Dager1d20+71d4+5
Attacks
Light armor, medium armor, shields
simple and martial weapons
Proficiences
Spell Save DC = 18
Spell Attack Modifier = +10
Spellcasting
Scale Mail armor, 10x daggers, Greatsword, Rapier
Equipment
Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Blade Bond
You have an incredible bond with your blades. Any weapon you have proficiency in can be used as your spellcasting focus if you attune to it. You can have a maximum amount of blade bonds equal to your Charisma modifier (minimum of 1). In addition, you can provide the somatic component of spells with your blade. In order to disband a blade you have bonded with, you must spend 8 consecutive hours with the weapon that is replacing the current blade.

Blade Magic
When you use your action to cast an evocation spell of 1st level or higher, you can charge a melee weapon you are holding with that spell instead of casting it immediately. The weapon retains the spell for a duration of 1 minute, after which it harmlessly dissipates. The spell also dissipates if you charge the weapon with another spell or are no longer holding the weapon.

Once a weapon is charged, you can use an action to make an attack with the weapon. Immediately after the attack is resolved, the weapon charge is expended and the spell is cast. If the spell targets a creature, the target of the weapon attack is the target of the spell. If the spell has an area of effect, it must include the target's space.

Fate's Protection
Starting at 2nd level, you have advantage on magic saves from spells that damage an area rather than a specific target.

Charged Strike
Beginning at 6th level, your blade glows with magical energy when it isn't charged with magic. In addition while it is charged with a spell it can deal an additional 1d4 of relevant spell damage on a hit. The damage increases to 1d6 at 12th level, and to 1d8 at 15th level

Magic Absorption Node
At 10th level, your weapon has the ability to absorb a foes magic that has targeted an ally. Make a Charisma save. If you beat the caster's/spell's DC, you have absorbed the spell. If it is an evocation, that spell is now charged in your weapon if it is not charged already. If your weapon is charged, the effects are negated. On a failed save the spell is redirected towards you (or the center of the effect is on your center) and you take the damage. You also have disadvantage on saving throws for spells higher than 5th level. you can only use this as many times as your charisma modifier rounded down, then you must complete a long rest to regain this skill. This does not work for cantrips.

Legendary Swordsmanship. (Requirement: 18 strength or 18 dexterity) Your unusual strength and nimbleness with massive weapons is incredible. You wield blades as though you were one size larger. Heavy weapons may be wielded one handed and you may wield a blade as a light finesse weapon if you have one hand free.

Strike of Deadly Accuracy. As a bonus action, you grant yourself advantage with your next ranged attack until the start of your next turn. If this attack hits the target it is a critical hit. They must then make a dexterity save against your spell casting DC. If they fail, the damage is doubled. You can use this feature once and regain it after a short rest.

At 11th level, your bond with your weapons improves. All bonded weapons may be returned to your side or to your hand (if you have a free hand). As a bonus action on your turn or as a reaction, your melee weapons gain the throwing property of 20/60 and you can strike with your bow as if it were a quarterstaff wielded in both hands (you are considered proficient in this type of attack) if you attack within 5 feet of a target.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: Blade Bond You have an incredible bond with your blades. Any weapon you have proficiency in can be used as your spellcasting focus if you attune to it. You can have a maximum amount of blade bonds equal to your Charisma modifier (minimum of 1). In addition]
[block: you must spend 8 consecutive hours with the weapon that is replacing the current blade.   Blade Magic When you use your action to cast an evocation spell of 1st level or higher]
[block: after which it harmlessly dissipates. The spell also dissipates if you charge the weapon with another spell or are no longer holding the weapon.   Once a weapon is charged]
[block: it must include the target's space.   Fate's Protection Starting at 2nd level]
[block: you have advantage on magic saves from spells that damage an area rather than a specific target.   Charged Strike Beginning at 6th level]
[block: and to 1d8 at 15th level   Magic Absorption Node At 10th level]
[block: then you must complete a long rest to regain this skill. This does not work for cantrips.   Legendary Swordsmanship. (Requirement: 18 strength or 18 dexterity) Your unusual strength and nimbleness with massive weapons is incredible. You wield blades as though you were one size larger. Heavy weapons may be wielded one handed and you may wield a blade as a light finesse weapon if you have one hand free.   Strike of Deadly Accuracy. As a bonus action]
[block: the damage is doubled. You can use this feature once and regain it after a short rest.   At 11th level]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Burning Hands

1-level Evocation

Casting Time 1 action
Range Self
Duration Instantaneous
Components V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable Objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

2nd level 4d6 , 3rd level 5d6 , 4th level 6d6 , 5th level 7d6 , 6th level 8d6 , 7th level 9d6 , 8th level 10d6 , 9th level 11d6 .

Class(es): Sorcerer, Wizard

Xanathar's Guide to Everything

Earth Tremor

1-level Evocation

Casting Time 1 action
Range 10 feet
Duration Instantaneous
Components V, S

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

Class(es): Bard, Druid, Sorcerer, Wizard

Thunderwave

1-level Evocation

Casting Time 1 action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

Class(es): Bard, Druid, Sorcerer, Wizard

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Chaos Bolt

1-level Evocation

Casting Time 1 Action
Range 120 ft
Duration Instantaneous
Components V, S

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.   If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Class(es): Sorcerer

D8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder

Level 2 Spells

PHB, page 251

Hold Person

2-level Enchantment

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components V, S, M
Materials a small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Misty Step

2-level Conjuration

Casting Time 1 bonus action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard

Scorching Ray

2-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create three rays of 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.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

Xanathar's Guide to Everything

Warding Wind

2-level Evocation

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.   The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.  
 

Class(es): Bard, Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer

Level 3 Spells

Xanathar's Guide to Everything

Erupting Earth

3-level Transmutation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S, M
Materials A piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Class(es): Druid, Sorcerer, Wizard

Black Fireball

5-level Evocation

Casting Time 1 Full Round
Range 180 feet
Duration Instantaneous
Components V, S, M
Materials Sulfur and Ash

A maelstrom of swirling black fire appears near you hands. On your next turn, you choose a spot within range as an action, provided this spell hasn’t ended. The maelstrom disappears from your hands and reappears centered on that point, grown exponentially. Each creature in a 30 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire and 6d6 necrotic damage on a failed save or half as much damage on a successful one.   The maelstrom spreads around corners. It ignites flammable objects in the area that aren’t in the area that aren’t being worn or carried, and it withers nonmagical plants.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the necrotic damage (your choice) increases by 1d6 for each slot level above 5th.

Class(es): Sorcerer, Warlock, Wizard

Lightning Bolt

3-level Evocation

Casting Time 1 action
Range Self (100ft line)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass.

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.  
The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
4th level: 9d6 lightning damage
5th level: 10d6 lightning damage
5th level: 10d6 lightning damage
6th level: 11d6 lightning damage
7th level: 12d6 lightning damage
8th level: 13d6 lightning damage
9th level: 14d6 lightning damage

Class(es): Sorcerer, Wizard

Sleet Storm

3-level Conjuration

Casting Time 1 action
Range 150ft
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A pinch of dust and a few drops of water

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.  
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.  
If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Class(es): Druid, Sorcerer, Wizard

Slow

3-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A bit of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.  
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.  
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20 . On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.  
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Class(es): Sorcerer, Wizard

Level 4 Spells

PHB, page 252

Ice Storm

4-level Evocation

Casting Time 1 action
Range 300 feet
Duration Instantaneous
Components V, S, M
Materials A pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

  Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard

Xanathar's Guide to Everything

Storm Sphere

4-level Evocation

Casting Time 1 action
Range 150 feet
Duration Concentration, Up to 1 minute
Components V, S

A 20-foot—radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.


At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.

Class(es): Sorcerer, Wizard

Vitriolic Sphere

4-level Evocation

Casting Time 1 Action
Range 150 ft
Duration Instantaneous
Components V, S, M
Materials a drop of giant slug bile

You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Class(es): Sorcerer, Wizard

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


Created by

Robinhood55.

Statblock Type

Character Sheet (Legacy)

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